You are viewing content from the old Ultimatehandbook site, some of which may be out of date or inaccurate.
The current Ultimatehandbook is located at www.ultimatehandbook.com/wordpress.
 
Homepage / Beginner
Search The Handbook
Topics
Ultimate in 10 Simple Rules
Spirit of the Game
The Basics of Ultimate
The Physics of Flight
Learning to Throw Backhand
Learning to Throw Forehand
After Your First Week
Drills
The Cheer

After Your First Week


Now that you've got your first week of Ultimate under your belt and you've been completely and utterly swamped with people trying to help, let's talk about what the hell they have been saying to you. Ultimate has more phrases than a millipede has legs.

The Stall Count


Every player has 10 seconds to throw the disc. If your check (i.e. the player defending you when you have the disc) is not counting, please remind them to count out loud to 10; often newer players forget. If someone is counting too fast you may call fast count; at this point they must go back 2 in the stall count. If they continue to count too fast and you call it again within the same stall count, the play stops and the count goes back to 0.

Picks

If any player on the field impedes the progress of a defensive player trying to check their offensive counterpart, the defensive player should call pick very loudly so play does not continue. If play continues and the disc is turned over, the turnover. The defensive player must be within 10 feet (3 meters) of their check to call a pick.

Double Teams

Only one defensive player may be within 10 feet of the thrower unless another offensive player is within a 10 foot radius of the thrower.

Fouls

Fouls are the result of physical contact between opposing players. A catching foul may be called when there is contact between opposing players in the process of attempting a catch, interception, or knock down. A certain amount of incidental contact during or immediately after the catching attempt is often unavoidable and is not a foul. If a player contacts an opponent before the disc arrives and thereby interferes with that opponent's attempt to make a play on the disc, that player has committed a foul. If a player's attempt to make a play on the disc causes significant impact with a legitimately positioned stationary opponent, before or after the disc arrives, it is considered "harmful endangerment" and is a foul.

DANGEROUS, AGGRESSIVE BEHAVIOUR OR RECKLESS DISREGARD FOR THE SAFETY OF FELLOW PLAYERS IS ALWAYS A FOUL.

If a catching foul occurs and is uncontested, the player fouled gains possession at the point of the infraction. If the call is disputed, the disc goes back to the thrower. If an uncontested foul occurs in the end zone, the player fouled gains possession at the closest point on the goal line to the infraction.

Throwing fouls are when the thrower's passing motion is impeded by a moving marker prior to releasing the disc. If the marker is stationary the thrower may not step into them to complete a pass.


Strips

A defensive player may not knock the disc from the hands of an offensive player.

Traveling

The offensive player may not drag their pivot foot or run with the disc. A player who is running and catching must try to stop as quickly as possible (3 steps maximum) prior to throwing to a teammate.

These are the most common rules. If someone is constantly breaking a rule, it may not be because they are unspirited; it may be because they don't know the rules.


Transition

I see it every time I watch newer players play Ultimate. They are on offense running down the field and a turnover occurs. It takes a second or two for them to realize that, "Hey, my team doesn't have the disc anymore," and by this time their check has run into the endzone and is wide open for a few seconds.

Ultimate is a very high paced game and turnovers occur quite frequently. If you see the disc hit the ground, you should immediately find your check because he is going to try and roast you like you have never been roasted before. The instinct to become a defensive player is not natural. You are going one way, in control of everything, and then all of the sudden all the control is taken away from your team and given to your opponents. But there is something you can do about this. Get the disc back by playing some incredibly gnarly, layout, in your face D.

Transition defense may also get some help form the marker. Your team should have picked a direction to force the disc in the event that you would wind up on defense. If the person who is, or will be marking the disc, sees someone wide open down field, he should put on what is called a "Straight Up Force" for a few stall counts in order for that open person's check to catch up to him. By playing a straight up force, the marker is trying to prevent the thrower from hucking the disc a long distance. The marker should try to get back to the original force direction before too long or he will get broken, thus giving all the advantage back to the offense.

More experienced players: You should be reading the play as it moves down field and if you see a potential turnover situation you should be preparing yourself to play defense before the disc even comes close to hitting the ground. This way you will be prepared to shut down the huck if someone on your team gets roasted by quick transition. This does not mean "don't have faith in your teammates". You may be surprised how your team can come out of an adverse situation. As an experienced player you should have two or three strategies planned out for many different eventualities. If the pass is caught by a teammate you may find yourself wide open because your defender thought there would be a turnover. [1]

Holding the Force

This is probably one of the most misunderstood phrases in the game for new players. I will try to clarify it for you. The field has an imaginary line that originates at the disc and runs from end zone to end zone, parallel to the sideline. Got it!? All your stuff and your teammates' stuff and your water bottles and lawn chairs and umbrellas and your coolers full of beer and ... your ... this is the "Home" side. The other side is the "Away" side. At the beginning of each point your team should decide which way it is going to force your opponents to throw.

For this example say you are forcing the thrower "Home". This means that you are making a commitment to your teammates that you will not let the thrower throw to the "Away" or "Closed" side of the field. You should position yourself so that your body and arms are in a plane (not wrapping around the thrower as this is a foul) and you are at anywhere from a 45 to 90 degree angle to the thrower. (If you are at 90 degrees you would be facing directly "Home.") From this position you should be light enough on your feet that if the thrower tries to step around your force (either forward or backward) you can move quickly to shut down the new angle the thrower establishes. Maintaining a force is critical as your teammates are depending on you to make the thrower throw in one particular direction. While you are forcing "Home" your teammates are trying not to let their checks get open on the "Home" of "Open" side of the field. The figure below illustrates the "Home" force.

Reverse everything for an "Away" force.



Common phrases you’ll here on the ultimate field are:

"Don't get broken"

"Nothing Out"

"No I/O" or "No Inside/Out."

"No step around"


All of these translate to HOLD THE FORCE. Have I made it painfully obvious yet that holding the force is probably the most important concept in defense?

References

[1] Mich's Guide to Ultimate (Vancouver Ultimate League) http://www.vul.bc.ca/ [2] Ian "Scott" Scotland Issue 34, November 1996, Page 11 British Ultimate Federation (BUF) Newsletter Ultimatum