A copy of the very good website http://www.ultimatehandbook.com/. Please go there for updated version, videos, simulations and more ! The Website is designed and maintained by David Jez (Vancouver, BC) [email protected], Photographs by Kim Godwin & Stephen Chiang Beginners Endzone Plays ...The Basics 66 ...Mob 66 ...Jailbreak 67 ...Foreplay 67 ...Endzone Soup 67 Ultimate in 10 Simple Rules 3 Spirit of the Game 4 The Basics of Ultimate 5 The Physics of Flight 9 Learning to Throw Backhand 10 Learning to Throw Forehand 13 After Your First Week 18 Drills 21 The Cheer 22 Buying Cleats 23 Drills ...The Basics 69 ...3 Player Weave 69 ...Square Drill 70 ...Box Drill 70 ...Breakaway 71 ...Seattle Drill 72 ...Second Huck 72 ...Basic Weave 73 ...D Score 74 ...Swank Drill 75 ...Go-To Drill 79 ...Big Box 81 Intermediate The Stack 25 Cutting 28 Catching 31 Marking the Thrower 33 How To Read The Disc 38 Advanced Defense ...Player 39 ...Zone 44 Advanced Throws 83 Trick Throws 84 Pulling the Disc 86 Throwing Speed 90 How to Avoid Choking 92 Lazy Person's Defense 93 The Statistics of Dumping 95 Playing Deep on Offense and Defense 96 The Inner Game of Ultimate 98 Offense ...Flow 51 ...Player 55 ...Zone 58 ...Endzone 59 ...Berkeley 60 Defense ...Player 99 ...The Clam 100 ...Changing Your Defensive Set 105 Set Plays ...Standard Play 61 ...Coffee Break 62 ...The P Play 62 ...The Weave 63 ...The Looper 64 ...Fast Break 65 ...The Pull Play 65 Offense ...Offensive Thoughts 107 ...Re-Thinking The Stack 111 ...Throw in Presence of a Mark 113 1 This word document was assembled by Bernhard Frötschl (Berlin) with help from Roman Gerlach, Lars Wolter and Max Mönch in May 2001. Print it double sided, 2 pages on 1, so you get 63 handy pages! Drills ...Triple Box 117 ...Uphill Scrimmage 119 ...Fast Break 121 Basic Stretches 195 Active Isolated Stretching 196 Twist & Stretch 197 Mobility Program 199 ACL Prevention 204 Yoga & Athleticism 207 History Nutrition Where the Frisbee First Flew 123 The History of Ultimate 125 Top 10 Foods 208 Fluid Intake 209 The Role of Meat 212 Vegetable Matter 217 Nutritional Program 219 For Women Only 222 Brain Drain 225 Game Day 227 Official Rules UPA 132 WFDF 149 Callahan 165 Captains Training How to Start a Team 175 Playing In Tournaments 176 Tournament Organization 177 Strength Training 229 Improving Your Vertical Leap 232 Hot Stuff Injuries The Ten Commandments Of the Disc 185 Top Ten Rule Changes ... 186 Top Ten Reasons Why ... 186 Snap Krackle Pop - No Frisbee 186 Disc Drive 187 More Than a Simple Fling: Ultimate Frisbee 188 Ultimate Frisbee Tests Character, Fitness 190 Ultimate Frisbee Gets Down and Down 191 Ankle Advice 239 Injury Prevention 242 R.I.C.E. 244 Shin Splints 245 Down But Not Out 246 Stretching Glossary 251 Links 250 Warming Up 194 2 Beginners Ultimate in 10 Simple Rules 1. The Field — A rectangular shape with endzones at each end. A regulation field is 70 yards by 40 yards, with endzones 25 yards deep. 2. Initiate Play — Each point begins with both teams lining up on the front of their respective endzone line. The defense throws („pulls“) the disc to the offense. A regulation game has seven players per team. 3. Scoring — Each time the offense completes a pass in the defense‘s endzone, the offense scores a point. Play is initiated after each score. 4. 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. 5. 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. 6. Substitutions — Players not in the game may replace players in the game after a score and during an injury timeout. 7. Non-contact — No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made. 8. 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. 9. Self-Refereeing — Players are responsible for their own foul and line calls. Players resolve their own disputes. 10. 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. References http://www.cs.rochester.edu/u/ferguson/ultimate/ultimate-simple.html 3 Spirit of the Game „Spirit of the Game“, perhaps the central governing principle of ultimate. Ultimate players, by their own reckoning, are among the more courtly athletes. Respect for one‘s opponent is paramount. In contrast to crybaby sports like soccer and basketball wherein skilled thespians refine the art of fouling and being fouled, the official ultimate rules strictly forbid any action—taunting, intentional fouls—that might be construed as bad sportsmanship. „Often,“ says the introduction to the rules, „a player is in a position where it is clearly to the player‘s advantage to foul“ or rattle his opponent with taunts, but such tactics are considered „a gross offense against the spirit of sportsmanship.“ Dennis Rodman, stay right where you are. The most compelling aspect of ultimate is the absence of penalties. In the preface to the rules, the founding fathers of the sport, such trusting souls, „assumed that no ultimate player will intentionally violate the rules; thus there are no harsh penalties for inadvertent infractions.“ (In fact, there really aren‘t any penalties at all.) This statement is, in its off-hand way, revolutionary. Imagine a country with no way to enforce its laws other than simply by presuming its citizens would never intentionally violate the law in the first place. Foolish? Naïve? In ultimate-land, it works. Should some vicious churl choose to flout the Spirit of the Game, the founding fathers conceived of a simple safeguard. In place of referees, the players call their own fouls. For instance, if Jane hacks Mary while Mary is winding up to deliver the huck to end all hucks, Mary simply yells „foul,“ and it‘s a foul. Jane is presumed to have hacked unintentionally, and play resumes with Mary‘s possession. Since players cannot „foul out,“ a cynic might think it a toothless sort of foul call, but the Spirit so dominates the sport as to make further disciplinary measures unnecessary. In Ultimate, every player is responsible for their own conduct on the field. There‘s no refs to make sure that everyone acts like grown-ups, so it‘s the responsibility of players to call fouls on themselves if the person they have fouled does not call the infraction. That‘s right. You can call a foul on yourself. Ultimate relies on the honour system and the belief that no one will intentionally cheat, much like marriages, the income tax system, and all-you-can-eat sushi bars. [1] Ultimate‘s rules, like any sport‘s, can take a while to learn. However, they can, for the most part, be summed up by the concept of „Spirit.“ Highly competitive play is encouraged, but never at the expense of mutual respect between players, adherence to the agreed-upon rules of the game or the basic joy of play. The purpose of the rules of Ultimate is to provide a guideline which describes the way the game is played. It is assumed that no Ultimate player will intentionally violate the rules; there are no harsh penalties for inadvertent infractions but, rather, a method for resuming play in a manner which simulated what would most likely have occurred had there been no infraction. It couldn‘t be much simpler. Spirit allows the game to be played without refs, without untoward aggression, and without long stoppages in play. It really can‘t be stressed too much. Spirit is what makes Ultimate so much fun. If you can‘t relate to the concept of Spirit you might be better off trying a different activity; such as sitting in a darkened room cleaning your firearms and obsessing over conspiracy theories. [2] References [1] Mark Schulte, http://www.virginiadynamics.com/ultimate.htm [2] Vancouver Ultimate League, http://www.vul.bc.ca/ 4 The Basics of Ultimate Who catches a disc better than anyone? Dogs. And they don‘t even have thumbs. It goes to show, a long history of taking part in team sports and being a jock isn‘t necessary to be an Ultimate player. As even the briefest exposure to the game demonstrates, running, throwing, and catching are the key physical skills that make a good Ultimate player. An understanding of strategy and positioning are the most important mental aspects of the game. Both sides of the game can be learned easily with practice. The best way to gain those skills is through exposure to the game. Taking the opportunity to join pick-up games often means getting to play with some experienced players. Some cities will even offer skills clinics which is an invaluable way to receive top-notch coaching. Running A disc is like a pair of scissors. You‘re not supposed to run with either. There‘s still a lot of running in Ultimate however. So, don‘t blame anyone if you start feeling fitter and your clothes are getting baggy. Offensive players are constantly on the look out for open areas to provide the thrower, known as the „handler“, with targets. This means sudden changes in direction, speed and angle - „cuts“ - to break away from their check (i.e. the defensive player covering them). Defensive players are reacting to those cuts and anticipating the next move. When on offense try and think ahead and plan your cuts. If you find one that works against a particular check, don‘t be afraid to exploit it a few times until they catch on. When on defense try to anticipate where your check might go so you can prevent, intercept, or block the throw. Unlike other sports, particularly basketball, you cannot use any other player on the field to impede the progress of your check. This is called a „pick“. This rule is designed to prevent injuries. Even an unintentional pick can result in high-speed collisions between players. It‘s of the utmost importance to make sure that everyone on your team knows how to spot and avoid picks. One of the reasons there‘s a lot of running in Ultimate is that „turnovers“ occur. This means that during the course of uninterupted play you may switch from being on offense to defense a number of times. When a turnover occurs, yell „Turnover“ or „TO“ nice and loud so that the rest of your team can change from offense to defense quickly. If you are on offense when the turnover occurs and you are unsure where to go - just stick with whoever is checking you. Also make sure that there are at least as many players from your team as your opponents‘ between you and your end zone. If not, fall back and check the unguarded player closest to the endzone. A simple way to remember this is with the following phrase: „always take the runner“ (unguarded player). Throwing There are more ways to throw a disc than you ever imagined. A general rule of thumb is: the sillier the name of the throw - the stranger the technique required. Most of the time, however, you will rely on three kinds: the forehand of „flick“, the backhand, and hammer. The backhand is the throw everybody used since day one to chuck a disc around on the beach. The hammer is an upside-down forehand. The forehand is the most improbably combination of physics and goofy body language ever invented. After about a million throws you‘ll start to feel like you don‘t look somewhat silly when you throw a forehand. Don‘t get your hopes up. 5 However, long before then you‘ll have developed a forehand throw that actually works. Remember that spin is the most important factor in a disc‘s flight and try a lot of different, subtle variations. Everybody‘s got their favourite tip or technique which they will be more than happy to share. Ask around and find out what works for you. Catching For most catches below your shoulder and above your knees the „pancake“ catch is your best bet. Simply trap the disc between your palms when it approaches. For more extreme situations two or one-handed rim catches are required. Try to practice one-handed and wrong-handed catches when warming up or doing drills so that you are always improving your hand/eye coordination. Remember to watch the disc all the way into your hands and make sure you have caught it before turning and looking for the next receiver. Another important pointer is to never give up on a disc. Catches that seem improbably are often quite catchable if they start to hand in the air due to wind or flight angle. However, do not crash into other players in an attempt to perform a leaping catch. A rule called the „principle of verticality“ stipulated that each player is entitled to the space above his body. Nor can you hipcheck another player or hold them down to prevent them from jumping up to catch the disc. Anything beyond the most incedental contact between players is a foul in Ultimate (unless there‘s tickling involved). What Happens During a Game Captains from each team flip a disc simultaneously. A captain or third player calls „Same“ or „Different“ before the discs hit the ground. If the player‘s call is correct then his/her team has the choice to throw or receive the first „pull“, or to choose which end zone they would like to defend for the first point. Generally speaking, choosing to receive the pull is the most logical choice. The team which loses the flip takes the remaining option. Each team lines up seven players on their respective goal line. The pulling team must stay on or behind their goal line until the pull occurs. The receiving team must stand on the goal line and maintain their positions relative to each other until the pull is thrown - to make it easier for each member of the pulling team to figure out who they will check. If you hear the call „Hold your line“ it means that a receiving team is shifting positions on the line prior to the pull. 6 When the pulling team is ready to begin play, the puller holds the disc above his/her head. When a member of the receiving team holds their hand above their head to signal readiness, the pull can be thrown. So, everyboday is in position, smiling, and ready to go. The pull is thrown, the disc sails gracefully towards the other end zone - a shining miracle of aerodynamics - and the pulling team runs down the field to pick up their checks and another game of Ultimate is underway. Now the fun really begins. On the pull, the receiving team does not have to catch the disc to take possession. It can simply be allowed to land. However, whoever touches the disc first ( either by catching it or picking it up from the ground) must be the first handler. Usually a receiving team will designate a player to be the handler before the pull, to minimize confusion. If the disc hits the ground and begins rolling, any player on the receiving team can stop its progress without having to become the handler. Because you can‘t run with the disc once caught, players must establish a pivot foot when they are in possession of the disc. Usually, if you are right-handed it will be your left foot, and vice versa for lefties. You can‘t drag or lift your foot until you have thrown the disc. If you do so, it‘s a „travelling“ violating. Unless you are very confident that you‘re going to catch it, let the disc hit the ground. This is very, very important! If you try and catch the disc, and fail, bobbling the disc and dropping it, then a turnover occurs (usually just a few meters from your end zone). Which wouldn‘t be so bad if not for the fact that every person who saw the event will probably mock you mercilessly, your team will be a tad disappointed, and you‘ll have to think up a lame excuse on short notice. You have been warned! In the event that the disc flies out of bounds and is caught before touching the ground, the receiving team must begin on the sideline at the point where the disc went out of bounds. If the disc flies out of bounds and last the most common choice is invoke the „Middle“ rule. This means that before the disc hits the ground someone from the receiving team raises his arm and calls „Middle“. This allows the receiving team to begin play in the middle of the field at the point where the disc crossed the sideline. If the disc lands in the end zone, then the receiving team can begin play immediately from within the endzone, or walk the disc to the goal line, touch it to the ground, and begin play from that point. You cannot decide to begin play from the goal line, and then change your mind and throw the disc prior to reaching the goal line. If the disc remains airborne and flies out the back of the endzone, it is considered a „Brick“ and play is initiated in the middle of the field, three meters forward of the goal line. After the initial pull the receiving team becomes the offense. The offense will usually try to form „stack“. When you first begin playing, a stack will seem far too pre-meditated and the best option will seem like running willynilly around the field. The sooner your team can shake themselves of this misapprehension the better. Scrambly play may seem to work at the beginner level, but it will quickly prove ineffective against more experienced teams. When forming a stack the offensive players should get to the stack as quickly as possible, form a straight line between the thrower and the opponents‘ end zone, and take their rest in the stack rather than jogging to the stack. This reduces „clogging“. Clogging is a situation where potential receivers are stationary and occupying the „flat“ (an open area where the thrower could complete a pass to them). Generally, one side of the field will be open to receivers because the person checking the thrower, the „marker“ is „forcing“ (favouring one side of the thrower to force them to throw to one area of the field) as he/she calls out the „stall count“. As a rule, try to decide which side your team will force to (usually designated as „home“ or 7 „away“) for the duration of the point so that your players can anticipate where to mark if their player catches the disc, and what area to guard when their check is cutting for a pass. The marker counts (at one second intervals) „Stall one, Stall two, ... up to „Stall Ten“. If the marker reached Stall Ten (as soon as he/she begins to speak the word) before the thrower initiates the pass then a turnover occurs. A fast count is not only against the rules, it‘s very tacky. And who wants to be tacky? In the event of a fast count by the thrower, two seconds are deducted from the count and play is continued without interruption. A second fast count call results in a foul. The disc is checked and the count is reset to zero. The key points for marking are: the marker must be closer than three meters (before initiating the stall count) but no less than one disc width from the thrower, they cannot straddle the thrower‘s pivot foot, and they cannot prevent the thrower from pivoting. Only one person can mark the handler at any one time. In a perfect world, the handler completes his pass, runs to take his position in the stack, and the process repeats as many times as necessary to get to the end zone and score. Usually, however, there will be a turnover before a point is scored and it‘s time to switch from offense to defense, or vice versa. Once a point is scored, the teams swap ends and the scoring team pulls to restart play. How to Score To gain points in an Ultimate game you have to have a member of your team catch the disc in the „end zone“. If you‘re close to the end zone and you catch the disc... Stop! If your team-mates are yelling at you to „Check Feet!“ you‘re probably in the end-zone. The reason for their insistence if that if you pass the disc inside the end zone, and the receiver fails to catch the disc, no points are scored and a turnover occurs. If you decide that you are outisde the end zone, continue play. If your are in the end zone, stop play and prepare to smile graciously as everyone compliments you on your skill, luck, timing, good looks, or combination thereof. If you catch the disc, and your momentum carries you into the end zone, go back to the place where you caught the disc and resume play. You cannot intentially tip or deflect the disc forward into the end zone (or any part of the field for that matter) and then catch it, although unintentional bobbling to control and catchthe disc is allowed. When a point is scored, it is the only time during the regular play that substitutions can occur, unless the substitution is to replace an injured player. You can’t change the line on the fly as in hockey or when a time-out is called. So that‘s Ultimate in a nutshell. It‘s about fun, friends, and chasing a piece of flying molded plastic around the sky until your tongue is dragging on the field—just so that you can make up a song about the whole experience. References The Vancouver Ultimate League, http://www.vul.bc.ca 8 The Physics of Flight Forward flight splits rushing air at the disk‘s leading edge: half goes over the Frisbee; half goes under. Because the edge is tipped up, the disk deflects the lower airstream downward. As the Frisbee pushes down on the air, the air pushes upward on the Frisbee—a force known as aerodynamic lift. The upper airstream is also deflected downward. Like all viscous fluids, flowing air tends to follow curving surfaces—even when those surfaces bend away from the airstream. The inward bend of the upper airstream is accompanied by a substantial drop in air pressure just above the Frisbee, sucking it upward (Bernoulli effect). These two forces taken together tend to LIFT the Frisbee against gravity. Limits to the airstream‘s ability to follow a surface explain why a Frisbee flies so poorly upside down. When the upper airstream tries to follow the sharp curve of an inverted Frisbee‘s hand grip, its inertia breaks it away from the surface. A swirling air pocket forms behind the Frisbee and destroys the suction, raising the air resistance. Once this air resistance has sapped the inverted disk‘s forward momentum, it drops like a rock. Players can take advantage of this effect in a hard-to-catch throw called the hammer. Rotation is crucial. Without it, even an upright Frisbee would flutter and tumble like a falling leaf, because the aerodynamic forces aren‘t perfectly centered. Indeed, the lift is often slightly stronger on the forward half of the Frisbee, and so that half usually rises, causing the Frisbee to flip over. A spinning Frisbee, though, can maintain its orientation for a long time because it has angular momentum, which dramatically changes the way it responds to aerodynamic twists, or torques. The careful design of the Frisbee places its lift almost perfectly at its center. The disk is thicker at its edges, maximizing its angular momentum when it spins. And the tiny ridges on the Frisbee‘s top surface introduce microscopic turbulence into the layer of air just above the label. Oddly enough, this turbulence helps to keep the upper airstream attached to the Frisbee, thereby allowing it to travel farther. References Louis A. Bloomfield Professor of Physics, University of Virginia Author of How Things Work: The Physics of Everyday Life, http://www.scientificamerican.com/1999/0499issue/0499working.html 9 Learning to Throw Backhand There are two main factors to consider when throwing a disc; forward momentum and centrifugal force (spin). In other words, a well-thrown disc will have both sufficient wrist „snap“ AND force behind it. Wrist snap is often overlooked by novices, but is essential to throwing the disc successfully. Two additional important considerations are the angle to the ground at which the disc is released, and the point in the throw at which the disc is released. If this all sounds confusing, don‘t worry too much. With disc in hand, your physical instincts will kick in and grasp the mechanics fairly quickly. Just as in tennis, there are two main throws: the forehand (aka flick) and the backhand. If you‘ve thrown around with your friends, you have probably been throwing backhands. Here is some useful advice on this throw. The Backhand ...The Basic Grip Shown are a couple of different versions of this grip. It is characterised by the index finger of the throwing hand being placed along the outside rim of the disc. The first version has the middle finger of the throwing hand extended towards the center of the disc. This version gives a high degree of control and stability, since the index finger along the rim helps with direction and the middle finger supporting the disc supplies stability. On the down side, there are only two fingers gripping the rim, and this leads to much less power than most of the other grips. Most of the power in a grip comes from the ripping of the disc off the end of the index finger. The second version is one rarely seen. It has the index finger on the rim but not the middle finger support. It gives a little more power as more fingers are gripping the rim, but the power gain is fairly insignificant compared to the loss of control. Bigger power gains are obtained by having the index finger gripping the rim. ...The Power Grip This is the most popular grip among experienced throwers, and is the one used by almost all disc golfers. All fingers are gripping the rim tightly, and there are no fingers supporting the disc. This means there is a considerable loss of control, since the release point is much harder to judge. A fair degree of control can be regained through practice, and the loss is offset in some ways by the large power gain 10 produced by the disc ripping off the end of the index finger. This grip does however make it harder to throw the high backhand as there is no support for the sharp upward push on the disc just prior to release. A certain amount of control also depends on the position of the thumb, and how tight the grip is on the disc. In general, the tighter the grip, the more spin which is able to be imparted to the disc, and hence better control in the wind. The thumb can also be placed anywhere from along the rim of the disc to pointing towards the center of the disc. The best control, particularly with respect to air bounces, is to have the thumb pointing towards the center of the disc, and this also aids a tight grip. A tight grip also keeps the disc steady and makes high backhands easier to throw. On the down side, it seems a little harder to get as much distance with the thumb pointing toward the middle. This is because of the tendency to drag the thumb across the back edge of the disc on release. ...The Hybrid Grip As its name suggests, this grip is a combination of the two grips shown above. It provides power with the index finger gripping the rim. It also gives support in an unusual way. The middle finger of the throwing hand is slightly extended so that the disc is supported by it. This grip makes it possible to throw all throws easily, including high backhands, without the need to change grips. The drawback is a slight loss of power in the throw, in the order of 5m over a 60m throw relative to a power grip. The comments with regard to thumb position apply equally to the hybrid grip as well as the power grip. [1] ...The Backhand Throw Our natural tendency is to directly face the person we‘re throwing the disc to. Unfortunately, this often results in throws that veer wildly off target. So, position yourself accordingly: - If you‘re right handed, stand with your right shoulder toward your target; left handers should stand with their left shoulder facing the target. - Spread your feet about hip width apart, so that you have a more stable platform to throw from. Flex your knees slightly, so that your body is not rigid. - Bring your arm backwards, so that the disc is next to your rear leg and you feel your weight shift slightly back. Your forearm should not be parallel to the ground, but dropped a bit, so that the disc is at about a 45 degree angle. Remember, the force in this throw comes not only through arm strength, but from your weight (and body mass) shifting forward as well. 11 - Bring your arm forward with some force. Not a desperate heave, but a smooth, disciplined action. The disc should remain at an angle to the ground, although that angle may be decreased in a natural, swinging motion. - As you bring your arm forward, shift your weight forward and take a slight step ahead with your front foot. This will add force to the throw, so that your arm doesn‘t have to do all the work. Here‘s where it all comes together - with the final two components, release point and wrist snap. - Be aware of where the disc is while your arm is in motion. The point in the motion at which you release the disc will determine where the disc goes: left, right or straight ahead. - As you release the disc, snap your wrist forward, so that the disc „jumps“ off the side of your first finger. This will impart spin to the disc, and stabilize it in flight. The harder you snap the wrist, the more spin the disc gains and the better the throw will be. - Be careful to keep your wrist in line with your arm as you snap it. If you allow your thumb to lift upwards, you‘ll lose control of the disc and it won‘t go anywhere near ist target. - Continue your arm motion after the disc jumps off your finger. Known as „following through“, this will help direct the disc towards its target. [2] ...The Backhand Throw - Advanced In Ultimate, you have to establish a pivot foot and since it is natural for righties to step forward with their left foot before throwing a baseball, they assume that they should pivot on their right foot. Okay, step back for a moment and think about how WRONG this is... Try to stand with your right foot stationary and reach as far to your right as possible, as if you‘re trying to hit a forehand in tennis. Now reach as far to your left as possible (with your right hand) as if you were trying to hit a backhand. Not much extension, eh? Alright, now try it with your left as the pivot foot, you can step all the way to one side with your right foot to hit the forehand, and then step all the way across your body to hit the backhand. MUCH more extension. In ultimate this is key, because there‘s a big hairy monster standing in front of you trying its darndest to keep you from throwing around it. The extra extension from pivoting on your left allows you to get around the monster. Remember, righties pivot on their left foot, lefties on their right. In the case of the backhand throw, first you step out so that your right foot is in front and to the left of your left foot (i.e. the line made by your feet is at a 45 degree angle to the direction you want the disc to go). Now put ALL your weight on your right foot... I‘m serious here, the only reason your left foot is still on the ground is because it‘s your pivot foot... it‘s good if only the big toe on your left foot is touching the ground. Practice throwing the backhand in this stance; Always maintain balance!!! [3] References [1] Hong Kong Ultimate Players Association, http://www.nunan.com/ultimate/docs/throws.html [2] Learn2.com, http://www.learn2.com/04/0469/0469.asp [3] GT Ultimate, http://cyberbuzz.gatech.edu/ultimate/mens/flick.html 12 Learning to Throw Forehand There are two main factors to consider when throwing a disc; forward momentum and centrifugal force (spin). In other words, a well-thrown disc will have both sufficient wrist „snap“ AND force behind it. Wrist snap is often overlooked by novices, but is essential to throwing the disc successfully. Two additional important considerations are the angle to the ground at which the disc is released, and the point in the throw at which the disc is released. If this all sounds confusing, don‘t worry too much. With disc in hand, your physical instincts will kick in and grasp the mechanics fairly quickly. The Forehand (a.k.a. Flick) ...The Basic Grip This grip is in principle very similar to the corresponding backhand grip. The middle finger of the throwing hand is inside the rim and the index finger is extended towards the center of the disc for support. The advantage of this method is control. The disadvantage is a corresponding loss of power, because the spreading of the fingers makes it impossible to cock the wrist back as far just before release. ...The Power Grip There are a couple of different versions of this grip. The first has the index finger next to the middle finger and hard up against the rim. This grip increases power since the wrist can now be cocked back further and more snap imparted no the disc. As expected, there is a loss of control as there is no finger to support the disc. The disc has a tendency to wobble up and down, and this can reduce distance if the disc and the wrist are not at the same angle at release. The second is a slight improvement (not pictured), where the index and middle fingers are slightly curled, and the disc can balance on these two fingers prior to the throw. This grip is more like the hybrid grip below in the way it provides support. It also makes it easier to throw the high forehand. Like the backhand, the thumb should be used to grip the disc tightly. This will give better spin and more control in the wind, since the disc has less tendency to wobble during the wind-up and throw. 13 ...The Hybrid Grip This grip is analogous to the hybrid backhand grip, although it does seem to be more popular and widely used. Instead of the index finger and middle fingers being parallel, the index finger is slightly bent. This is exaggerated a little in the diagram. The pad of the index finger is pressed firmly on the rim, as is the pad of the middle finger. The bend in the index finger can then be used to support the disc, while the wrist can still be cocked well back for a power throw. The disc can be held out flat and ready to throw, which makes it a good grip for throwing the high forehand. ...Other Grips The following grip is an interesting way of helping improve forehand throws in weaker players. Instead of the pads of the fingers being against the rim, the side of the middle finger is against the rim. This grip promotes a palm-up follow through, and helps stop people from turning their forehands over on release. The down side of this grip is that the snap puts lateral pressure on the finger joints, and persistent hard throws using this grip can damage the joints. It is therefore only recommended as a teaching aid, and not for use by experienced players. [1] ...The Forehand Throw - Beginner Your stance here will be quite different from the backhanded throw. - If you‘re right handed, stand with your left shoulder forward, your torso turned slightly towards your target. Left handers stand with their right shoulder forward, torso turned slightly towards the target. - Keep your feet shoulder width apart and your arm behind your rear leg. Flex your knees again, so that your body‘s not rigid. - Bring your arm backwards, so that the disc is next to your rear leg and you feel your weight shift slightly back. Your forearm should not be parallel to the ground, but dropped a bit, so that the disc is at about a 45 degree angle. In this throw, most of your force will actually come from the wrist snap and weight transfer, as your arm will move only a short distance. - Bring your arm forward with considerable force. Your elbow will be the pivot point, and your hand will actually stop with a jerk before it reaches your front leg. 14 The importance of the release point and wrist snap are magnified with this throw. - As your arm only travels a short distance, the possible release points are much closer together. Even a slight variance will greatly affect the flight direction. - A good starting point is to release the disc just after your wrist crosses your rear leg. The disc angle must be fairly steep when released. Snap your wrist quite firmly as you release. This throw will not be successful unless the disc has good spin. After the disc leaves your hand, your first two fingers should remain firmly extended. Following through is not necessary or desirable in this instance. ...Common Problems with the Forehand Throw The single most common fault is that the disc will turn over hitting the ground. This fault is caused by one or more of the following: - The angle of release is wrong - The disc wobbles too much - Turning the wrist over during the release - Not enough spin, especially with unstable discs or into the wind - Using a circular swing rather than „straight“ at the target - Not enough distance ..Solutions The angle of release is wrong Usually the edge furthest away from the thrower is too high. If a beginner thinks he‘s releasing it level it generally has the outer tip up. - Lifting a leg and throwing under it. As well as forcing the release to be lower this also tends to keep far edge lower. It can also help get more flick into the throw. This not only works 75% of the time but also gets beginners psyched as hell; not only did they learn a new throw, but, in their mind, they learned a „trick“ throw as well. - Stand closer and downwind so that you don‘t have to throw it harder. The disc wobbles too much - Keeping the disc flat during the swing. Avoid wind-ups where the disc is not in the horizontal plane. - Pull the disc rather than push it onto its flight path. Pulling the disc keeps the flight plate of the disc trailing behind the axis of the motion. Turning the wrist over during the release - Practice a palm facing up follow through. (Not a recommended technique for advanced throwers because it puts too much sideways force on the finger joints ) The disc does not spin enough 15 - Using a motion similar to flicking a towel - Start with the disc cocked (or „wound up“) as back as it can go. Check your grip. - Using more wrist rather than arm - Focus on the „catapult“ feeling that one gets in the middle finger - Pulling the disc forward with the fingers on the inside rim - Using a circular swing rather than „straight“ at the target - Lead the throw with the elbow - Follow through by pointing throwing hand at the target Not enough distance - Don‘t worry about it if you’re a beginner. Just more practice is required to get those finger muscles strengthened and the flick automatic. Most beginners try to throw the disc rather than flick it. Thus, if they concentrate on proper release angle (arm and disk) and imparting spin on the disc, a flick of the wrist, they tend to get the basics down quickly. Once the basics are there, the distance will Not enough accuracy - Check that the grip is not finger tips only and the swing is not circular, but in line to the target. - Can‘t remember all of the tips at once. - Return to basics. Remind yourself what it was like to learn, try throwing opposite handed for a while. [2] The Forehand Throw - Advanced Remember the pivot foot! First you step out so that your right foot is in front and to the right of your left foot (i.e. the line made by your feet is at a 45 degree angle to the direction you want the disc to go). Now put ALL your weight on your right foot... The only reason your left foot is still on the ground is because it‘s your pivot foot... it‘s good if only the big toe on your left foot is touching the ground. One mistake that people make is keeping their elbow pinned into their waist and flinging the disc forward. This is BAD. You want to start with your elbow near shoulder height and the disc into your body. Differences: - Notice at the top the elbow is pinched in, while at the bottom the elbow is out away from the body. At the top, she is leaning back, while at the bottom her weight is far forward and to the side. - At the bottom, her follow-through is far below the release point. This causes the back of the disc to drop down slightly, which allows you to throw with more touch. Note that you can actually see a tiny bit of the underside of the disc... This affects the flight by slowing it down as it travels and causes it to hang. This is good because you can throw the disc to a part of the field and have it almost stop completely. It will then just hang there for a second or two for someone to run on to. - One thing she‘s doing wrong in both pictures is that her arm never fully extends. When you snap down with your elbow, it whips your hand around, so that with very little effort you can generate a tremendous amount of speed (like snapping a towel). But you can only take advantage of this by fully extending your arm at the 16 exact moment you flick the disc off your middle finger. Note also that follow-through should be palm-up and down and across your body. So when you‘re trying to practice this, these are the main points to remember: - Righties pivot on their left foot. - Don‘t step too far out, as you need to get your entire weight over your one leg. - Lean far forward and to the side. - Start with your elbow about shoulder height and disc into the body. - The snap starts with your elbow shooting down, whipping your hand around. - Your arm should be FULLY extended at the exact moment of release. - Follow through DOWN, with your palm facing up. - You should hold the disc so that your wrist is never bent... i.e., so that the back of your hand is in the same plane as the back of your forearm.[2] References [1] Frisbee Australia, http://www.afda.com/skills/grips.htm [2] Compiled by Maurice Cinquini with input from [email protected] (Retsu Takahashi), [email protected] (Mark Hurwitz), [email protected] (Jeff Lind), [email protected] (Jim Spallin), [email protected] (Matthew S. Weiss), [email protected] (Judi Lapsley), [email protected] (Thomas J. Pastore), [email protected] (George Ferguson), [email protected] (Eric Simon), [email protected] (Francis A. Uy) [email protected], http://www.cs.uiowa.edu/~willemsn/ultimate/teaching_forehand 17 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. 18 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. 19 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 20 Drills Throwing in Pairs Each pair stands a comfortable distance apart and completes passes between each other to practice the basic techniques of throwing a forehand and backhand. This is used as a basic warm-up and practice at all levels of play. Variations: Get the throwers to throw high, floating passes to practice high catches. Increase the distance between the throwers to practice longer passes. Wheel Relay Forms a well-spaced circle facing inwards and with one person holding a disc. The first person passes the disc to their right and then runs around the outside of the circle in the opposite direction (clockwise). The disc is passed around the circle and meets the thrower as they arrive back in place. They pass it on to the next player (on the right) who then does the same thing. The relay continues until it is the original thrower‘s turn. Try to get players to throw backhands if right-handed and forehands if left-handed. Variations: Change the directions of passing and running so that both forehands and backhands are practiced. [2] Diamond Drill Form two stacks of at least three players each, facing each other behind cones about 15m apart. The first player from one line cuts to their right and is thrown the disc by the first player in the other stack. The thrower then makes the next cut to the other line, while the receiver continues through to join the end of the opposite line from which they came. Two extra cones may be used to provide a cutting and throwing target. After a while change the direction of cuts so that both backhands and forehands are practiced. Variations: Challenge the players to get 10 connections in a row. Have the receivers stop and return the disc to the line before joining the end of the line. Put a check on the thrower. [2] Kill Drill One person stands stationary for the entire drill. Second person starts out only about 4 to 5 meters away. Cuts from throwers left to right. Stationary person throws forehand (or inside out backhand) to cutting person quickly. Cutter sets, plants, and returns throw with a backhand and immediately cuts in the opposite direction. Thrower rewards cutter with a backhand this time. Cutter returns a forehand. Continue this drill for a timed period, then cutter becomes stationary thrower, and thrower becomes cutter. Circle Drill To run this drill properly, you need about 14 players. 11 of the players are on offense and stand in a circle. The remaining 3 players are on defense and are in the center of the circle. The circle should be at least 30 feet across. These numbers are all adjustable depending on the number of participants you have. The goal of the drill is for the offense to keep completing passes between each other while the defense tries to force turnovers. Each player on the offense can throw to any other player on offense except for the two players closest to them on both sides. The defense is arranged with one player marking the disc and the other two playing a loose cup to try to poach passes across the circle. 21 Hammers and bloopers over the heads of the defenders are not allowed. Players on the offense cannot run into the circle to catch a short throw, but they can run out of the circle to catch a long throw. Each set of defenders stays in for five minutes. If an incompletion occurs, the guilty party must do a lap around the circle. The strategy for the offense is to keep moving the disc as fast as possible to tire out the defenders. The defense must work hard to force incompletions. [1] Three Player This is a great warmup drill before practice. It does not involve a great deal of running, but it is non-stop action. At any given point during the drill there is a thrower, receiver and a marker. After releasing the disc, the roles change: the receiver has the disc and becomes the thrower, the old thrower becomes the marker and must run down and mark the disc. The receiver must be stationary. The thrower and the receiver should be about 20 feet apart. The stall count is 5 seconds and the marker should start stalling at 6 (ie, „Stall 6, 7 8, 9, 10 STALL!“). If the throw is incomplete, players do not switch roles. Keep trying until you make a completion. [1] The more pressure the marker puts on the thrower the better the drill is. This is an excellent way to teach new players how to make a good throw when there is a defender. The thrower should try to break the mark and then, barring that, take what she or he can get. Hammers are declasse, but anything else is good. References [1] Ebb & Flow, http://www.menalto.com/EbbAndFlow/drills/BasicWeave.html [2] AFDA, http://www.afda.com/development/drills/index.html#pivotthrow The Cheer The first time you’re at an Ultimate game you might notice a lot of singing going on at the end of a game. That‘s because a quick Hip-Hip-Hooray to the other team just doesn‘t cut it in Ultimate. At the end of each game each team creates a customized cheer to salute their opponents. Usually it consists of taking a song that everybody knows and making up lyrics to commemorate the fun you had playing with your opponents. Recounting the game‘s highlights is nice, a little friendly slagging doesn‘t hurt, and naughty lyrics are welcomed. If you feel you can’t sing or aren‘t very good at coming up with words, don‘t worry. Enthusiasm counts more than talent when it comes to the cheer. It‘s just another extension of Spirit. No matter how bad or good your team did on that particular day, it‘s pretty hard to take yourself too seriously when a bunch of people are massacring a perfectly good pop song with off-key singing and x-rated lyrics. 22 Buying Cleats Buying the right kind of cleats is an essential skill for any ultimate player. A poor choice could result in severe blistering, ankle problems, and even injury. Because there have been so many questions posted about this subject, I decided to take a survey using the rec.sport.disc newsgroup. In total, over 60 people responded, giving information about their favorite cleats, what they like about them, what they don't like, how they think cleats should be improved. The results of this survey are shown below. The biggest challenge I had was organizing the information into a format that people could use effectively. I decided on choosing the five most popular cleats and outlining their plus and minuses. Keep in mind that all these comments are based on consensus. There will undoubtedly be players who disagree with some of the results. Below are some useful comments made by players: "I usually get leather cleats big enough to shrink a little, then I soak them down and wear them while they dry. They get broke in pretty quick and the leather is soft, light, and comfortable. Right now for soft mud I have a pair with six removable cleats, and for everything else I have one with about thirty-something molded cleats." "It really comes down to what you feel comfortable with and what gives you the best traction on the type of turf you are playing on." "Seems like you need two sets. One for soft flat fields, screw ins, and one for rock hard baylands cement. I've thought of this a lot and have come to a couple conclusions: Football versus soccer screw-ins. Football design makes more sense for the type of cutting we do on the field. A good receiver or d-back football style will last longer than the soccer do. Made for more abuse by the cuts instead of ball control. The toe cleat on a football cleat is important in cutting. High or mid tops recommended. I see so many ultimate players with these light soccer shoes wearing those damn ankle braces it makes me sick. You'll get much more protection with integrated mid or high top support than adding a bulky uncomfortable brace. Getting the shoe that fits your foot is the main thing. And not a cheap pair either. It's your feet-- take care of them." "If you get too much traction, knee injuries are knocking at the door." " The difference in comfort and the process of being broken in is entirely different when there is a nice leather shoe versus a synthetic shoe. That is one of the reasons I like soccer cleats more than football cleats." "Keep the distance between your foot and the bottom of the shoe to a minimum - it decreases the chance of rolling your ankle. The problem this poses is a matter of comfort for the bottom of your feet." "While some folks will choose one pair for tourneys and one for practice, I prefer to alternate each time I play... with ultimate five days a week (two practices, two summer league nights, one pick-up) in the Summer, it helps me to maintain the upkeep of both feet and shoes to switch up cleats" "Soccer cleats in general work well as long as the ground is soft/gives a little. We've had several seasons in the past few years where the fields have gotten excessively hard after a drought period. With soccer cleats, this hard ground can cause a lot of problems from the impact with the ground. I had some trouble with my knees last year for this very reason. Shorter studs, and more of them, is good because it more evenly distributes the impact." GAIA Strike ($ 84.99 USD) (http://www.gaia-ultimate.com) Positive Comments: Pretty durable Very comfortable No break in needed Great ankle support Lighter by far than other cleats. Good for wet conditions Toe is reinforced which is a big deal when you pivot a lot (my old cleats always wore out on the pivot foot toe) I love the super hard base on the gaia, it gives you a very solid surface to push off when cutting on hard ground. 23 Negative Comments: 2nd pair of Gaias don't fit as well as the first pair I bought. Despite being the identical model and size. Me and all my teammates have noticed that you need at least a heel cup if not an extra sole with these. If they can fix the fit a little, they'll be pretty much perfect. They are showing wear after a year. They take some time to stretch in the toebox. It took me about 2 months before I thought they were comfortable. The only thing that would make them better is for the cleats to be moved closer to the edge of the sole. Adidas Copa Mundial ($ 99.99 USD) (http://www.adidas.com) Positive Comments: Good for gripping the ground Soft kangaroo leather breaks in immediately, lasts forever. Lightweight and fast I use it because it is a molded cleat that works well on the hard california surfaces where we have most of our tournaments. Flexible No blisters ever, light, lasts for years even with a beating Negative Comments: Better insoles. Weren't cushioned enough in the heel. Adidas makes narrow shoes and my feet aren't so narrow. I've been leaning towards the Nike's which are wider. A little more ankle support would be great They expand a little bit too much when it gets wet up here in Oregon. Most of the Addidas models have little or no insole, and don't work well with my orthodics. Every Addidas I have owned has developed a gaping hole on the toe or on the side near the front. With soccer cleats, hard ground can cause a lot of problems from the impact. I had some trouble with my knees last year for this very reason. Nike Sharks ($80-120 USD) (http://www.nike.com) Positive Comments: Pretty lightweight and breathable for hightops and grip well Provide a lot of ankle support, so much so that I stopped wearing an ankle brace pretty soon after an injury and have not reinsured it. I've been leaning towards the Nike's which are wider. I have had them for 3+ years and still wear them regularly. solid, available, less ankle rotation than screw-ins. They have a little more cushion than the most addidas cleats. The assorted "teeth" make them wearable on a variety of surfaces. Good for summer at venues with variable (grass coverage/drainage) pitch qualities, especially where the ground is hard under the grass. Negative Comments: Partially made of fake suede-like material that rips pretty easily when wet. So, I have gaping holes where my arch flairs out to couple with my big toe. However, I can still wear them and it doesn't seem to detract from the comfort or performance Kelme Turf Shoe ($80 USD) (http://www.kelme.com) Positive Comments: The Kelme Turf shoes rock for hard fields They have a wide toebox If you have a wide foot get Kelme Turf shoes. They are great on dry ground and your feet will thank you. Negative Comments Turf shoes clog in wet conditions Nike Speed TDs ($80 USD) (http://www.nike.com) Positive Comments: The shoes are super light, great for traction, and the baseplate curves up on the sides to prevent your foot from sliding around when making hard cuts. They're very very very light; they have an excellent cleat pattern, similar to Slams, but with longer, and round cleats that are better for really mushy conditions. 24 Intermediate The Stack Ultimate is a game of flow. A good offense is characterized by quick passes, one after the other, that quickly move up the field. One of the most tell-tale signs of a beginner team is the problem of ‚clogging‘. With fourteen players on the field at any given time, twelve of which are running in order to try and get open for the pass, things very quickly get chaotic, and disorganized. People begin to find that it is difficult to get open because someone is always in their way. Because picks are a violation in ultimate, you also find that occasionally you must stop so that you don‘t inadvertently pick an opponent. The most common strategy for reducing clogging is called ‚stacking‘. The idea behind the stack is simply to make room on the field. Essentially, the players line up down the field from the disc. The first player lines up about 15-20 yards away, and the other players line up behind, with a separation of about 5-10 yards. Because ultimate is most commonly played using a ‚player-on-player‘ defense, this draws the opposing team into a similar configuration. The field directly ahead of the disc is now opened up for pass reception. Generally, players at the head of the stack (closest to the disc) are called ‚handlers‘, players in the middle are called ‚mids‘, and players towards the end of the stack are ‚longs‘. Theory Players can now make running plays to try and get open for the pass. This is usually done in a cascade of ‚cuts‘. The player at the beginning of the stack runs towards the thrower, and then cuts sharply to the right or the left (those with knee injuries will want to moderate the severity of the cut to reduce joint stress). This sharp cut usually gets the player a step or two in front of the defense. It is important to get eye contact with the thrower just before the cut. This running pattern gives the offense good chances for leading passes (thrown in front of, not at, the running player). If the thrower elects not to attempt a pass, the runner will circle back and re-enter the stack (preferably near where they began). By the time the runner begins to circle back, the second runner in the stack should already be making her cut. It takes some ‚field sense‘ in order to determine the optimum time for making a cut, but you want the thrower to have a new pass option immediately after an old one evaporates—this ensures best usage of the 10 second stall count. If the pass is received, someone further along in the stack should immediately begin to run. This way, when the receiver (now thrower) turns around, a pass option opens up right away. 25 Player ‚1‘ has just made a successful pass to Player ‚2‘, and has begun to run up-field in order to re-enter the stack. Further up the stack, a mid has just started running (#1). By the time ‚2‘ looks up-field, Cut #1 is already happening—there should be an opportunity for a quick successive pass. If #1 does not look good, another player in the stack should already be making Cut #2. By the time #1 or #2 receives the pass, Player ‚1‘ may be ready to receive another pass, or else they can look downfield towards the stack which has now moved back a few yards. Finally, as mid-field is reached, players continue to make cuts, but ‚longs‘ can now begin to think about making a short cut inwards, and then attempting to make runs at the end-zone. This is done while the handlers and mids continue to attempt this steady cascading ‚weave‘ up the field. A player has just received the disc. They look down the field, and see that Cut #1 is already happening. It is a long, who immediately turns down field and breaks for the end-zone. If she is out-distancing her defender, it may be possible to throw a long bomb for a scoring attempt. If it doesn‘t look good, Cut #2 is already happening, and provides the opportunity for a short pass. Otherwise, the previous thrower may be getting into position across the field for a third option. This cyclical type of play, with the cascade of cutting runners makes a very fast flowing offense possible because the running patterns do not cross each other chaotically. Instead, the offense attempts to set a tempo of short quick passes, with the opportunity of surprise long passes to get the disc up the field. When this is executed well, it is beautiful to watch. In Practice There is no question that it takes a great deal of practice to make these kinds of plays smooth. And when you look at the diagrams that I have drawn, things look very complicated. When should you run, and how? In this section, I‘ll discuss briefly the tactics at an individual level that will make it possible for the stack to work for the team. Guidelines for the Cutter The key to the stack is order. By order, I mean a nice sequence of running. It requires a sense of timing which may take some time to develop. The idea is to always have someone cutting towards an open space so that the thrower has opportunities to move the disc forward. If you are the first cutter, begin running as soon as the disc is received. Make eye contact with the thrower, then quickly go one way or the other. If the thrower does not 26 pass to you, get out of the way. By getting out of the way quickly, you draw your defender with you. This give the next cutter an open area to work with. If you are the second cutter, if you see that the disc is not going to be thrown to the first, then begin running immediately, make eye contact, and then a cut. Every run should be aimed at providing a new pass opportunity immediately after the last. As the disc moves down the field, the stack should be slowly backstepping to follow the movement. Guidelines for the Thrower Once you‘ve received your pass, turn around quickly and look upfield. If your stack is good, someone should already be cutting. This is your best chance to make a pass—before someone catches up to you and begins counting. If your team is running well, there should be an abundance of passing opportunities. The most important thing in passing is to ‚lead‘ the receiver by throwing the disc ahead of them, not at them. A throw directly at the receiver will cause them to try and immediately stop. If they cannot stop, the defender will be right there to intercept the late pass. If the defender is too close, you might consider waiting for the next cut. Try to meet the eyes of your receiver just before they make the cut. This will give you an indication of what‘s going to happen. Finally, once you‘ve released the disc, RUN. A common error is to stand and watch your own pass. Everyone does it. But people who run right after they‘ve thrown the disc are very hard to cover—they usually end up ahead of their defender by a couple of steps. Unless you‘re sure that the toss you just made is a real stinker, just start running down the field. It might mean that you get the pass right back. Clogging If your team has developed enough to actually have a stack and after you or anyone else on your team has cut you may hear people yelling, „Clear Out“ or „Don‘t Clog“. What is happening and why are people yelling? The person (let‘s say you) who has cut to the easiest open area of the field is now sort of hanging around making it next to impossible for anyone else to cut to that area. Why doesn‘t someone cut somewhere else? If someone cuts to a spot behind you farther down field then the thrower not only has to make a longer pass, but they have to throw it around you, around your defender and to a much harder area of the field. If someone cuts to the other side of the field then the thrower has to try to break the force and the defense will do everything that they can to not let this happen. What should I do now? You should run like crazy to the back of the stack (farthest from the disc), always looking to see if someone is going to throw you the disc or you should come behind the disc for a dump (more on this later). The main objective here is to get out of the way, BUT to also run to an area where you may still be effective in the overall offence. If you run to the back of the stack you may eventually have to come back in to get the disc again or you may get a pass thrown to you while you are clearing out that scores your team a point. You may also wind up behind the disc where you are now a second option for the thrower. If no one is getting open down field the thrower may turn to you and give you the disc (you still have to work to get open). As a side note for every player, Man, Woman, Experienced or New, there is nothing wrong with throwing a dump pass. I repeat, there is nothing wrong with throwing a dump pass. The best teams in the world have dump passes built in to their offense. It changes the position of the disc on the field, thus making the defense change position (this may allow for a split second of reaction time in favor of the offence) and it gives your team another 10 seconds to throw the disc. 27 For those of you who take this to heart, good, now look for the give and go pass—you may catch your defender napping. DUMP IT, DON‘T PUMP IT! If your team has the disc, the other team can‘t score. References http://www.nunan.com/ultimate/docs/strategy.html Cutting When you cut, you run to an open space on the field to attempt to receive a pass. This is done by some combination of running as fast as you can and faking to make the defender think you‘re running to a different area. Cuts should accomplish one of three things: 1. Gain yardage 2. Move the disc to a better position on the field 3. Maintain possession Most passes should be type 1, where the receiver is relatively far downfield. Type 2 passes will get the frisbee away from the sideline or else go to an unmarked thrower. Type 3 passes should be for high stall count dumps or else for weaker throwers. Usually you want a handler making the type 3 cuts. [1] Know Your Thrower One of the first things to remember when cutting is who are you cutting for. It is not much use being ten meters free on the break side if the thrower is a beginner who is not even going to try to break the force. If you have a thrower who likes to throw the break throw, sometimes an effective cut consists of heading straight for the break side, assuming your defender will be a few steps behind. This is more effective the more your defender marks on the open side. Try and know what throws the thrower likes and make your cuts accordingly. Outsmart your Defender The next thing to look at is your defender. There will be some times when you can simply run past your defender. This is not great practice for when you are being marked by a good defender, but hey...open is open. Other times you may be being marked by someone who is fast, but slow to change direction. A hard run one way followed by a quick direction change always loses them. In general, though, you will be marked by someone of roughly your own ability, and the rest of the section will assume that. Chances are your defender will set up a few meters in front of you, and slightly on the open side. The defender‘s aim is always to be able to watch you. As a result, an effective cut generally makes the defender have to turn around. The best way to do this is to run directly at the defender. The defender will back away, but assuming 28 you can run faster forwards than they can backwards, they will eventually have to turn. When this happens, put in a fake or two until the defender, who should be looking in the other direction, goes the wrong way. You should then be open. The mistake a lot of cutters make is to start faking sideways while their defender is still able to watch them. The defender can just stand and watch and when the cutter finally goes one way the defender will follow without any trouble. Defender Proximity The closer you get to the defender the more difficult it is for them to react to your movement. If you make your cut out in front of them, the defender can see which way you are going and take a step to the side to be right with you. If you run right up close to the defender and break to one side or the other, then by the time the defender can start moving you will be past them. Short or deep? When you do what your defender expects it makes it a lot harder to get open. Forcing the defender to choose what cut to cover gives you the advantage. One good way to do this is to start running deep. By running down the field you force your defender to cover you since they don‘t want you to catch a huck. Once you go deep the defense will often run past you to cover the deep throw, or will at least be running near you at a high speed. Either way you can hit the brakes and turn around to cut in towards the disc and usually end up with your defender behind you. This technique can be especially effective with good timing. Try to run deep at a point where you could actually get a huck. Then catch the huck if you get it, or wait until the next throw happens. Turn around right as that throw goes, so you will be open running in towards the disc right when the person with the disc looks downfield for a receiver. This can also work in the reverse direction. If you don‘t get open cutting in, turn around and run deep. Again, with good timing you could be open deep just at the point when the next catch is made and the receiver is looking downfield. Distractions everywhere! Cuts can also be useful in distracting the defense to help other cuts get open. I often make cuts against the force to give the marker something to worry about. This can make it easier for the thrower to get off a good throw with the force or up the middle. Where is the disc? This is an advanced technique which is one of my favorites because you get to mess with your defender‘s head. As I mentioned above I usually get front guarded with my defender looking at me. This means that they don‘t always have firsthand information about where the disc is. Waiting patiently in the stack I look at where the disc is. After the next throw I don‘t shift my view to where the disc went. If my defender doesn‘t look to see where the disc went they may get caught out of position (and if they do look, make the cut when they aren‘t looking). Then I wait for an opening and make my cut. Always Be a Threat The best way to improve your cutting skills is to learn a great variety of cuts that go in many directions. Then based on where your defender is and where the disc and the force is going you can choose a cut with the best possibility for success. And even better, when your defender knows you can cut in any direction, it makes it easier to get open even on the simplest of cuts. [2] 29 Various Cutting Techniques It is important to build up a repertoire of cuts. Everyone has a couple of favorite cuts they make successfully over and over. But in top competition or against difficult defenses, the old favorites may not work. You need to be able to adapt your cuts to the game and your particular position and, most importantly, to keep the defense guessing. Basic Cut The basic cut to the disc is a side-to-side variation. The cutter fakes going to one side and then turns hard to cut to the other side. If you can disguise your direction then the defender will have to react quicker to stay with you. As you make your cut you can tilt your head and/or shoulders in one direction while planting your feet to cut in the other. To turn as rapidly as possible, remember: Keep your weight low Make fewer, more powerful steps Run Fast Either taking off quickly or running fast can simply get you past your defender. Shoulder Cut This involves getting your inside shoulder and leg in front of the defender and then protecting you cut with your body. Banana Cut When the defender is overplaying your forward cut, you can fade out to the open side and away from the disc at about 45 degrees. The throw is a high, loopy, slow, leading pass which you run down. The defender is stuck in no-man’s land, and is often unsighted. Goose Step This simply involves a rapid change of pace and/or direction, which the defender fails to respond to quickly enough. From the Back From the back of the stack, fake to cut deep (and away from the stack to avoid a pick), and then turn sharply back to the disc and run parallel with the stack. The throw should be slow enough to make it a simple catch and allow a larger margin of error. From the Front From the front of the stack, fake forward to the open side and then turn sharply to run up the break side of the stack and then look for the huck down the open sideline. You should be attacking the disc with a good sight of it coming over the shoulder, not watching it floating over your head. 747 Cut This is a head fake. Watch the imaginary disc going up-field and past you. As soon as your defender looks around, make the cut to the disc. 30 Eclipse Cut This is similar to the cut from behind the disc. Run towards the thrower and end up close and on the break side, effectively eclipsing the thrower with the marker. Then button-hook around and flare out on the open side to receive a leading pass. Fake the Catch Run to one side, jump and pretend to receive the disc at about head height, then turn and cut in the other direction. Isolation cut (Moose) Start off standing out on the open side of the stack and at least 10m from the stack proper. Make sure you are reasonably close to the thrower (15m at most). You then have the freedom to make any cut you like to get free. The most usual cuts are to fake short and cut long, or vice versa. This is EXTREMELY difficult to stop if the cutter makes hard turns. It is especially useful in a line trap situation, and can make for massive gains with a good huck down the line. From Behind the Disc - Break Side (Cooee) Stand behind and to the break side of the thrower. Fake going for the dump and then run forward and slightly across to the open side. The throw should be early and slow, so that the receiver can easily run it down. Alternatively, fake the cut forward and come back for the easy dump. This is a valuable cut for when the thrower is trapped on the line where it is called the „cooee“ cut. [2] References [1] Jim Parinella, http://www.tiac.net/users/parinell/tip4 [2] Tom Brennan and Jonathan Potts, http://www.afda.com/skills/ Catching Catching is an underrated skill in ultimate. Some very experienced players are lazy and display poor catching techniques, and this is reflected in frequent drops. A good catcher makes difficult catches look easy and impossible catches look gettable. It is often said that if you get a hand to a disc you should catch it. More correctly, if the disc is thrown to you, you should make your best attempt to catch it. Desperation wins games. On the other hand, poor catching can often lose games. Two-Handed Catching Using two hands is essential for catches from just below the knees to just above the top of the head and at least a foot either side of the body. There are a few different styles of catching, used under different circumstances. Most straightforward catches will use the pancake style, while harder passes, particularly those when the receiver is running at speed may use the crocodile style. Only catches that are too high or two low to be caught safely with palms facing each other should be caught with both hands on the rim. Pancake Catch Whenever possible, catches should be attempted two-handed, with the palms facing each other. The pancake style is close to the body, with hands at right angles to each other. The receiver should attempt to get their body behind the direction of travel of the disc. It has the advantage that if the catch is mistimed, there is a good 31 chance that the disc will hit the body of the receiver and still be caught between the hands. This is the style that should be used for the majority of throws as it is least prone to error. Crocodile Catch The crocodile style is out in front of the body with arms almost parallel, and often with some of the impact being absorbed by the fore-arms. As for the pancake catch, the receiver should attempt to get their body behind the disc. The reason in this case is to get the arms in line with the direction of travel of the disc. The main use for this type of catch is when the disc is travelling at speed relative to the receiver. The forearms provide a longer area to decelerate the disc over, and hard throws are less likely to be dropped. The disadvantage is that because the arms are roughly parallel, the disc has a tendency to flip out sideways if the arms do not move directly up and down towards each other. Rim Catch Catches with both hands on the rim are risky and rarely necessary. They should only be used if the disc is well above the head or the around ankles, and in the latter case only when it is not possible or reasonable to dive or slide to catch it. The disc should be caught with both hands on the leading edge, one hand on either side of the disc. The reason rim catches are risky is that they have a tendency to spin out of the hands sideways, a tendency which is stopped by catching the disc on top and bottom. Layout Catch Often, it is necessary to layout in order to get near enough to the disc to attempt a catch or to get away from striving defenders. The style should be either a „crocodile“ catch or a rim catch, preferably the former. Twohanded layout catches may well be more difficult than one-handed because it is harder to cushion the impact with the ground. This impact often dislodges the disc, and is called a ground strip. To avoid being ground stripped, the catcher should try to keep the arms from hitting the ground, and use the rest of the body to take the impact. This is one time when a rim catch has the advantage, because once the disc is in the hands, it is much harder to dislodge. One-Handed Catching A one-handed catch should be attempted anywhere where it is difficult or impossible to catch with two hands. Having to stretch a bit or avoiding falling on the ground is not an excuse for catching one-handed. Catches around the ankles, well above the head, or far to either side must necessarily be caught with one hand. When the disc is skied above receivers and defenders heads in the air it is usually most advantageous to contest it with one hand. If the disc is above the elbow, it should be caught thumb down, otherwise thumb up: experience will show the difference. One-handed catches are attempted on the rim of the disc, but should preferably NOT be on the leading edge. The „sweet spot“ for catching is to one side of the most leading point on the edge, depending on the direction of spin. This is because both angular and linear momentum must be absorbed by the catch. Experimentation will help most in understanding this. 32 The One-Handed Layout One-handed layouts are easier on the body than two-handed layouts, since there is more flexibility in the position that the receiver can land in. The fingers will be underneath the disc with the thumb on top. A tight grip is needed once the disc is caught to avoid being ground stripped. As for the two-handed layout, the receiver should try to keep the arm with the disc, or at least the elbow, off the ground. Final Comments About Catching As mentioned above, contested catches are much harder to make than uncontested catches. The receiver has to actually catch the disc, while the defender usually only has to get a finger to the disc to make the D. As a result, the defender can often be in a slightly worse position and still be able get the block. For example, a defender can jump from behind and often get a hand in on the disc, although they would never be able to catch it from there. To avoid this, the receiver can try and occupy the position that the defender wants to be in while still preventing the defender from getting the best position for catching (and note that they are not necessarily the same). Lastly, be aware of the rules, and what constitutes a foul or a strip. If you have the disc in your possession, and it is knocked out, either by the defender knocking the disc or any part of your body, that is a strip, and you retain possession of the disc if the strip is not contested. If you do not have possession of the disc, but you are prevented from making a play on it by the defender hitting your body, that is a foul. If the foul was in the act of catching, you get possession of the disc. Otherwise it goes back to the thrower. Also, remember that while most fouls are against the defense, you can just as easily commit a foul as receiver. You only have the rights to the space which you occupy, and directly above you, and contact with people outside that space can be called as a foul. Read the rules for more elaboration, and only call fouls which are actually fouls. References [1] Tom Brennan and Jonathan Potts, http://www.afda.com/skills/ Marking The Thrower In a player-to-player defense, the marker is responsible for preventing the thrower from throwing the disc to a large area of the field. The team should agree in advance on a significant object or objects on each side of the field, say a clubhouse on one side and trees on the other, or use generic terms such as „Home“ and „Away“ which can apply to any field. The marker then calls a force, eg „Force clubhouse“, which means that he will only let the thrower throw to that side of the field. He does this by standing at about 45° to the thrower on the opposite side to the force. The defenders then assume that throws are far more likely to come to the force side, and defend accordingly. It is the marker’s responsibility not to let the thrower throw in the opposite direction to the force. If this happens, it is called a break of force, and often results in the opposition getting two or three easy passes in a row, as the defenders are assuming that the force will be held. If a break happens, the marker should call „Break“ loudly and clearly for the benefit of the defenders. 33 Tactics Which direction to choose to force in the first place is determined by the marker, but influenced by a number of factors. Often a team will have a plan in advance for which way to force in any given situation. These include: Force Middle The thrower is always forced towards the middle of the field. This is quite common, as it stops teams from stringing a number of passes together down a sideline („Flow“). Force Line (Trap) The thrower is always forced towards the nearest sideline. This is used against teams with weaker throwers, as it leaves only a very small area on the side of the field for the thrower to throw into. The disadvantage is that with good throwers, it leaves the endzone fairly open, and makes goals off one or two passes much more likely. Force to a Particular Side Always force to a particular side eg „Force clubhouse“, regardless of where the thrower is. This is easy for both marker and defender as they always know how to mark up, but suffers from the same danger as force line. Force Wind The thrower is always forced into/against the wind. This is also effective against weak throwers. Trap For One The first throw is forced towards the nearest sideline, but after that, the plan reverts to some other force. This is designed to make the first pass difficult, but removes the disadvantage of always forcing line. Force Up Force up, or force straight up, means that the marker stands directly in front of the thrower, and does not force to a particular side. This is usually only used for a couple of seconds, to prevent the thrower getting a quick pass away. The marker then reverts to a directional force. It may however be used effectively to stop teams who are hucking a lot, but places a heavy load on the defenders. It can also be used against weak throwers. Basic Marking Marking is an active process, not a passive one. It involves reacting to whatever the thrower is doing to try to make any throw a more difficult one. The harder the marker works, and the better the mark, the less work defenders have to do to shut down their receivers. So how do you put a good mark on a thrower? The following are general tips to improve your marking if you are not already doing them: Keep on the Balls of Your Feet You have to be able to react and move quickly, and this is not possible if you are back on your heels. You have much better balance if you are leaning slightly forwards. 34 Keep Your Weight Low Crouch down, or at least bend your knees slightly. If you are marking well you should feel the effort in your quads. This allows you to get your hands low and also gives you much better balance. Keep Your Hands Low and Arms Spread This also helps your balance. Obviously though, if you are trying to prevent a high throw, that arm will have to be up. In general, the arm on the force side should always be as low as possible, since it is much harder to throw a good throw from higher up. Learn to Read Fakes Many throwers make weak fakes without ever intending to throw. If you can pick these up, you will not be sucked in to following them and leaving an easy throw open. Don’t Over-commit on the Open Side It is not your job to block an open side throw. That is the defenders’ responsibility. If you let the thrower break because you tried too hard to block an open side throw, that is your fault. Call „UP!“ Loudly When the Thrower Throws This allows the defenders to glance around to see where the disc is, since they will otherwise be watching the receivers. If the throw is hucked, call „Up long“, to allow the people marking the opposing deep players time to see the disc. [4] Advanced Marking All of the Basic Marking tips are generalizations. Most of the tips will apply to most players, but for really good marking, nothing beats knowing the thrower. If you know which throws a thrower prefers, which fakes they use and how they like to break the force, you can modify your marking style and you are far more likely both to get hand blocks and mark more effectively. There are also times in the game when a standard mark is inappropriate, and something different is called for. Being able to recognize these situations is important, and knowing how to react to them even more so. Hands High/Low? Usually it is better to keep both your hands low, since low throws tend to be more dangerous, but this is not always the case. If you are marking a player who likes hammers or high backhands then it may be wise to keep your right hand up. This gives you a chance of blocking either of these high release throws. 35 Watch Fakes As mentioned above, try not to fall for obvious or weak fakes. This is easier if you know the thrower, since they tend to use the same fakes to try to throw you off. Straight Up Force There are a few times in a game when a force to one side is inappropriate. Usually this is just after a huck, when you may be marking the person who has just caught the huck, and there is a man free in the endzone. The thrower will be trying to hit this man before the rest of the defense catches up. In this case, it is your job to make it as difficult for the thrower for as long as possible. The best way is to use a straight up force. This means that instead of standing to one side of the thrower, you stand directly in front and try and block any throw. Usually it is best to drop back a meter or two to maximize the time you have to see the disc coming. This type of force will only be used for a few seconds, until the defense has time to regroup. Preventing the Huck There are also times in the game when it is obvious that the thrower wants to huck the disc, mostly when someone is running free long. You need to recognize these situations and make it as difficult as possible for the thrower to get a good long throw off. This will most often involve a straight up force. Follow all of the fakes, because it is important to make the huck as difficult as possible, even at the cost of an easy short throw. Recognize that most players prefer to huck backhand, so overplay the backhand side of the force to stop them. As with a straight up force, you will only usually need to mark like this for a few seconds. Where are the receivers? If you have particularly good game sense or peripheral vision, you may be able to tell where the potential receivers are. In this case you can overplay that side of the force a little. One way you may be able to tell is by watching the thrower’s eyes - it is difficult to fake effectively with your eyes. Another way is from communication from defenders and the sideline. „No break!“ is a call to overplay the break side. „Strike!“ is a call from a defender to switch the force to the other side for a second, as a receiver is open on the open side. Marking Off The marker is allowed to stand one disc width from the thrower, but it is not always best to stand this close. Against weak throwers, it is fine to pressure them by standing as close as possible. However, against strong throwers who enjoy throwing inside-out and break passes, it is often best to drop back about a meter. The advantage of this is that there is an extra fraction of a second after the throw for the marker to get their hand in position for a block, particularly against the inside-out pass. In theory this may seem insignificant, but in practice that fraction of a second is often the difference between a throw going under or over the marker‘s hand and the marker getting the block. The other advantage is that if a block is made, it is much less likely to be called for a foul because the disc is more likely to have left the thrower‘s hand. On the down side, there is less pressure on wide throws to the open side, and it is a little easier to break the force with a wide throw since the marker has moved their body away from blocking the break side. The advantages appear to outweigh the disadvantages, however. Strike A strike occurs when the marker temporarily switches the direction of the force. There are a couple of instances when this comes in useful. The first is when there is a high stall count on the thrower already. If the count is at 8 or 9 it is obvious that the thrower will have to throw almost immediately. The usual throw is a huck on the open side. By employing a 36 strike, the marker may be suddenly in a position to block this throw, since they are now standing on what was previously the open side. There is then a good chance of a stall, throwaway or block. The second is called by one of the defenders. If the man being defended by one of the defenders gets free on the open side, the defender may call „Strike“. This tells the marker to switch force for a second or two to stop the easy pass to this cutter. After a second, the marker will switch back, by which stage hopefully the defender will be close to their man again, or the pass will no longer look so inviting. This is not a good call to make if there are also men free on the break side, and it should be used carefully. The marker needs to be listening carefully to make sure they switch immediately. Hand Blocks Along with layouts, hand blocks are one of the big psych-inducing plays in a game of Ultimate. However, hand blocks are not something that can be generated at will, despite some people’s thoughts to the contrary. They are a combination of good positioning and balance, support from defenders, quick reactions, the right (wrong??) throw, and a certain amount of luck. As well, they are not something that should be aimed for. Actively attempting hand blocks tends to be a sure fire way to let the thrower get an easy break. The best way to improve your chances of getting hand blocks is simply to improve your general marker defense. A hard mark should make any kind of break throw a risky proposition at best and a guaranteed turnover at worst. A hard mark is not much use though unless the defenders are doing their job. If the thrower always has an easy open side throw, not even the best marker in the world is going to get a hand block. As a result, hand blocks are as much an effort of the defenders as the marker. The number one mistake when marking a good player is to mark too close. Marking close is effective against inexperienced players because they are usually too intimidated to pivot well and get around the force. Most good players, on the other hand look at a close mark as being a license to break the force. I have found that standing back about a meter from the thrower has improved my marking a great deal. The distance to stand back is a personal thing, but it gives you a split second of extra time after the thrower releases the disc. This allows you to move your arms, and may be the difference between getting the block and having the throw go over or under your arm. The other reason to stand back is to do with fouls. If you are a meter away and get your hand on the disc, it is unlikely that the disc is still in the thrower‘s hand. If you are right up close and get your hand on the disc there is a good chance that it is still in the thrower‘s hand, and you will have a strip or foul called against you. Standing off a bit reduces the chance of a block being called a foul. The other things to increase chances of hand blocks are standard things to improve marker defense. Keep your weight low and between your feet. This improves your balance, and makes it much easier to slide around to either side to stop a throw. Have your knees bent, and move your whole body and not just your arms when covering the thrower. It is too easy to keep your feet still and simply reach out with your arms. The further you try to reach, the less balanced you are and the higher the likelihood that you will not be able to follow the thrower as effectively when they pivot. Watch the disc, the eyes of the thrower and their navel. The eyes tell you where the thrower wants to throw. The navel shows you where the center of mass of the thrower is. They will not be able to pivot without moving it, so it is better than being faked out by head fakes, body fakes and leg fakes. The disc should be watched with care. You need to watch the disc to be able to move your hands to get a block, but you also need to avoid being taken in by disc fakes. Keep your hands low. This is most important for the hand on the open side. Most break throws on this side go under the hand of the marker. The positioning of the other hand depends a bit on your knowledge of the thrower. If you think they are likely to throw a hammer or high backhand, then keeping that hand high is a better idea. Otherwise, keep that hand low also. It tends to take longer to throw these high throws effectively, so you can always move your hands if the thrower winds up for one of these. Finally, if the thrower goes for a hammer, jump for it. Even if it is a fake, it usually takes them almost as much time to recover as it does for you. Letting a hammer out on the break side is no better for your team than a forehand or a backhand. 37 So, in summary, the main points are: - Stand back - Watch disc, eyes, navel - Keep balanced - Hands low - Know your thrower Above all, remember that marking is an active process, and not a passive one. You are trying to prevent the thrower from getting an easy pass away - make it hard for him. Keep moving, keep your hands active, but don’t let them break.[4] References [1] Mich’s Guide to Ultimate, http://www.vul.bc.ca/part1.htm [2] Ultimate Beginner’s Notes, http://www.sunnybrook.utoronto.ca:8080/~liu/ultimate/strategy/stack.html [3] Jim Parinella, http://www.tiac.net/users/parinell/tip4 [4] Tom Brennan and Jonathan Potts, http://www.afda.com/skills/ [5] Alan Harder, http://www.menalto.com/EbbAndFlow/drills/CuttingTips.html How to Read the Disc In Ultimate, every position requires catching the disc. Therefore, every Ultimate player needs to be able to judge where a thrown disc will go. This skill is called „reading the disc“ by people who know how to do it. With the right technique and lots of practice, you can be one of these attractive, intelligent, and highly successful people! You can probably already read low, flat throws, but you may have difficulty reading high or curving ones. Here‘s how. Principles You cannot outrun a disc, especially near the end of a high throw that tails off to one side. You don‘t have to run under the disc the whole time. If you can estimate the disc‘s destination, you can run straight there. Maybe you can even catch it. Procedure Look at the disc in the air for a moment. Is it tilting down to one side? If so, run to that side of the disc. Is it starting to accelerate to that side? Run even more to that side. Look at the disc often as you run. Readjust as necessary. Tips Never run directly under a curving throw. The disc gains velocity as it curves, and it‘s almost always faster than you at the end of its flight. If you’re new at reading, overestimate. Run „too far“ to the side the disc will curve to. Just as it‘s easier for a 38 baseball outfielder to overestimate and run forward for a catch than to underestimate and backpedal, it‘s easier for you to overestimate and come back to the disc than to underestimate and try to outrun it. Remember, you want to beat the disc to its destination. If your initial estimate of its path is correct, you’ll run in a straight line the whole way, giving you a chance to get there first. Also, it‘ll let you position yourself well against a defender. Conclusion It‘s hard to learn to read. You will invariably make a poor estimate and end up in the wrong place. Don‘t worry about mistakes. Just make your best estimate, then run there with confidence. If you‘re right, you‘ll get a chance at the disc. If you‘re wrong, you‘ll learn from it. Reading the disc consistently comes only with experience and repetition. References http://www.cwru.edu/orgs/ultimate/tips/read_the_disc.html Defense Defense: Player The simplest approach to defense is player-on-player. At the beginning of a point both teams line up on their endzone lines. Each player on the team that is pulling will pick an opposing player to mark. With player-onplayer defense (commonly known – at the risk of being sexist – as a „man“ defense) you stay as close to your opponent as you can, following them whenever they make a cut, and trying to beat them to the disc. The problem with this kind of defense is that it is very tiring and there are often „mismatched“ players– for instance, a tall player being marked by a short one, or a very fast player being marked by a slower player. Introducing some simple defensive strategies will help your team apply a much more effective player-on-player defense. [1] Using the Force The defender marking the player with the disc can limit where the thrower can throw to by positioning themselves so that they block off one side of the pitch. For instance, if the defender stands on the thrower’s left, the thrower can then only throw to their right. By doing this, the pitch is effectively divided into two parts: the „open“ side that the thrower can throw to, and the „closed“ (or „blind“) side which they can’t throw to. This is called „establishing a force“ on the thrower, because the marker is forcing them to throw in one direction only. If a good strong force is put on the thrower, the disc should never go to the closed side, so the rest of the defensive team theoretically now only have half the work to do – they only need to cover their player when he or she cuts to the open side. Make sure that you do not get drawn too far towards the open side, as a thrower that is quick at pivoting will turn and throw around your force before you have time to react. Don’t try to get a block on a pass to the open side, as they may be faking in order to pull you out of position and break the force. 39 Finally, it’s vital that you let your team-mates know which way you are forcing. Call „Home“ or „Away“ when you start marking the thrower, to indicate the direction in which you are forcing. Your team-mates will then know which side of the pitch to cover without having to turn and look. Marking the Receiver Face Guarding Face guarding refers to defending by always facing the player you are marking and always trying to stay between them and the disc. They will usually run directly at you, trying to get you to turn away. In face-marking, each defender stands about three meters in front of their player, facing them, and slightly to the forced (open) side. You should try to maintain a position which is in a direct line to where the cutter is trying to cut. You will need to back-pedal (run backwards) as the cut starts and the offensive player closes the gap between them. You should remain facing your player until you hear an „up!“ call, regardless of how many times the cutter dukes, fakes and baulks. Turning to look away from your player gives them the opportunity to get away from you. It is also a good idea to focus on the belly-button of the cutter, as this is the center of mass, so that head fakes and leg fakes can be ignored. You should go for the lay-out block when the disc is thrown. Side Marking The problem with face guarding is that a disc can often come close enough to get a block on, but because you are looking away you miss the chance. Most defenders prefer to watch the disc as well as their player. This has the advantage that you are more likely to be able to get a block on the disc since you can see when it is thrown, but the problem is that you are not focussing all of your attention on the player you are marking. This tends to make it easier for them to get away. There are different levels of this sort of defense, ranging from the occasional glance toward the disc, to facing the disc and trying to defend by looking over your shoulders. The most common is side marking, where the defender stands slightly on the open side of their player, the thrower is almost directly to one side and their player directly on the other side. By turning your head slightly you can see both the disc and your player. The cutter will usually try and sprint past you on the open side, as this is the way to make you turn the most. You should be aware of this cut and try and position yourself so that the cutter has to cut through you to make it. One of the other possibilities is facing the disc all of the time. This is very difficult to do well, and a good cutter will usually get free eventually. The aim is to watch the disc, but know where the cutter is all the time. This can be done by both looking and listening. Without looking at the cutter, it is possible to tell where they are by listening to footsteps, both rhythm and loudness, as well as breathing and any calls they are making. This information is combined with other clues, such as shadows (this is easy at night when the ground is lit), where the thrower is looking, and the occasional glance over the shoulder. If done well this can be very effective, although it is susceptible to a cut away from the disc, since you may only notice an absence of clues. [2] Stopping the Flow No matter how hard you try, your player will sometimes receiver the disc. If this happens your priority is to stop the flow. The aim of a flow offence is to move the disc quickly down one flank of the pitch. If you were close to your player when they receive the disc you should be able to quickly get across and block the pass down the flank, thus forcing them to throw back towards the center of the pitch. It is extremely important not to give up even if your marker is getting away from you, because you may still be able to stop the flow if you are close enough. Bear in mind that if you have stopped the flow by blocking the pass up the line, you have quite possibly also changed the direction of the force (what was the open side has now become the closed side and vice versa). It’s important to communicate this to the rest of your team by calling either „home“ or „away“. [1] 40 Example 1 Playing player-to-player defense starts with a good force and everyone denying the player that they are covering to get open on the forced side of the field. Example 2 Often times when playing person-to-person defense, the disc will begin on the sideline or work its way there. A team may take advantage of this by forcing the disc up the sideline and allowing one person to play in the narrow passing lane. This set up is called a sideline trap and is shown below. When a defender sits in the passing lane guarding no specific player while the other defenders still play person-to-person, this defender is said to be poaching. [3] 41 Advanced Strategy It is easy to make generalizations about what the defenders should be doing. In reality, it depends a lot on who they are marking, both in terms of where their receiver is standing and the physical attributes of the receiver. It should also be kept in mind that ultimate is a team game. Just because you have shut your man down doesn‘t mean that your team won‘t be scored on. Part of playing good defense is playing good team defense as well. Defending Short Players By short here, we mean short as in close to the disc, not vertically challenged! Generally the best spot to set up is about 3-4m in front of the receiver, slightly towards the open side. The defender is relying on the marker to stop any throws on the break side, so he allows a small amount of leeway on that side. It is much more important to make sure the receiver does not get free on the open side. The receiver will usually run at the defender, fake to throw the defender off, and then run hard in a direction. To avoid the receiver getting free, the defender needs to be able to stay in front of the receiver, usually by running backwards so that he can see the receiver. As soon as the defender has to turn around it is much easier for the receiver to get free. In Brief: - Face the receiver - Try and maintain the distance between you and the receiver as the receiver runs at you - Avoid turning around - If the receiver fakes a direction change, follow slightly, but do not commit until you are sure - You can let the defender get a little further in front on the break side than the open side, as the marker shouldn‘t be letting the thrower throw that side Defending Deep Players Marking deep players is slightly different. To mark the deepest player, the defender should usually stand just behind the receiver, and on the open side. This is so that if the thrower hucks long, the defender is in a better position to get the disc, as he is further back. Obviously, it allows the receiver to make easier cuts in for the disc, but this is much better than having a goal scored. Disc In The Air Once the disc is called up, the defenders should glance around to see where the disc is. It is possible that they could make a play on it. This is more important if the call is „Up long“, as conceivably quite a few players will have a play on the disc. The defenders need as much time as possible to have a chance to establish good position early. Switching If used correctly, switching is a good method of shutting down a good cut. If used poorly, it is a good way of leaving a man completely open. Switching requires good timing and understanding. There are two main sorts of switch. The first is the lazy switch, where the players are simply switching because the other‘s receiver is closer. As with all switches, both defenders need to know who their new receiver is. They should also make sure that they are not causing a defensive mismatch eg a short fast player marking a tall player. 42 The second is a switch on to a cutter. The player calling the switch will usually be near the front of the stack and will see a cutter coming from deep. He should wait as long as possible to call the switch, and at the last minute change receivers. This allows the other defender time to pick up the free man, without giving the free man too much time to plan a cut. The switcher needs to talk to the other defender to make sure the free player is picked up. Once players have played together for a while, they may be able to switch just by glancing at each other and nodding, or something similar. Switching is not recommended for beginners, as it teaches bad habits. Poaching Poaching is generally looked down upon in ultimate as „a bad thing“, mostly because it is a sign of laziness in defense. If used wisely and sparingly it can be remarkably effective, but it leaves free men around the field and can result in large yardage gains for the offensive team if punished. There are a number of different ways of poaching. The first is a straight out zone poach, where the poacher takes up a position in the main cutting lane and basically ignores his own receiver. This is only effective when either the thrower is weak or the receiver is weak, so that the chance of a pass from one to the other is small. The second is a temporary switch, where the poacher sees a cutter coming from deep and switches for long enough to discourage the thrower from throwing to the cutter, before switching back to his own receiver. The switch can involve actual marking, or just a flaring out into the cutting lane but has the same effect. A third type of poach is an active attempt to get a block. This involves the poacher seeing somebody else‘s receiver in a position to receive a pass, but where the pass if thrown could still be intercepted. The poacher hopes that by not watching the disc, the thrower will think the pass is on, and hence throw it. The poacher has to guess when the pass will be thrown, and then turn around hoping the disc will be there to intercept. This can be effective if the timing is right. [2] Communication To be a useful team defense, there needs to be more than individuals doing the defending. This is where communication comes in. There needs to be communication between defenders and markers, between defenders and other defenders, and between players on the sideline and players on the field. Defender-marker communication There are a number of ways defenders and markers can help each other by talking. Already we have seen the use of „Up“, „Up long“ and „Break“ calls by the marker to let the defender know the disc is in the air or the force has been broken. A common call from the defender to the marker is „No out“ or „No break“. This is used when the receiver is open on the break side and tells the marker to make doubly sure that there is no break of force, even if the open side throw is much easier. The other one that is often used is the „Strike“ call, which asks the marker to switch the force for a second or two to shut down an open side cut. Defender-defender communication This is most important when switching and poaching, as well as in zone and clam defenses. Sideline-marker communication The sideline can see which side cutters are coming in from and where the greatest points of danger are on the field. They are therefore in the best position to communicate with the marker and tell them what to do. This may 43 include telling them which way to force, not to let the thrower break, to switch the force, to get their hands up or down, etc. It is better to let the defender call strikes since they are better able to judge when they have been burnt! Sideline-defender communication Often it is hard for the marker to make „Up“ and „Break“ calls loudly and quickly. This can be because they are out of breath or because they are more easily fooled by fakes. The players who are standing on the sideline can help the other players by making these calls as well. Also, the sideline has a better perspective on the game than the players on the field, so they can call to specific players, for example if they can make a play on the disc, but have their back to it. This is a very important part of communication, and is one reason the sideline is often called the eighth man.[2] References [1] Ian „Scott“ Scotland, Issue 34, November 1996, Page 11 British Ultimate Federation (BUF) Newsletter Ultimatum [2] Tom Brennan and Jonathan Potts, http://www.afda.com/skills/ [3] Athan Spiros, http://www.iam.ubc.ca/~spiros/playbook/ Defense: Zone So what is a zone defense? Zone defenses are characterised by one or more players on the defensive team not marking a player on the opposing team, but an area. In most cases, there is a „cup“ of chasers near the thrower at all times. Zone defenses are mostly used when weather conditions are less favourable for passing, or against an offence with few strong throwers. A zone usually forces many more passes to gain the same amount of ground and relies on the offence making a weak or reckless throw in that period. Instead of trying to block passes altogether, a zone tries to block all of the easy and ground-gaining passing lanes. The zone allows passes backwards and sometimes sideways because they do little harm to the defense. The zone also allows throws over the top, because these throws are generally high risk and have a good chance of being dropped or intercepted. One advantage a zone brings is that in the event of a turnover the opponents will usually find it difficult to mark up quickly, and set up for their own defense. This can lead to easy scores, as there will be a number of people open for throws. [1] Positions The Cup (LC (Left Cup) and RC (Right Cup) ), together with TC (Top Cup), form a defensive cup around the thrower. We refer to the Point who is marking the disc as the strong-side Point, and the other Point as the weakside Point. In the diagram, the RC is marking the disc and so he is the strong-side Point at this time. If the disc moves to the other side of the field, the LC will probably mark the thrower and hence will become the strongside Point. So one Point (strong-side) will mark the thrower, and the other Point (weak-side) and TC will stand on the force side trying to prevent any throw forward on that side. In theory, this set up will prevent throws through the cup. MM (Middle-Middle) marks the area just behind the cup. LM (Left Middle) & RM (Right Middle) mark the areas on either side of the field. D (Deep) marks anywhere behind that. 44 The Points The job of Point requires a fair amount of fitness and good marking skills, as they are the only defensive players that should ever be marking the thrower. The cup tends to have to do quite a lot of running. The three players in the cup (LC, TC & RC) have to decide which way the cup is going to force the thrower. This will often be towards the middle of the field, although there are instances when always forcing to a particular direction (eg into a cross-wind), or forcing line is good. The Axis TC has the task of coordinating the cup, defending against throws through the cup, and marking any receiver that runs into the cup (known as a popper). Coordination involves telling the points who will mark a particular thrower, how wide the cup should be spaced and which way to move. TC should also listen to calls from MM as to where poppers are. The TC can turn around a lot of the time and cover any man who is near the cup. MM should usually alert TC to warn them when a man is near the cup by saying „coming in“. The Middle-Middle MM covers the area directly behind the cup. This usually involves marking man-to-man on anyone that comes into this area, until they leave it or they run through the cup. Once a receiver enters the cup, they are the job of the Points or TC, and should be ignored. The other job of MM is to talk to the cup. If a receiver is coming into the cup, TC needs to be told to close the cup up on that side. The cup may also need to be told if it is too open or too close together. The Wings Conceptually, the Wings RM & LM have the simplest job on the field. They each have one side of the field to mark, and the aim is to stop passes up either of the sidelines. Usually, if a throw gets around the edge of the cup, the thrower will be looking upfield for the next pass. The Wing‘s job is to find and stop any cutters to that thrower. This may involve going man-to-man for a short while. If the player gets the disc, the wing should drop back (contain!) and let the points mark the thrower. It is not the Wing‘s job to mark the player with the disc. The Deep D has the task of intercepting any long throws put up by the offence. The job is usually not hard since if there is any wind it is difficult to huck accurately, and thus it is not often that the Deep comes into play. As a result, the main job of the Deep is to talk to the other players, primarily the Middle and Wings, and tell them where to go and who to cover. 45 Types of Zone Standard 3 Person Cup The cup will always chase the disc. Only one of the sides of the cup will mark the disc and call out the stall count. (Nobody else may do this.) The other people in the cup play exactly ten feet off the disc unless there is an offensive player within ten feet in which case the defender may follow him/her in. When the disc is swung, the cup tries to contain passes from getting up the field before tightening up again. The middles look to cover offensive players in their zone paying special attention to the passing lanes through the cup. The deep watches people behind the middles. The zone described here is called a 3-3-1 zone because there‘s 3 people in the cup, then 3 people in the middle, and finally 1 person deep. Another standard zone is a 3-2-2. I‘ll let you figure out that one. Note: Communication is very important. The top of the cup talks and directs the other people in the cup. The middle-middle directs the top of the cup. The deep directs the middles. The players sitting off help the hammers and warn the deep when someone is behind him/her. Salmon Non-Trap Set - The fish is responsible for forcing the disc towards one side of the field. The fish is the only player that marks the disc. Depending on the situation, the fish might also want to try to take away a backwards pass. - The short middle is the most important position. This person has to be aware of all cuts through the center and at the same time break up any give and go opportunities. - The short on the strong-side of the field can back up a little bit to sucker the disc towards the sideline which we want to trap. The short on the other side of the field needs to watch out for any I/0 throws and be ready to prevent any swings if a dump occurs. - The middles prevent any hammers and pretty much play man defense for people in their zone. - The deep does the usual barking and minding of deep threats. Note: strong-side = same side of the field that the disc is on. weak-side = opposite-side of the field that the disc is on. 46 Trap Set - Once the disc gets on the sideline the fish will move to deny the dump. The short middle will move to cut off a swing. The short on that side will move up a bit to prevent an easy pass down the line. These three players are basically like a cup in a standard zone. - The weak-side middle (the right middle in the case shown in the figure) must hurry over to protect against any throws through the cup. - The strong-side middle (the left middle in the case shown in the figure) backs up down the sideline weary of any big bending throws down the sideline. - The weak-side short (the short right shown in the figure) has the most ground to cover. However, since these are long throws, probably into the wind, this person has a bit of time to get to an ambitious swing or cross field hammer. Depending on the offensive players‘ set up, the deep might be able to help on that long cross field hammer, too. 47 Variations on the Salmon The main difference is that the person playing the weak-side position has a lot of flexibility and can either play up or back depending on the situation and how the other team has been beating you. It also puts a permanent player in the middle of the field, the middle-middle. This person now becomes responsible for positioning and communicating with the short middle which is also very important. The final twist is that the short-middle will mark the disc and take away the dump in the trap set. The fish then cuts off the swing pass. This has the added advantage of giving the fish a bit of a break and making it easier for the fish to mark the disc once the other team gets out of the trap situation. Endzone Set When the disc gets to close to the endzone, the regular salmon set-up is not necessarily the best, because it does not collapse very nicely in the short space. However, without to much trouble, the zone can be reconfigured. It‘s not really important where everyone lines up in the line of four. The important thing is to have the right (or weak-side player) take one back corner and the deep take the other. This is done because next to the deep, the weak-side player should be able to cover the most ground and read plays the best. The line of four listens to the people behind them for directions. The player on the disc will mark the disc back towards the middle of the field. When the disc gets moved, the marker and the four defenders in a line will rotate. When leaving the wall to mark the disc, it is important to approach the disc cautiously, trying not to allow the thrower to throw to the space you just vacated, because the wall will need a few seconds to adjust. Rabbit Communication is very important just as in any zone. - The middle-middle helps to direct the rabbit. - The deep helps to direct the mids. - The same-side mids help to direct the same-side shorts. 48 Only the short left or short right will mark the disc. If the disc is on the left-side then the short left will mark the disc back towards the right. If the disc is on the right-side of the field then the short right will mark the disc back towards the left-side of the field. The short that isn‘t marking the disc will drop off to the side. This person should be back a bit but not quite lined up with the mids. They are far enough back so that a dump and swing is allowed, but not a straight swing. This position is somewhat flexible and can be adjusted as we see what other teams try doing to move the disc. It is important for this person to get a quick mark (almost straight up) on the disc when it is swung to break up any continuation plays. The weak-side middle can drop a bit because the short on that side should have dropped some. This allows the deep to cheat a bit towards the strong-side of the field, as well. 4-Person Cup The standard zone uses a 3 person cup. A competent group of handlers can usually move the 3 person cup around a lot. In order to give a different look and make the handler passes more difficult a 4 person cup can be used. 4-Person Cup Preventing the Swing The cup plays fairly loose. The top of the cup almost plays even with the disc, sometimes even cheats towards the sideline. This makes for a very small opening through the cup towards the sideline and for the middle on that side to ignore it and instead cover the zone between the top of the cup and the other top. When the thrower passes the disc back for a dump, the other side of the cup immediately goes to prevent the swing pass and the other people in the cup converge on the dump. The middles play the zones in the obvious holes. The deep does a lot of praying. This is best used for only a few passes. After the offense has lost a bit of yardage one of the top cup players should drop back and play middle middle as the team changes to the standard or rabbit zone defense. 49 4-Person Cup Preventing the Dump This cup plays fairly tight and forces the disc to the sidelines. The back cup plays person-on-person with the dump denying the disc towards the center o the field. When the disc is on the sideline the cup changes formation into a hard trap as shown on the right. The middles cover the zones through the obvious holes in the cup. The deep does a lot of praying once again. 50 Final Notes Perhaps the most important thing with a zone defense is good communication. Each line of the zone defense will talk to the previous line letting them know who is behind them. The players who are not playing can also help a great deal with communication. (Note: the left middle and right middle are also called the left hammer or left hammer stopper and the right hammer or right hammer stopper.) References [1] Tom Brennan, http://www.afda.com/newsletters/981206thinkaboutyourzone.htm [2] Athan Spiros, http://www.iam.ubc.ca/~spiros/playbook/ Offense Offense: Flow The simplest form of offensive play in Ultimate is called ‘flow offence’. Flow offense revolves around the stack and a series of well times cuts which have the disk flowing up the pitch in a succession of throws. Almost all teams use this as the basis of their offensive style. Stack Wherever the disk is being played from on the Ultimate pitch, the offensive team forms a line between that position and the center of the endzone which they are attacking. The position of the stack will change everytime there is a breakdown in the flow. The players stand at intervals along this line which is effectively a ‘neutral zone’. This is where players go to rest or to prepare for a cut. By forming a stack the sides of the field are free to cut into. If a cut is unsuccessful the player should get back to the stack before making another cut. At the start of each point, players are given „positions“ which they well play throughout the point. These positions determine the part of the stack that they will occupy. There are three basic recognized positions in Ultimate: „handler“, „middle“ and „endzone“ (or „long“). In the flow offence there are three handlers, two middles and two endzones. Depending on the position your are given your role will vary, as will the type of cut you should be making. 51 Handlers Handlers are usually the more skillful throwers. They will pick up the disc at the beginning of a point or after a turnover and make the first (usually the most difficult) pass. In a flow offense, handlers set the flow in motion, as the first pass will normally be from one handler to another handler as he or she make the „first-cut“. As a first-cut you should position yourself at the bottom of the stack nearest the thrower and no more than ten meters away. The timing of the first cut is easy, since you make your cut any time after the thrower has taken possession of the disc (and before the stall count reaches ten!). You don’t have to worry about being in the right place at the right time, just your ability to lose your marker. There is a tendency to think that your fastest player should be first-cut so that they can get free easily for the first pass. However, they will often be more effective as middles or endzones where speed is a definite advantage. Also, good defensive teams will match up fast defenders on your fast players, so speed alone will not make a good handler. Much more important for first-cut is confidence and decisiveness. A good decisive cut will lose your marker ninety percent of the time, whereas hesitant shuffling is easy to mark. Decide before your cut what you are going to do (e.g. three steps up-field then a hard cut back towards the thrower – Figure below). Having got free and caught the disc you have started the flow in motion. You should be able to look up-field and see a middle cutting out to the side in lots of space for you to make a pass to. Middles These players play in the middle of the stack and are usually fast and good catchers. They are sometimes called second-cuts because they are normally one of the second player to cut from the stack. The middles often have to receive fast throws or make up a lot of ground to catch a throw as they attempt to gain substantial yardage up field. The key to this position is timing. You are a crucial link between the handlers and the endzones and if your timing is out the flow will come to an unceremonious halt. Your cut should be timed so that when the first-cut receives the disc and looks upfield you are starting to get free and heading for the sideline. If you go too early you will be running off the side of the pitch before the first-cut has a chance to get into a throwing position. A general rule should be „better late“. The earliest that a second-cut should be looking to go is when the first-cut is just about to catch the disc. Again, it is important to be decisive about your cut, otherwise you will easy to mark. A middle should also be looking to make substantial ground towards the endzone so you either need to position yourself towards the top of the stack cutting back down field or in the middle of the stack cutting up field (see Figure below). 52 Endzones These players are usually fast, agile and athletic. Their work is tireless as they are the players you throw to to score a point in the endzone. Much like forwards in soccer, you do a lot of running for little reward, except the glory of scoring the points. This is a highly under-rated position; it takes great skill and timing to play this position well and a team that does not have a quality endzone player will struggle to score. Again, this position requires timing – you need to be getting free as the second-cut gets into position to throw to you („better late“). Don’t just hang around in the endzone hoping someone will pass to you, because they won’t. Don’t just cut straight out to the side as you’ll be easy to cover. As an endzone player you have to be decisive and cunning in your cutting as players will mark that much tighter in the endzone. The simplest cut is to head towards the back corner of the endzone then cut back towards the thrower (see Figure below). Don’t worry about catching the disc in the endzone – just catch the disc! Perhaps a better cut is to start by running towards the thrower and then cutting up the field for the corner of the endzone. This way you are receiving a leading pass taking you into the endzone. 53 Flow Offense Putting it all together gives you the basic flow offense. So in summary, the flow offense starts when one of the offensive team’s handlers picks up the disc either from the pull or after a turnover. Even before this has happened, the rest of the team forms a stack. The handler then makes a pass to the „first-cut“ (who is normally another handler). The first-cut in turn makes a pass to one of the middles (or second-cut). Finally, the middle makes a throw into the endzone to one of the endzone players, to score a point. The whole flow will normally be up one flank of the pitch. The Figure below shows the flow offense. Adding it up, there are four players involved in the basic flow offense, but this doesn’t mean that the other three have nothing to do. The other three players are safety players who step in if any part of the flow breaks down. So if the first-cut can’t get free then the safety handler would take over and become the first-cut. Similarly for the safety middle and safety endzone. It’s all so simple, isn’t it! The flow offense often doesn’t (flow) and there are some common mistakes that will always turn into sticky treacle; Handlers for some reason often think they have to "help out" when the last thing that is needed is their help. If handlers do not give time and space for the middles to cut you get an effect called (wind) milling, where all you get is a succession of short passes going nowhere for a lot of effort. The same will happen if the seconds can’t nail the timing ("better late"), or if they are indecisive about their cuts. Players not clearing out (returning to the stack after an unsuccessful cut) will block the passing lanes and cause a return to the dreaded milling. Get it right though and your flow will be unstoppable. References Scott Scotland World Ultimate Magazine Issue 33, April 1996, Pages 10 and 11, http://www.cranfield.ac.uk/public/ca/ad943925/bufscot1.htm 54 Offense: Player In ultimate, unlike most other sports, the person with the disc can‘t move. This means that the receivers must work extra hard to get open for the thrower. The best way to work the disc up the field is to create open space for the disc to be thrown and for people to run. One way of creating lots of space is for everyone to line up in the center of the field. This is called a stack and is diagrammed below. The stack is used to create space for people to run and the disc to be thrown. There should be enough room between players in the stack so that any one of them can run from the stack without risking having their defender run into anyone (called a pick). Take note of the areas that are shaded. These are the areas that the receiver should expect the disc. This creates two open spaces for the disc to be thrown. People may then leave the stack (ideally, one at a time) and run to one of the open areas. The best throw to the receiver would be one that curves from the outside and goes in towards the receiver (see the diagram below). 55 The thrower wants to make a throw that allows his/her teammate to run in to the disc while making it hard for the defender to touch the disc. This leads to putting a certain edge on the disc depending on which way the thrower is being marked. If the receiver does not quickly get open, he/she must clear the area by either running long down the sideline (the usual clearing cut) or going behind the thrower (done less often). The entire cutting process is shown below. 1. One person will make no more than three moves to try and get open. 2. After the player makes his/her fakes, the player will continue to run in a straight line towards the sideline. 3. Usually, the player will then run down the sideline (still aware that a pass may be thrown to him/her) and join the back of the stack. 4. Some players (usually handlers) may choose to go behind the thrower in case a dump is needed. One person will leave the stack and try to get open. If they don‘t get open they must clear the area to give room for another person to cut. If the defender doesn‘t follow the receiver (i.e. poaches), the receiver should look to get open from everyone for an easy immediate pass or a later pass (usually by running down the field, keeping to the sideline). This player will yell, „poach!“ to let the thrower know that there is a defender sitting in a passing lane and to draw attention to his/herself. To summarize, the role of the receiver is to: - Get in the middle of the field to be part of the stack and create open space. - Cut one at a time (with only a few fakes) to try to get open. - Quickly clear the area if they don‘t get the disc by running on the sideline to eventually get back in the stack. - (Off of a pass that is about to be completed) set up their defender for an easy continuing pass (this is called a mirror cut). 56 The key is to keep lots of space clear for the disc to be thrown there and for people to run there. The role of the thrower is to: - Be patient; 10 seconds is a long time. - Pivot and fake to create more angles to throw the disc. - Throw a throw that you know will get to an open receiver. - (In the case where a defender is poaching) see if a pass may be made to the open receiver or else look to an area that is not occupied by the poacher. - Look to make a short backwards pass dump, when the stall count gets to 6. Throwing a dump is usually easy because the defense is not concerned if the offense moves the disc backwards. Dumps take place in the region behind the thrower as diagrammed earlier. Once the thrower decides to throw a dump, he/she will pivot so that his/her endzone is now to his/her back. He/she will take note of which side of the receiver the defender is positioned and look to throw the disc to the opposite side. He/she will then make eye contact with the receiver and throw a short pass to the open side of the receiver allowing the receiver to run to the disc. In most cases, dumps can be used to break the defense‘s force or to initiate a give and go cut. The give and go play is simple but dynamic (see above figure) Usually it is run off of a short pass. The cut begins with the thrower. Once the disc leaves the thrower‘s hand, the thrower is running. The release of the throw and the beginning of the run happen instantaneously. Since the thrower knows when he/she is going to throw the disc (unlike his/her defender), he/she will usually be open after his/her first step. The receiver of the short throw then looks to throw the disc back to the original thrower. (Note: Running right after you throw is a good idea no matter what the situation.) 57 Three players may try to work the disc up the field by themselves if the other players give them room (see figure above). So as not to tip the play too early, the four remaining players usually stay stacked and within about 25 yards of the disc, moving back as the disc is advanced. There are other ways to create space besides using a stack. One way is to have four of the seven players run down field. This leaves lots of room for the remaining three players to run (see above figure). In essence, you have isolated three players to move the disc up the field and hence this play is called the iso. The players in the iso are then free to move the disc anyway they can to at least half field. Usually, many give and goes are used to move the disc. References Athan Spiros, http://www.iam.ubc.ca/~spiros/playbook/ Offense: Zone When running a zone offense, looking for and creating open space is still necessary, but patience becomes even more important. There are three different roles for players in the standard zone offense: handler, popper, and long. The handlers work the disc from side to side creating and looking for holes in the defense. The poppers move in the middle of the field, timing their cuts off of the swings by the handlers, hoping to receive passes through the holes in the cup. The longs move along the sidelines. They alternate coming in and going out as the disc leaves and comes towards the sideline that they are on, respectively. (See the figure) Once the disc is moved up field, the receiver may quickly look for an easy open pass or (in most cases) be patient and look to dump the disc (the dump is usually available) and the pattern is repeated. (There are other methods as well that you may discover on your own.) The set up of the standard zone offense is shown in the top figure. One way for the offense to move is shown on the bottom. This movement usually begins when the disc is dumped back. If the swings don‘t happen quickly, the poppers should be moving (usually one following the other through an area) trying to get passes through the holes of the cup. References Athan Spiros, http://www.iam.ubc.ca/~spiros/playbook/ 58 Offense: Endzone Almost all non-long goals are scored in the ten-yard quarter circle centered at each cone, unless the defense poaches well there, so end-zone offenses usually concentrate their energies on getting into the corner. A good endzone offense should: 1. Have several options from a particular stack. 2. Be able to score either from a stoppage of play or from flow. 3. Know which player is going to score. 4. Be able to counter a defensive move. The offense should have some basic strategies as well as some specific plays. When you‘re designing for your team, you should determine your basic strategies. Do you have a lot of fast guys who can beat their man to the cone? Do you have lots of handlers who work the give and go well? Are you an experienced team that works the timing play well? Pick a strategy that fits your team. The real key is being organized. If your endzone offense is simply saying that John will have the first option on every cut in the endzone, you‘re ahead of the game. You can also specify by position. You could label your deeps „primary“ and „secondary“, and allow the primary deep to have first cut and secondary second, or you could say primary gets first cut on forehand side and secondary on backhand side. Another way to specify the goal scorer is to call him out during play. Depending on how well the other team knows you, you can call his name, his girlfriend‘s name(s), his dog, his company, his hometown, his nickname, his phone number, etc. Anyway, the responsibility can rotate around from point to point or even within a point, but if the cutter knows it‘s his cut, that‘s good. End zone failure usually results from no cuts or too many cuts, not from great defense. Basic plays Most end zone plays can be categorized as either „isolation“ or as „two-pass“ plays. Isolation The simplest isolation play is just to call a player and give that player 7 seconds or so to get open in the end zone, then have a designated dump if it‘s not open. If the receiver is close enough to the thrower and he‘s being face-guarded (the defender‘s back is to the thrower) and no poachers are very near by, the thrower can simply make eye contact with the receiver and then throw it in any direction, and the defender will be able to do nothing. This also works well with high stall count dumps. Do this as a drill in practice, either as an end zone play or as a play to avoid high stall count throwaways. It works, even if the receiver is not being face-guarded. The goal throw doesn‘t have to be this particular throw, by the way, it‘s just an option. The next easiest isolation play is to have a specific cutter come out of the stack to one side or the other. This should be in your playbook. As I said before, though, it can be the nth guy in the stack, the primary deep, or whoever the thrower calls, but have some way of specifying. As defenses pick up on this play, have alternatives ready. 59 One way is to have the whole stack cut at the same time, then have one guy come out and cut the other way. Another way is to have a decoy cutter go first, then the real cutter cut in his wake. A third option is for the first 24 guys cut hard to either sideline from the stack, then the next player comes straight up the middle. A warning on this one: if the thrower has a habit of bulleting his forehands, this pass will be dropped an awful lot, and it won‘t be the receiver‘s fault. A lot of players will disagree with me on this, but it is the THROWER‘S RESPONSIBILITY to make an easily catchable throw. Two-pass plays The disc is on the sideline. First player in the stack fakes up the line, then cuts to the middle for the dump. As he catches it, the last guy in the stack breaks for the far front cone for the continuation. Almost all two-pass plays are some variation on this (second guy in the stack comes out, second pass goes back to the original sideline, a decoy cut to the cone clears open the area ten yards inside the cone, etc.). This is really just your basic offense. Middles and deeps time their cuts so that the handlers can catch a pass, turn, and throw. Again, specify the cutter, and be able to have options on which guys cut and to which sides. For example, you could give the first cutter the option of continuing up the line into the end zone and the second man in the stack would come back for the dump/swing to the continuation. The other two-pass play is the give-and-go (A throws to B, who throws back to A). Make sure everyone else knows it, though, and clears out for A, because B‘s pass will often be a leading pass that floats. Discussion Most of what I‘ve mentioned has been for stoppages of play, but the same principles apply for during the flow. Realize that you‘re near the end zone (call „ENDZONE“, if that‘s what it takes), take a dump pass perhaps to reset, and then go. That‘s what happens a lot of times, anyway. The games I play in seem to have a lot of picks, fouls, etc., near the goal line, so we have more opportunities to run set plays, but our basic strategies apply even if nothing is called. Conclusions - Have a plan. Make sure it includes basic ideas as well as specific plays. DON‘T GET TOO COMPLICATED. - Have some way to call those plays (e.g., saying any word that starts with ‚A‘ means you‘re running end zone play A (whatever that is). - Keep it simple, with only a few basic plays and some variations on them as defenses catch up. Be ready to adjust. Find out what works for you, and make that your basic strategy. References Jim Parinella, http://www.upa.org/upa/totw/endzone.html Offense: Berkeley Often times the disc will start on the sideline or be moved to the sideline because of the flow. If the defense is forcing the disc to be thrown on the sideline (i.e. trapping), the offense does not have a lot of room with which to work. In this case, a special formation is used to get the disc off the sideline and to break the force. This set up is called a Berkeley. One player, the Berkeley, will initiate his/her cut about ten yards from the disc, even with the thrower. Usually, the berkeley looks to cut towards the dump side of the thrower. Once the throw is made, a person from the stack will cut to the break force side of the field. The Berkeley will receive the disc and proceed to throw the disc to the cutter from the stack. If a Berkeley is called, the berkeley cut must get open and the number one priority of the thrower is to get the disc to the Berkeley. The Berkeley is lined up even with the disc to allow the thrower to throw the disc on either side of the mark. The Berkeley will primarily try to get open for a dump and swing play, but if the sideline is open and so is the Berkeley, a pass up the line is also good. 60 References Athan Spiros, http://www.iam.ubc.ca/~spiros/playbook/ Set Plays Set Plays: Standard Play The idea is that the first person in the stack cuts to the blocked side of the thrower. The person in the back of the stack cuts to the open side, and get the throw. The second to last person in the stack makes the second cut. References Ebb & Flow, http://www.menalto.com/EbbAndFlow/drills.html 61 Set Plays: Coffee Break This play is designed to help break the mark when there has been either a pull or a turnover in your own endzone. Usually, the opposing team will call out to „trap“. This leaves very little open for the handler. To combat this setup a second „short stack“ across the endzone. This turns the original mark into a straight up mark for the second stack. All three players along the endzone are handlers. The first player in the onfield stack is a deep and the last player in the on field stack is any player with a good deep throw in their bag. The play runs as follows: The first handler in the short stack makes a checkmark cut that results in getting a dump against the mark. At the same time this cut is being made the deep in the onfield stack also checks towards the disc and then starts his/her deep cut. When the pass is completed to the first handler the final short stack handler is coming out of his/her own checkmark and receives the disc fully on the broken side of the field. As the deep roars past the stack the remaining players must keep their defenders occupied by drifting forward. The last player in the stack should make his cut towards the disc about the time the deep is cutting past and when the final handler is making his catch. This prevents the last defender from cheating off to help cover the deep. Two passes from the score. Or, at the very least the disc has been worked against the mark and is now off the cone and in the field of play in good position. References Ebb & Flow, http://www.menalto.com/EbbAndFlow/drills.html Set Plays: The P Play The thrower breaks the mark to the first cutter in the stack. The third person cuts to the open side faking the in cut. 3 then turns and bolts for the endzone. 5 cuts in for flow on the break mark pass and hucks it to 3 in the endzone. Others on the field should cheat in as play develops to avoid poching. 62 References Ebb & Flow, http://www.menalto.com/EbbAndFlow/drills.html Set Plays: The Weave The Weave is a variation on the standard stack offense that puts give&go cuts as the first look. „Weave“ is a bit of a misnomer since nothing in the offense specifies a weaving pattern, but the large number of give&go cuts can give an appearance of weaving up the field. A handler makes the first cut to receive the disc. In a standard stack offense a mid would cut off the handler. In 63 the weave the first look is to a give&go cut. The flow of the play then depends on whether or not that cut is successful. If the give&go works, a mid then makes a cut. In effect the mid waits one throw longer than usual before making the cut. The advantage here is that the give&go receiver catches the disc facing downfield and has a good chance of getting off a quick throw. This is also a good opportunity for the deeps to bust. If the give&go is unsuccessful then the other handler still in the stack comes into the play. As soon as this player sees that the give&go isn‘t going to happen, they immediately make a cut for a dump or swing, usually to the side left open after the give&go cut. After this catch the thrower makes a give&go cut to start it all over. The handler who wasn‘t open for the first give&go needs to clear quickly and be ready for the bailout cut if the next give&go also fails. Once the disc reaches a mid the weave is just like a standard stack offense. The mid turns and looks for a deep on the continuation cut. When the flow is stopped, the disc returns to a handler to restart the weave. This is also true if the mid doesn‘t get open for the throw down the line. References Ebb & Flow, http://www.menalto.com/EbbAndFlow/drills.html Set Plays: The Looper Picture the situation when the offense gets the disc near the left sideline and looks down the line for the huck. To stop this, most defenders on the disc will force middle, and the defenders on the deeps will cheat towards the line. This sets up a great little play I like to call the Looper (which happens to describe both the cut and the throw). I will describe the situation for a right handed thrower on the left sideline; everything is reversed for a lefty or ambidextrous person on the right sideline. If the player busting down the line sees this situation, they should break hard right and loop back towards the other sideline. All the other players are typically out in the middle of the field, so this cut will go on the other side of everyone. If the defender was cheating towards the line, the cut should be quite open. When the thrower sees the looping cut, the throw to make is a high, diving forehand. Not quite a blade, but at a 45 degree angle or so. This throw is high enough to go over everyone in the middle of the field, and it is fast. It will also be easy to get off because of the force middle. This play also works well on the opposite sideline using a hammer. References Ebb & Flow, http://www.menalto.com/EbbAndFlow/drills.html 64 Set Plays: Fast Break 1. breaks long on the turnover. 2. sees if 1 is open. If not, leaves disc and 2 cuts downfield. 3. picks up the disc and hits 2 who has created space having cut down field first. 2 then hits 1. References Steve Mooney, World Ultimate Magazine, July 1997, Pages 12-14 Set Plays: The Pull Play Catch the pull, fake to 2, hit 3 who passes to 4 who sees 5 deep. Short fill cuts only if 3 or 4 are shut down. 65 Long fill only cuts for short fill or if 5 gets disk without scoring. 2 follows the disk as the safety. References Steve Mooney, World Ultimate Magazine, July 1997, Pages 12-14 Endzone Plays Endzone Plays: The Basics A team should eventually be able to work the disc close to the endzone. However, at this point less space is available with which to work and the defense usually tries to play a little harder. Therefore, having some special plays set up for when the disc is within 15 yards of the endzone is a good idea. The basic rules of an endzone play are: - Set-up: The stack should have plenty of space between players so that picks can be avoided. (This means that people may be out of the endzone which is ok.) - 1 in Stack: The first player in the stack is the safety person. It will be his/her responsibility to go for a dump if the play doesn’t work. - Note: Be sure to note the designated passing lanes for each play and if you are not the designated target try keeping your check (as well as yourself) out of the area. - Calling: The play will be bellowed out by the thrower. However, no one will move until the thrower says „go“. st Endzone Plays: The Mob Someone will be designated to make the cut Everyone will start running to break the force side of the field. The designated cutter will quickly cut back to the forced side. References Athan Spiros, http://www.iam.ubc.ca/~spiros/playbook/index.html 66 Endzone Plays: Jail Break Next to last person will cut to one of the front corners The last person will immediately cut to the other corner The thrower will choose between the two cuts. References Athan Spiros, http://www.iam.ubc.ca/~spiros/playbook/index.html Endzone Plays: Foreplay The second person in the stack will cut to either flat As soon as the thrower releases the disc, he/she makes an immediate 45 to the endzone. The catcher quickly throws a floater to the original thrower. References Athan Spiros, http://www.iam.ubc.ca/~spiros/playbook/index.html Endzone Plays: Endzone Soup This play is an option that can be used either against teams that mark the stack cuts very well or in situations when you want only your handlers to be involved. The premise is that a dump to the forced side is an easy throw. From this throw a good handler can cut away into the forced area. Since the defender is already on the non-force side (he was marking after all) the path to the endzone for the handler is rather open. The play starts by the on disc handler either checking the disc in or making a fake to the stack. The dump handler checks into his defender and then swings back around for the force side dump. As soon as the dump is thrown the first handler should break hard to the corner. A quick catch and throw and you score. 67 If the dump defender is overly active and prevents this throw then we produce two other possible cuts. Notice that as the dump handler is cutting the offensive player at the front of the stack cuts out and away. This is to clear out the first defender (who is usually the defender poaching off into the throwing lanes). When the first option doesn’t present itself the handler fakes with the disc to signal the second option is in play. At that point both the second player in the stack and the last player make cuts. Against a weak mark the front cut is a quick strike possibility. Otherwise, the deep cut from the back of the stack will often succeed. Notice that the remaining two players drift back and away to try and keep their defenders busy and unable to help out. Soup's on. References Athan Spiros, http://www.menalto.com/EbbAndFlow 68 Drills Drills: The Basics Pivot and Throw This drill combines the pivoting and throwing motions, and gets the players used to using their correct pivot foot. Throwing in pairs, have the thrower pivot across before throwing. Repeat 10 times on backhand and forehand sides.[2] Piggy in the Middle This drill practices banked throws. Split into groups of three. Have the thrower and receiver stand at cones 10m apart with the "piggy" in between them. The aim is to connect passes without the piggy getting the disc. The players are not allowed to move. The thrower must throw inside-out or outside-in throws by altering the outside angle of the disc.[2] No Look Catch Receiver runs away from the thrower, thrower hucks disc over receiver’s shoulder and floats it for a tasty catch. Player who just threw the disc runs at the new thrower and turns about 10 yards in front of him/her. New thrower throws a long pass over receiver’s shoulder then runs to the disc for another iteration.[1] References [1] Ebb & Flow, http://www.menalto.com/EbbAndFlow [2] AFDA, http://www.afda.com Drills: 3-Player Weave 69 This is nearly straight out of basketball, but it works. It requires the players to turn immediately and pick up a new target for a quick drop pass. It also trains the third handler to time a give& go-style cut without having thrown the disc. Three players, 1 2 3, left to right across the field, about 5m apart, 3 has the disc. 1 and 3 are a couple steps downfield of 2. 1 makes a cross-field cut and gets the disc. 2 then makes a cut to the left of 1 and gets the immediate drop pass. 3 heads straight downfield and now the set up is mirrored. Repeat. References Ebb & Flow, http://www.menalto.com/EbbAndFlow Drills: The Square Drill THIS DRILL USES TWO DISCS. In the square drill, three players stand on three corners of a square. One and Three hold discs. One Player with a disc throws to the player without a disc, who receives at the open corner. (Note, no fake this time.) Thrower immediately cuts for the corner vacated by that receiver... and receives a pass from the third player. Third player cuts for the open corner immediately, and receives from the other dude. You get the idea. This is a very fast moving drill. It drills in the idea of running as soon as you have made a pass and looking to receive a pass straight away (like a give and go). Unlike a give and go you actually receive the disc straight away, from another player, quicker than a real give'n'go. Note that you will automatically alternate backhand passes and forehand passes. You always pass to one player and receive from the other. It may look confusing, but if you remember to always cut for the just-vacated corner then you should get it working straight away. References Ebb & Flow, http://www.menalto.com/EbbAndFlow Drills: Box Drill This drill works with any number of people from 4 up. Divide your team into four groups, and place one group at each cone. Give one person the disc, and have them stand between their cone ("cone 1") and the next cone ("cone 2"). The first person in line at cone 2 cuts towards cone 3, and the person with the disc throws it to them. Just before they catch the disc, the first person in line at cone 3 should cut towards cone 4. Then cone 4 cuts to cone 1, etc. After you throw, go to the back of the line you cut towards. In the direction shown here, all throws should be forehand -- you can easily run it in the other direction and throw backhands instead. Also, your 70 handlers can practice their inside-outs here if they want. There is also another version where the cuts come from behind the thrower: when the cone 2 to cone 3 person catches the disc, the next cut comes from cone 1 to cone 2, then from cone 4 to cone 1, and so on. References Ebb & Flow, http://www.menalto.com/EbbAndFlow Drills: Breakaway 71 Players on a breakaway will sometimes enter the end zone and stop when they ran out of room - ignoring the 80% of unoccupied end zone. This is an attempt to break that. You run 50% towards one side of the end zone and turn & sprint as hard as you can to the other side. The thrower is supposed to float it out in front of you. You can mix it up by putting defenders on the thrower & receiver. References Ebb & Flow, http://www.menalto.com/EbbAndFlow Drills: Seattle Drill Just endless repetition of the dump, swing, score passes on alternating sides of the endzone. References Ebb & Flow, http://www.menalto.com/EbbAndFlow Drills: Second Huck Split up into three lines: (D) Disc line: On the middle of the endzone line facing downfield. The disc starts in this line. - First cutters: Standard stack facing back towards the disc. - Second cutters: Extension of the stack behind the first cutters. Each repetition of this drill involves the first person in each line. (1) cuts to either side and receives the disc from (D). (2) makes the second cut back towards the disc on the same sideline as (1). (2) catches the disc and hucks it to the endzone down the same sideline. Meanwhile, (D) sprints the length of the field right after throwing the disc to (1) and catches the huck in the endzone. (D) runs down the opposite side of the field from the stack cuts, and then cuts across the field to make the catch. (D) clears to the second cutter line, (2) clears to the first cutter line, and (1) clears to the disc line. The first cutters should alternate sides of the field to keep the drill moving quickly and avoid clogging on either side. 72 References Ebb & Flow, http://www.menalto.com/EbbAndFlow Drills: Basic Weave The three people represent the three handlers in the Weave. One handler cuts and receives the disc. The player who threw the disc immediately makes a give&go cut up the field. This cut can be parallel (stay on the same side of the disc) or crossing (run in front of the disc to the other 73 side of the field). If the give&go throw happens, the process repeats and the new thrower makes a give&go cut. At some point the thrower should look off the give&go. Now the third handler, who has been backing up with the play, makes a cut to the side left open after the give&go cut. This can be the completely open side for a parallel give&go (as shown in the second instance in the animated play), or back to the side the give&go cut came from (as shown in the first instance in the animation). The players work the disc up the field using a variety of give&go cuts and regularly looking off the give&go and throwing to the backup handler cut. The throws should range from low release, rising throws to high releases. Inside-outs can be useful throwing to a give&go that is parallel or out in front of a crossing cut. A looping outside-in in useful in throwing to a crossing cut after the person has crossed to the other side. The adventurous may also work in some hammers and scoobers. This drill can be expanded to include mids, deeps, and/or defenders. References Ebb & Flow, http://www.menalto.com/EbbAndFlow Drills: D Score Skill Level - All levels - As close to 14 players as possible - Full ultimate field Skills Taught Offense - full range of offensive skills, especially consistency Defense - full range of defensive skills, especially intensity Background Defense is the focus of this controlled scrimmage. Defense gets to score, and defense dominates the flow of the action. This drill usually serves to increase intensity at practice, and should be used prior to a scrimmage to raise the level of play. Rules 1. A normal-sized ultimate field should be used, though one of the end-zones will not be needed. 2. Play is 7 v 7. The nature of this exercise makes it counter-productive to substitute players between points. Try to keep teams to 7 or 8. 3. Play starts with one team pulling to the other and play proceeding as in a normal ultimate game. 4. Every time the offense turns the disc, play stops and the defense gets a point. The O retreats to its goal line and puts the disc back in play after a check. 5. No points are awarded when the offense scores. It simply becomes the offense's turn to play D. Teams switch sides and restart after a pull. 6. Games are played to 10 points (or more, depending on skill level). Make sure that at least one of the teams settles into a groove (offensive or defensive) before the end of the game. 7. If the team that started on defense is the first to 10, the other team is granted one additional defensive opportunity (this statement may seem confusing, but it will become clear once you play). 74 Suggestions - Create teams of offensive and defensive specialists. Let each squad develop its own strategies for O and D. - Use this drill to try out new defenses: zones, force-middle, clam, etc. Be patient. Learning a new defense takes time. - Practice upwind or downwind offense (both can be tricky) by orienting your field appropriately Takeaways - Everyone agrees that achieving tournament-level play at practice is a worthwhile goal. But how can you make this happen? In my experience, the easiest way to start is to increase the intensity of your defense. By directly rewarding good D, this drill compells players to work towrd this goal. - One of the hardest things about ultimate is the mental adjustment necesary to go from offense to defnese, or vice-versa. This drill can allow you to work on O or D for prolonged periods of time, giving your team the chance to improve through repitition. Depending on what you think needs most work, alter the drill slightly so that O or D has an advantage (try 6 on offense versus a 7-man zone, for example). - This drill can be a bit negative in that one team will usually go into a tailspin and create a bunch of turns in a row. It is definitely a game of runs. This has two implications for practice: 1. Make sure to do something fun with the entire team afterwards. A scrimmage works well, but you should mix up the teams so that none of the negativity bleeds over. 2. There is a premium placed on mental toughness. Use this drill to teach your players to rebound from mistakes. References David Young. Has played for over ten years, first at Williams, then UC San Diego, and then with San Diego Open. Has coached college men, college women, and open men. Drills: Swank-Drill 75 Skill level - All levels - 8 or more players - 1/2 ultimate field or more Skills taught Conditioning, throwing, receiving Background This drill will allow you to assess and develop consistency in throwing. The repetition involved in this exercise will allow beginners to practice their throwing motions and learn the feel of a good toss. Intermediate and advanced players will gain insight into the types of throws that need fine-tuning. Players of all levels will learn to deal with fatigue. Rules 1. Set up cones as shown in Figure 1 with a stack of discs at the blue cone (the drill will still work if you don't have a blue cone). 2. Select one thrower, one player to feed your thrower with discs, and one disc shagger to start the drill. The rest of your squad should form two even lines at orange cones. Every player will cycle through all positions, so order does not mater. 3. There are two components to the drill, throwing and receiving. Both components run simultaneously, but I'll describe them individually. A) Throwing The disc feeder stands at the blue cone with the thrower at the opposite point of the diamond. The feeder makes a soft lead pass as the thrower moves left (Figure 2). 76 The thrower catches, turns, fires the disc upfield, and immediately runs back to the middle cone (Figure 3). The next lead pass is sent to the cone on the right (Figure 4), and the cycle repeats (Figure 5, then Figures 2-5 again). It is the disc feeder's job to keep the thrower moving by continually making lead passes. Meanwhile, the disc shagger collects discs and places them at the feet of the disc feeder. 77 B) Receiving Players in line at the orange cones alternate cuts across the field, timing their runs for discs from the thrower (Figure 6). Timing is critical since the thrower will not have time to wait. After each cut, the receiver should return the disc to the disc shagger and then proceed to the next cone. A suggested order for cuts is shown in Figures 6-8. Receivers must re-form lines quickly so that the thrower does not stop until the entire team has cycled through all of its cuts. Swap positions and repeat until each player has had a chance to throw. Suggestions - Pay attention to the throws that give you trouble on a consistent basis, as well as the throws that give you difficulty when you're tired - Provide yourself with motivation on the receiving end; run through all of your catches without slowing down, and then run a sprint to a distant part of the field before rejoining the receiving line - Vary the length, direction, and angle of cuts to suit your team's developmental needs 78 Takeaways - In the early stages of a season, captains and coaches will find this drill useful in evaluating throwing skills, both for individual players and for the team as a whole. Use these observations to create training programs. Later in the season this can serve as a fun conditioning exercise. Use it instead of wind sprints. Just because your team considers itself good doesn't mean that it can't benefit from this type of practice. Many good players lack the ability to make specific throws, instead relying on good decision-making to avoid turnovers. Good decision-making is a critical skill, but it can handicap your development as a thrower. Someday, you'll be glad you practiced that upwind, inside-out huck! Drills: GoTo-Drill Skill level - Beginner to Intermediate - 6 players or more - 1/4 field Skills Taught Receiving, throwing, conditioning Background This is a good warm-up drill. The main focus is catching while running. The structure of this exercise presents the offense with a clear advantage. Defense should only come into play when the O does not "go to." Rules 1. Set up three cones as displayed in Figure 1. Place a stack of discs at the blue cone. 2. Choose a reliable thrower to stand at the blue cone for the length of the drill. This is not a good place to develop throws or throwers. If you keep your throws simple and accurate, your team will be better able to focus on receiving. 79 3. Form a line at the yellow cone with the rest of your squad, facing the thrower. 4. The first person in line should jog our toward the thrower, plant, and sprint back to the red cone (Figure 2). 5. When that player touches the red cone, he/she becomes a receiver and the first person in line (yellow cone) becomes an active defender. Both players sprint toward the thrower (Figure 3). 6. The thrower should make a flat pass to the onrushing receiver. If the receiver runs through the pass, the defender should have no play. Be sure to adjust the spacing of your cones to make the drill fair: your defenders should only make blocks when the offense slows appreciably while approaching the disc in flight. 7. After the catch (or drop or D), the defender immediately sprints back to the red cone, touches it, and becomes a receiver. 8. The drill cycles onward. 80 Suggestions - Order your line so that players are next to teammates of comparable speed - If your thrower is able to do so reliably, you may want to vary the height and angle of incoming throws. It's much harder for many players to run through a high or arcing pass. - On offense, try to use your body to shield the defender from the disc. - On defense, learn to lay out for the disc (without touching the receiver). You'll be surprised how many drops you can cause simply by creating a distraction. References David Young. Has played for over ten years, first at Williams, then UC San Diego, and then with San Diego Open. Has coached college men, college women, and open men. Drills: Big Box Skill level - All levels - 6 players or more - 1/4 field Skills Taught Warm-up, catching, decision-making, defensive intensity, conditioning Background This is my favourite warm-up drill. Many teams run short sprints to get 'game-ready,' but I've never found this to work. An ideal warm-up drill should get the competitive juices flowing without causing fatigue. Try this drill for 10 minutes before a game, or in the middle of practice (for a longer period of time) to work on conditioning. Whatever you do, don't count on Big Box to teach your team good throwing habits! This drill is all about hustle. Rules 1. Use four cones to create at 10-yard square. All play occurs inside this square. 2. Divide into two teams of 3. Extra players can rotate in for the guilty party after a turn. 3. Flip for possession. The team with the disc tries to earn a point by completing ten consecutive passes. One point is awarded per 10 passes. 4. A turnover or out-of-bounds violation resets the pass count to zero and gives the disc to the other team. Play is continuous (no check or timeout for substitutions) until the end of a gamem which is played to 3. 5. The stall count is 5. Suggestions - If you have enough players, run separate drills for short and tall players. Different body types typically have different ways of playing big box, and you don't want the little guys getting hurt. It's also useful to match up with players similar to those you'd cover in a tournament. 81 - Short, ugly passes are acceptable, and even encouraged in this drill. Force the other team to guard you tightly and then try to go back-door. Takeaways - Although you certainly wouldn't want to base your ultimate team's offense on the throws you learn in this drill, your defense may stand to learn a thing or two... References David Young. Has played for over ten years, first at Williams, then UC San Diego, and then with San Diego Open. Has coached college men, college women, and open men. 82 Advanced Advanced Throws Most people put too little spin on their throws. There aren’t many realistic situations where you would want to minimize spin. Spin is a result of arm speed and wrist flick. By increasing wrist flick you can make your throws a lot more stable and even add new throws to your repertoire. Practice using more wrist snap on ALL of your throws. Quick Release Throws A by-product of having good wrist-snap is that you will find you are able to release throws with very little arm motion. The quick release throws are very difficult for a marker to stop. High Release Throws Quick release throws and high throws are very similar in technique, basically because you cannot wind up for high release throws. These allow you to throw over the mark, and often are unblockable because they are released so far forward. Outside In (OI) Throw In the case of a backhand throw, the disc starts to the left and curves to the right. Most OI backhand throws will be for people cutting from the middle of the field to your left, and you want the disc to curve into them. Also, if there is a defender halfway between you and your receiver, this is the throw that will get it around that defender. The disc is released with an inward tilt to achieve the OI curvature. In the forehand case the disc curves from right to left. Inside Out (IO) Throw For a backhand throw, the disc starts to the right and curves to the left. This can be used to throw to the right side of the field when the marker is trying to force you to the left (i.e. the forced side). Most IO backhand throws will be for people cutting from the middle of the field to your right (i.e. the break force side). The disc is released with a downward tilt to achieve the IO curvature. In the forehand case the disc curves from left to right. Outside In (OI) Huck When most intermediate players huck they tend to release as an inside-out throw to allow the disc to flatten out in flight. This is particularly true for forehand hucks. An inside-out is generally a difficult throw to complete because it needs to be released close to the body (easy to point block) and tends to float at the end of its flight path. The outside-in huck, on the other hand has the following advantages: - Very fast, arcing flight - Curves around intervening defenders - Curves in toward the receiver - Can be released out very wide - Shorter wind-up 83 The outside-in huck requires a lot of upper body energy to be imparted over a short time, it is usually a fairly stunted motion. It also requires a lot of wrist snap to keep its flight level and counter the natural tendency to turn over. Accuracy in release is also important because there is little room for error (the disc simply goes to ground if it misses its mark), and subtle differences in the angle-of-release result in very different flight paths. The only way to learn is practice! References Tom Brennan and Jonathan Potts, http://www.afda.com/skills/ Trick Throws The Hammer The grip is essentially the same as for the forehand. The significant difference is that the hammer throw is released upside-down, so that support underneath the disc is not as important as for the forehand. A tight grip with the thumb is important, since it is the digit which is doing the supporting. This makes the power and hybrid grips the better choices for the hammer. The harder the disc is thrown, or the more wind you throw into, the more vertical the disc should be when released. [2] Air Bounce When an airbounce is thrown correctly, the disk leaves your hand, approaches the ground at a point a short distance in front of you, and then mysteriously rises. When I throw, I keep this in mind. As near as I can figure one of two things is happening when you make this throw. First, look at it like you are taking a huge trashcan lid and compressing a whole lot of air, between it and the ground, and this compressed air, then expands, and propels your disc back upwards. Second, view your disc as an air plane wing that has it's front edge tipped upwards so that as air passes under its surface, it has the tendency to get lift and rise. When you make your throw: 1. Use your thumb to push the rear of the disc down, leaving the front edge slightly higher and allowing for the airplane wing lift effect. As your arm propels the disc forward, this angle will give it lift. 2. Standing sideways with your Right foot out in front, toward your catcher and maintaining the disc angle with your thumb, start your (right handed) throw, high up near your left shoulder. Now, using your thumb to keep the disc angled up, sweep your hand and arm down (diagonal motion) low toward your right knee and out to an imaginary point about 4 to 7 feet in front of you. (place another disc in front of you as a target if necessary.) This motion needs to be fast, so that you compress the air, instead of just "fanning" it out of the way, the way you would fan yourself on a hot day. By moving downward quickly, you will compress the air you need to get a good "bounce" off it. Hence the term "Air bounce" 84 You have been told to push hard with your thumb. You need to push with your thumb to keep the tail of the disc down as you compress air. I often start with my disc 45 to 65 degrees up from horizontal and often nearing vertical, This allows me to grab a lot of air and then I flatten out to more like 30 degrees as I release. Your friends have been trying to tell you to use that thumb to create pressure and air compression as you try to shrink a square foot column standing air 3 to 4 feet high into a 1' by 1' by 1' layer of air that the Frisbee can ride up on. A good air bounce can be thrown under a park bench and come out the other side rising. I have heard urban legends about greats who can put one under a car and have it float back up to catchable height. Wrist Hammer (Scoober, Scooper) This throw uses a standard backhand grip. The disc is flipped over so that the dome of the disc is resting on the wrist and forearm. The throw is from the forehand side. The disc is brought back towards the shoulder and then thrown forwards at an angle of about 50 degrees. The flight path is the reverse of a normal hammer. Thumb Hammer (Thumber) This throw uses a reverse grip. The thumb is inside the lip of the disc, the outside edge of the thumb (the side away from the fingers) is pushed against the disc and the fingers are supporting the dome, but the grip is fairly loose. The throw is from the forehand side. The disc is brought back towards the shoulder and then thrown forwards at an angle of about 50 degrees. There needs to be a good amount of spin to get the disc to fly properly. The flight path is the reverse of the hammer. Inverse Thumb Backhand (Snake) This throw uses a backhand grip with the disc held upside-down. The thumb is inside the disc, with the inside edge of the thumb (the side closest to the fingers) pushed against the rim, and the fingers are curled against the dome. The throw is from the backhand side. The disc is brought back towards the shoulder and then thrown forwards at an angle of about 45 degrees. The flight path is similar to a hammer, although it tends to fly at a low height, and it will usually fade towards the backhand side at the end of its flight. Bowler This throw uses a backhand grip. The throwing motion is similar to bowling a cricket ball. The arm is brought over the shoulder with the thumb and forefinger leading. The disc is near vertical. A large amount of spin needs to be given to the disc as it is released, and the throw follows the reverse of a hammer flight path. Thumb Forehand (Thumber) There are a couple of different grips for this throw. The disc is the right way up, and the outside edge or pad of the thumb is against the rim. The palm is facing up and the fingers are curled onto the dome, although one version has the index finger inside the rim as well. The throw is from the forehand side of the body, and the action and flight path is identical to that of a forehand. Another variant on this throw starts with the disc held out in front, fingers facing forwards on top of the dome, and thumb facing forwards underneath. The disc is then whirled around the thumb (anti-clockwise from top for right-handers) and projected forwards at the right moment. Thumb Backhand The grip for this throw has the pad of the thumb inside the rim and the index finger along the outside edge of the rim. The throw is from the backhand side of the body. The disc is brought back flat across the chest and then thrown forwards. Lots of flick is required at the moment of release to get the disc to fly straight. 85 This throw can also be thrown from very low, both straight and as an air bounce, and from above shoulder height. Only the angle of the wrist at release need change. Overhand Thumb Forehand (Discus) The grip for this throw has the inside edge of the thumb against the inside of the rim, the index finger along the outside of the rim, and the remaining fingers flat on the dome of the disc. The throw is from the forehand side, and is released at or above shoulder height. The disc flies the right way up. The wind-up is again similar to a bowling action in cricket, with the disc is brought back upside-down at about waist height, the arm looping around and releasing the disc the right way up above the shoulder. The wrist needs to be cocked in such a way that the outside edge of the disc stays down, and so that plenty of spin is imparted to the disc on release. References Tom Brennan and Jonathan Potts, http://www.afda.com/skills/ Drew Cope, Captain and Webmaster of the 1999 Eastern College Exiles Pulling The Disc Trajectory It may be surprising to see a section on taking the pull, but in a high level game a good pull may be the difference between the defense shutting down the offence, and the defense getting shredded because it has not had a chance to set up. This section will look at what styles of throw to use, throwing technique, grips, positioning of the throw and external factors such as the wind and the sun. The primary aim of the pull is to have the opposition trapped on their own goal line with the defense already down there and set up. The key to this is time, either: - Time that the disc spends in the air - Time that the opposition has to take to move the disc up to their line The secondary aim is to have the opposition on a particular side of the field as well, so as to cut down their options. For those who do not know, trajectory is the flight path taken by the disc. There are basically three different trajectories which can achieve the primary aim as stated above, although two do it considerably better than the third as a rule. 86 The three trajectories are shown above: 1. A high throw which slowly descends giving the defense time to get down the field. This is the 'usual' pull, if such a thing exists. If thrown at the right angle it flies upwards until near the front of the endzone and then begins to fall slowly. It is easy to catch, but hopefully spends enough time on descent for the defense to get to the endzone. If the throw is good, there is nothing the offence can do to stop the defense from setting up. 2. A high arcing roller which descends at a speed and angle which makes it very difficult to catch. The idea is that it lands in the endzone and then rolls out, forcing the offence to walk the disc up to their line before starting play. This will give the defense plenty of time to set up. The downside is that the throw does not spend much time in the air, so if the offence is daring, they can either catch the pull or stop it just after it hits the ground. Then they may be able to start passing before the defense has time to set up. 3. This is a throw which flies fairly low and fast, landing in the back corner of the endzone untouched by the offence. The drawback is that it is not that hard to catch, and as a result the offence can usually get started before the defense gets down there. Keep in mind that the offence can start the play from where the disc lands. This is the weakest of the three trajectories. The Throw In general most players cannot throw a forehand anywhere near as well as a backhand, at least where distance is concerned. The only time when a forehand is definitely the better throw is when you are throwing a roller and the wind is coming from over your throwing shoulder. In this case the forehand will catch the wind and get greater airspeed and distance. Other than this, the backhand is the better throw. It is easier to get distance into the wind because it is easier to put spin on the disc. It is also less prone to error, as a rule. Backhand Grip The only grip to use is the power grip. No other grip gets as much distance. The thumb should be roughly parallel to the rim of the disc. This loses a little control, but makes sure the thumb does not drag the trailing edge of the disc on release. Forehand Grip Either the power grip or the hybrid grip should be used. The disc should be gripped as tightly as possible to make sure there is little wobble just before release. The Run-Up and Release Most people by instinct have worked out the best way to pull up to this stage. Probably 99% of pulls are backhand, and most of these are high-flying slow-descending ones, at least as far as people are able. Where most people lose on distance and power is in the run-up and the release. There are two different run-ups which will give good distance. The first one, which is easier, is known as the 3step run-up. The second is harder, but has the potential to get more distance, and involves a complete 360 degree body turn just before release. The 3-Step Run Up The most important element of throwing technique is to forget your arm. Arm strength is not important. A good throw starts from the legs and hips and moves up your body and down your arm. In ultimate, where you can get a running start for a pull, the best form involves a full 360 degree spin, but I've never been able to keep my 87 balance during the spin, and it's not too useful for disc golf. The trick is to get your body just enough off-balance that the snap and the disc release pull you back upright. Start with your right side towards the direction you are pulling. Hold the disc with all four fingers inside the rim (this is absolutely crucial - do NOT put your forefinger on the rim). Step in that direction with your right leg, then cross your left leg BEHIND your right leg. This should twist your body so your hips are facing almost directly AWAY from where you are throwing to. As you bring your right foot forward, start with the disc low and your arm straight across your chest. Your wrist should be curled and your right shoulder should be as low as is comfortable. The further you can get the disc behind your body, the more distance you will have to pull on the disc before it leaves your hand. As your hips rotate forward (and make sure you lead with your hips), use the muscles in your back and shoulder to PULL the disc straight across your body. You should really feel this pulling motion and it should be started in your hips and lower back. The disc should cross your body at approximately constant height (maybe rising slightly, but not much). The muscles in your arm should be relaxed (except for your grip and your triceps). As you pull the disc, your arm, which started fully extended, will bend slightly at the elbow until the disc has passed your body, when your arm will start to straighten out. When your arm has reached its full extension, the disc should rip itself out of your hand and fly off to the horizon. The disc should travel in a straight path from start to finish of this motion. Do NOT swing your arm like a pendulum. Any curvature in the disc path will take distance off of your throw. Your arm should reach its full extension at precisely the point where that straight line is aimed. The disc should start and be released with an almost vertical orientation relative to the ground (strong hyzer). If your form was correct, the disc will pull itself level soon after it leaves your hand. After the release, allow your arm to follow through. It should end up pointing above and to the right of where you were throwing, in a line with your shoulders. Start practicing this with a walk through. Even if you develop a running start, you will always end with these same last three steps. A good throw will feel like all the momentum of your movement got put into the disc and your body is left at rest. The snap as your arm straightens out is probably the most critical part of the motion, but using your hips and back is usually more difficult for people to learn. The motion really starts low and travels up your body. As you are bringing your right foot forward in your last step, your hips get ahead of your legs and your upper torso. Your right foot should not come down until right before your arm snaps straight. Well, really, it should come down whenever it is convenient, but you don't want to slow your forward momentum until the disc leaves your hand. You can practice snapping your arm straight just standing in place. Start the motion with your hips and butt, and snap your arm out to the right. Your arm starts straight, curls as it crosses your torso and then snaps straight. Get a good push from your left leg, and feel your weight shift over to the right during the motion. But most of the push from your left leg should go into your hip twist and right arm, not your right leg. After the release, your right arm is way up in the air, and your left big toe is just touching the ground as you drag it forward. The main points to note are: - The left foot goes behind the right foot at the start of the run up. - Your back is facing the target before the arm starts swinging. - Disc travels in a straight line through the release, not in an arc. - Disc is pulled across the chest, not the waist. The wrist snap is vital at the time of release. [1] The 360 Degree Run-Up What gives distance in your throws, apart from the correct angles in relation to the ground and the wind direction, is mainly the speed you impart to the disc in the release moment, and the basic idea of this technique is to add extra speed from the body rotation. The most common fault people tend to do when going for the 360 is trying to do the spin in four steps, and sort 88 of jumping through the last step. This will inevitably leave you out of balance, and far worse, you won't have any foot in the ground to get a proper kick-off at the moment you initiate the actual throwing swing. As this brief guide will reveal, there's really only three steps in the pirouette. The foot placements in this article are valid for a right handed backhand thrower. If you're a lefty, you have to revert everything. If you use the sidearm throw for distance I'm afraid I can't be of much help. In my 15 years in the game, I've so far only seen a couple of players who has used a 360 run up for a sidearm throw. It's even harder than the backhand 360, but of course everything is possible with a lot of practice. 0. Foot positions to start with when beginning the 360 turnaround steps. Keep your upper body straight forward, and your right hand holding the disc hanging slightly behind your hip, leading edge of the disc pointing forward. Start here, and do everything slowly. When you feel comfortable with the 360 spin, you can add speed to the 360. When you've mastered this, try to add some extra speed by taking a few steps before you start the actual turnaround. 1. The first step of the actual 360 turnaround. Bring your disc arm forward and begin moving your right foot, turn your right foot almost 90 degrees clockwise before you plant it. Before you plant the foot to the ground start bringing the arm back to prepare for the swing. At the same time your hips and shoulders should begin to turn clockwise. 2. Step around with your left foot. The toes should be pointing backwards. At the same time extend your arm backward (in the same direction as your left toes now are pointing) and raise the arm to about chest/shoulder level. Your upper body should now be in a position about 90 degrees clockwise from your initial stance. To further increase the rotation speed to come, your left arm should at this point be slightly behind your back. 3. Step around with your right foot, but try to keep the hand holding the disc where it is, i.e. extended backwards. Experiment with different length of the last step. A shorter step will increase the body rotation speed, a longer step will engage the arm more into the throw. If you have problems with airbounce, i.e. the disc moves forward with its leading edge higher than its trailing edge, your last step might be too long. 89 4. The actual throwing motion is initiated by a push from your left leg. Let the hips lead the body motion, and follow up with the shoulders and then the throwing arm. At the same time you could help building up rotation speed by swinging your left arm around with the clockwise turnaround. What gives maximum power and release speed is when you manage to get all of your body into the throw, not just the right arm.. To time the arm swing to the turnaround and the body rotation is by far the trickiest part of this distance technique. What helps is as always a lot of practice. It's also good advice to watch an experienced player perform the turnaround, and try imitating what he/she does. 5. Practice, Practice, Practice. One thing you could experiment with is the angle of the run up. Most players come in slightly from the right, some (including me) do their run up almost 80 degrees perpendicular to the direction you want your throw to go. What you gain by coming in from the right, is the extra power you get from releasing the disc very late in the throwing motion and still being able to get the throw to go in the intended direction. [2]. The Forehand Huck The main problem with using the forehand to pull is that it is very difficult to get the disc to move in a straight line through the release. Try it and see. Your arm naturally bends one way at the elbow, and this is the right way for keeping a backhand moving in a straight line, but the wrong way for a forehand. This means the disc will move in an arc, with the corresponding loss of power and control. Using some of the ideas from the backhand huck, the most important thing is to get the disc as far behind you as possible before you throw. For a right-handed forehand huck, the steps are as follows. Set-up sideways with your left shoulder facing forwards. This allows you to extend your right arm as far back as you are able. For the throw itself, swing your right arm back shifting your weight to your right foot. Then lead forward with your right shoulder. This should turn your upper body naturally and start your right arm swinging forwards. Step forward with your right foot. By this stage your arm should be roughly perpendicular to the direction you are throwing and your right wrist should be well cocked from the inertia of the disc. Snap your wrist hard to impart good spin on the disc. To get maximum power, this is the point at which the disc should be released since it is moving in the direction you want it to go. Try not to let the disc get much in front of your shoulder before release, as this is where you start to lose control. [1] References [1] Tom Brennan and Jonathan Potts, http://www.afda.com/skills/ [2] Peter Henriksson, http://www.algonet.se/~sdgo96/engelska/frisbee/skola/turn.htm Throwing Speed You've got your backhand, you've got your forehand, you've got your inside-outs and outside-ins, you've got your hammer - what more could you want? Well, besides all of those thumb-hammers, scoobers and push passes, one thing a lot of average to good players are missing is the concept of changing the speed of their throw. Imagine the count is on seven, you've just got one cutter and they are heading straight for the sideline with their defender just two steps behind. What are you going to throw? Basically, you're going to have to drill it, hard. If you put a soft pass in, either you're going to have to put it so far out in front that they'll be over the sideline by the time they get it, or they're going to have to slow up and their defender will come through and get the block. Have you got that throw? What if the situation is the same, except that the sideline is much further away? The percentage play is to sit the frisbee up out in front of your cutter and to let them run it down (assuming they are matched for speed with their defender). That way instead of trying to hit your target in the chest, you are letting your target do the work. Have you got that throw? Think about your backhand or forehand. Can you throw it at different speeds? If not, it is something you should think about to improve your game. 90 Backhand Most people find it easier to throw fast throws than slow throws. The reason for this is probably that people are brought up on throwing balls, where the main power comes from the arm. To throw a slow throw there is much more emphasis on the wrist, and much less on the arm. The trick to throwing a slow throw is the ability to take the arm out of the throwing equation. This is simply a matter of practice, and of concentrating on using the wrist to provide both the speed (which is minimal) and the spin. The other thing to remember is that speed provides some of the lift of a frisbee. If you want to throw it slow, you have to put it a bit higher into the air to compensate for the loss of lift. Usually this means head height instead of waist or chest height. There is of course another way of throwing slow backhands, and that is the air bounce. The air bounce is achieved by dragging the thumb across the back edge of the disc on release. This pushes the back edge down, the front edge up, and slows the throw a lot while giving it an upward trajectory. Forehand If human arms flexed equally both ways, then you could apply the same ideas to throwing slow forehands as to slow backhands. Unfortunately (unless you are some bizarre case) they don't. The idea behind the slow forehand is the same as for the slow backhand, but the mechanics are quite different. The trick is again to be able to take the arm out of the throwing equation. There are at least two different ways of doing this. One is what I call the "high forehand", and the other is by pulling your arm back just before releasing the disc. The high forehand is an unusual but useful throw. The throwing arm is held perpendicularly to the body. By twisting the throwing shoulder forward, you can start a "ripple" or "wave" down the arm which ends with a sharp snap of the wrist, releasing the frisbee with plenty of spin but very little speed. The high forehand is particularly useful for breaking the force, since most defenders do not expect a forehand to be released near shoulder height. The other slow forehand involves pulling your arm back just before releasing the disc. The throw starts off normally, but by pulling your elbow backwards just before letting go you can reduce the speed of the throw without reducing the spin significantly. As with the backhands, you have to angle these throws upward slightly to compensate for the loss of lift. Fast throws Fast throws tend to magnify throwing mistakes. A slight wobble on release turns into a sharp dive into the ground, a slight lack of spin causes a rapid turnover. There are two main reasons people have problems with fast throws - one is spin, and the other is hand angle versus disc angle. Let's start with spin, since it is the obvious one. Simply put, spin equals stability at high speeds (not necessarily true at low speeds). The more spin, the better. I've never seen someone throw a high speed throw with too much spin, and I doubt that it's humanly possible. So concentrate on getting as much spin as possible on both forehand and backhand. This usually involves cocking your wrist as much as possible before throwing. The less obvious one is hand angle versus disc angle. Many problems with wobbles result from slight inconsistency between the angle of the hand and the angle of the disc. At low speed the result is a small amount of wobble and turnover. At high speed the result is usually a lot of wobble and a vicious outside-in throw, or even a blade into the ground (particularly on forehand). The angle your hand is trying to throw the disc at needs to be the same angle that the disc itself is at. There is no quick fix (that I know of). It is simply a case of adjusting the angle of your wrist, and the way you hold the disc until you can throw it consistently with no wobble. Slowly work up to longer and longer, and harder and harder 91 throws. References Tom Brennan and Jonathan Potts, http://www.afda.com/skills/ How to Avoid Choking Even Michael Jordan makes mistakes. No matter how good an athlete is, "choking" is inevitable. The difference is that the pros have trained both mentally and physically to reduce its likelihood and to recover from it. Sports psychologist Robin Vealey of Miami University of Ohio and Daniel Gould of the University of North Carolina at Greensboro offer some tips: FOCUS Choking often occurs when your thoughts are on the past or the future. Focus on the present, and be conscious of your emotional and physical reactions to a stressful situation. Practice Practice in stressful situations in order to get used to physical and mental tension. Mental and muscle memory interact, and you can train them together to create conditioned responses to tense circumstances. Relax Stress makes your mind hurry and your muscles tense up. Use breathing techniques to relax, and consciously loosen tight muscle groups. Talk to Yourself Self-talk can calm, remotivate and remind you of your best technique. Use a "mantra with meaning" - for example, an ultimate player can remind herself to have "quick feet" so she is moving and ready. And don't obsess over a mistake; instead replace a negative mental image of yourself with a positive one to bring you back into the game. Know Yourself and Your Environment Perceived pressure from teammates, coaches, and yourself can cause you to freeze up. Remember: it's just a game. Pick the challenged and competitions you think you can handle. References Noami Lubic Scientific American: Building the Elite Athlete 92 The Lazy Person's Guide To Defense To start with, I have a confession to make: I am extremely lazy! In principle, I have nothing against running around my marker all day, occasionally getting a chance to make a bid on the disk. However, I much prefer to think a bit more, and run a little less. So over the years, I've developed a couple of little tricks that I use to try to create a turnover with the minimum amount of effort on my part. Off-man defense (also know as poaching, or creative standing) is frequently the easiest way of getting a D; if you read the game well and get yourself into the right positions the offense will sometimes oblige by passing right to you! Awareness The key to any kind of off-man D (including zone defense) is to be aware of the passing lanes - where is the offense looking to move the disc? This obviously depends on many factors, such as the ability and preferences of the thrower, the style of offense being played, and the position of the disc on the field. Set plays from the middle of the pitch with a strict stack set-up can be very vulnerable to poaching and switching defense. To be alert, for all possibilities you need to keep an eye on the disc, another on the player you're marking, and another on all the cutters. By my calculations that requires more eyes than the average Ultimate player is endowed with! Be aware of opportunities to help out your fellow defenders. If someone is cutting from deep when you're at the front of the stack it can be worthwhile to block out the big gain, even though you may allow an easy short pass to your former marker. Similarly, is a cutter is free, go with them! There's no point slavishly sticking with your man whilst the offence gets an easy point. Sounds obvious, but it happens all too often. Loitering With Intent A typical situation with poaching possibilities is shown in Figure 1a. If you're marking a handler who has cut short and not been passed to, don't just jog after them as they amble away, thinking you're done your job; take advantage of the ideal position you're in for off-man D. A defender innocently wandering away from the disc can easily be overlooked by the thrower as the next comes in, leading to the situation in Figure 1b, and easy turnover. It is possible to structure an entire defensive strategy around the technique of swtiching off the front of the stack onto the incoming cutter. This is most effective against an unimaginative offense who continually cut in rotation from the stack, but this is the type of offense that many teams revert to in mid-point when they get tired. Against such a style, switching off the front can be devastatingly successful, as well as being very energy efficient for the defense. 93 Sneak Attacks Another simple trick that can be suprisingly effective takes advantage of the limited cutting space available in the endzone. Once the offense are within assisting range the handler is often faces with a chaotic mass of cuts in all directions. To make life even harder for the poor thrower, I like to hand around towards the middle or back of the stack, usually on the open side (the side being forced towards), looking to poach on any assists. Nothing unusual there; the sneaky part is to try and position yourself so that people further forward in the stack are blocking the line of sight between the thrower and you, as in Figure 2a. Out of sight, out of mind - with half a dozen defenders to keep track of it is very easy for the thrower to overlook a cunningly placed defender. So when an offensive play breaks free at the back of the stack you're perfectly positions to move across and cut the disc off (Figure 2b). Off-Man D In Action One particular episode that I remember was marking a handler who was jogging up the middle of the pitch after passing the disc. As I wandered upfield after him I spotted a second cutter tearing up the sideline free of his marker. I'd already forgotten the rollocking our captain had given us right before that point about poaching, so I headed off to try and intercept the line pass I guessed was about to be thrown. Neither thrower nor receiver noticed me, and the pass duly went airborne - a low, fast sidearm. Angling my run to reach the disc just in front of its target, I arrived in time to lay out past the receiver's shoulder (admittedly he did crouch down to make this possible!) and get fingertips on the disc – turnover! Then the bad news: I landed on friction burns earlier in the week: Followed rapidly by the good news: I'd managed to land within six feet of Dr. Paul Marfleet, the physio and treatment coach - heaven just a short crawl away! A cautionary Note Finally. a word of warning: off-man D can seriously annoy your team-mates! When it goes wrong it tends to go horribly wrong, and can often result in an easy score or a large gain of ground for the opposition. There's only one solution when you've poached and the person you were marking is running into the endzone completely free - shout "switch" and try to blame someone else :-) References Jeff Jackson, http://www.cranfield.ac.uk/public/ca/ad943925/bufscot1.htm 94 The Statistics of Dumping Method I estimated throwing percentages (with a high stall count) for three categories of thrower (great, average, and poor) for four different length passes (40,20,10, and -5, with four different rates for the dump), then estimated scoring rates for three types of teams (great, average, and poor) from 5 different spots on the field (10,20,40,60, and 70 yards away from scoring). I thus estimated the team's chances of scoring for each choice of throw. I included a penalty for short turnovers to reflect the fact that the other team will have less ground to cover to score. The Percentages Chance of scoring from the x yard line Yard Line Great Average Poor 70 0.5 0.3 0.07 60 0.57 0.4 0.2 40 0.71 0.6 0.47 20 0.86 0.8 0.73 10 0.93 0.9 0.87 Chance of a player completing a y yard pass Yards Great Average Poor 40 0.4 0.3 0.2 20 0.75 0.6 0.45 10 0.85 0.75 0.6 -5 (4 different ones) 0.98,0.95,0.9,0.8 0.98,0.95,0.9,0.8 0.98,0.95,0.9,0.8 At first glance, these completion rates may appear low. However, they were chosen to reflect the difficulty of completing a pass at a high stall count, which is when the dump should be used. Simplifying Assumptions Scoring rate is 100% at epsilon yards away from the goal line, and decreases linearly with every yard further away. Completion rate for a particular throw is independent of location on the field. Everything is linear. Other Relevant Data At Nationals one year, the Open division had a completion rate of 88%, and the Women completed 82.5%. Goal scoring rate was about 90% once a team crossed the 10, about 35% from their own goal line. Results In almost all situations, when the dump completion rate was at least 90%, the better team strategy was to dump. The primary exception was when the thrower was in a class higher than the team (great thrower on average team, for example). A great thrower on a poor team will help the team more by throwing it downfield at 75% or 85% than by taking a 100% dump. On a great offensive team, even a great thrower will help the team by dumping it. Even if he can complete 85% of his 10 yard stall 8 throws, which is extremely unlikely, he would only need to complete 95% of his dumps to 95 come out ahead. If he is deciding between a 75% 20 yarder and a dump, the break even point is between 91 and 93%. Poor teams tended to benefit more by dumping near the goal line, and taking the riskier throws away from the goal line. Conclusions Being able to dump will increase a player's value to almost every team. A high percentage dump pass, even though the team is further away from scoring than before and thus will have a lower likelihood of scoring, is often the best option available. In general, if a team is likely to score, a conservative option should be chosen. If a team is unlikely to score, the higher risk, higher gain pass should be taken. If you reran the numbers using completion rates at all stall counts, the dump would probably be advantageous only for poor players on good teams. But this article is looking at the use of the dump as a high stall count option. References Jim Parinella, http://www.upa.org/upa/totw/tip8.html Playing Deep on Offense and Defense The deep game should be an important part of any offense, and the defense should consider ways to counter it. Too many teams misuse it by throwing into crowds or allowing an unfavorable mismatch to occur. Although there's no substitute for raw talent, you can improve your deep game without getting faster or taller or developing better throws. Defensive tip: Poach deep. It is every defensive player's responsibility to prevent the easy long goal. If you are covering the deepest offensive player on the field, also be aware of any other offensive players cutting deep. If they are beating their defender, you should drop your man and pick up the long cutter. Additionally, the defenders near the back of the stack should also be aware, because the "last man back" frequently changes. Offensive tip: Clear the deep area. A long cut should originate from not more than 20 yards downfield from the thrower. Every other offensive player has the responsibility to keep their defender from poaching deep. Obviously, you can't have everybody bunched within 10 yards of the disc. What I mean is that if you are last in the stack and see a teammate start to cut deep, you should cut in, either away from the disc to get your man out of the way, or towards the disc to get the open pass as your man poaches deep. In any event, when you are moving, your defender thinks you are a threat to get the disc and has to pay attention to you, but if you hang out because it's not your cut, a smart defender will be able to help out his teammate. NYNY always did a tremendous job with this, at keeping large chunks of the field free from defenders. Warning: Some of this flies against "conventional wisdom", so do it in moderation. "Switching" is considered evil in some parts. Q. Should one yell "switch" on such a deep cut switch play? Is it better to have two people chasing the deep cut and no one watching the short cut? A. Well, ideally, it should be automatic. It works best if both defenders are looking for this switch. The "last man back" also can keep an eye on the disc and can tell whether the long throw is possible and if he needs to switch. I guess it isn't an automatic switch, then, in that the last man back should determine whether he is helping the team by preventing the easy goal at the expense of leaving his man temporarily open. At first, then, he probably should yell "switch". Later, only eye contact will be needed, until eventually everyone is of the same mind. As I said before, though, many people are vehemently against the idea of switching, because it's something different and doesn't always work. And yes, it's probably better to have two men deep if it's a viable throw otherwise, but it's better even still to have the poacher deep and the other defender taking the poacher's 96 man. It's a timing thing, and takes a while to develop this skill, so there will be some awkward moments if not everyone is comfortable with it. But I've caught way too many long goals after running past three defenders who were stationary in the stack "covering their man". Q. Should I poach off my man if my man has made an unsuccessful short cut and is now returning to the stack when I see a second cutter coming near my side of the field (towards the disc, towards me)? A. This is also a good question. There are two types of poaches, one to prevent a pass and one to make the defensive play. How you poach depends on your motive. 1. Immediately flare out into his cutting lane, trying to dissuade him from continuing his cut, but with the full intention of returning to your man after a couple steps. Unless your man might be clearing deep for a huck, you might want to do this a lot. Guy cuts in, you shut him down, he clears along the sideline, spend a couple seconds facing the disk while you're backpedaling as he's clearing. It clogs their passing lanes and you might get an easy block. And, it usually costs you absolutely nothing (but be careful of the deep clear). 2. Wait until the last possible second, face upfield (away from the thrower), then sprint to where you are anticipating the throw, arriving just before the offensive guy. This is probably more effective against less experienced throwers, since you learn to avoid throwing into poaches. Poaching is a timing thing, and it takes practice. It's habit forming, though. In casual games, it's rare when I'm not covering at least 3 different people over the course of a point (unless, of course, I get a block on the first pass). It should probably be used in moderation, lest you get labelled "lazy fat ass poacher". Q. If you poach deep, and the person you're covering has read this, will it still work? A. If he's read this, he will have cut out of the way as he saw his teammate sprinting deep. If he's a little slow and forgets that he read this until his man poaches, then he can cut toward the disc on the same side as the thrower. However, the defender on the long cutter originally has also read this and will be looking to switch to the poacher's man, or, barring that, a third man on the defense sees the poachee breaking in and takes him, and someone else takes his guy, who then cuts, is picked up by a different poacher, so on, until stall 10. All this assumes the thrower hasn't already thrown into a poach or dumped it off because no one is open. A good, experienced thrower will usually wait an extra second for the receiver to get to the open, unpoachable space. So, yes, it will still work. The idea behind poaching and switching is that normally, a defender has to chase the offensive player around the field, but with poaching/switching, the defender has a better chance. You can view a cut as a race between two players to any spot on the field, but the offensive guy gets to say "go", he determines where the race is to, and he can change his mind about the location of the finish line for the first half of the race. Is it any wonder then that it's impossible to cover a good receiver one-on-one? With switching possible, the defenders can say, "We'll race you, but if you cut to this place, player A will race you. If you cut to that place, player B will race you. If you cut back there, C will race you." With this option, the defense regains a bit of the head start. Of course, there are up to 6 races going on simultaneously, so it takes a bit of coordinating to have an entrant in every important race. As you get more comfortable with the idea of poaching and switching, you develop a better feel for which races you should jump in and which you should allow your teammate to win or lose on his own. Some may consider this an individual glory-seeking defense, but I think it's more of a team defense than any other man on man, requiring timing, cooperation, and heads up play. Keep in mind, though, that as fun as it may be, poaching every pass probably won't work, and the lazy poach is just an excuse not to run. But if the proper places are chosen, and you exert the effort, poaching can be tremendously effective. References Jim Parinella, http://www.upa.org/upa/totw/tip1.html 97 The Inner Game of Ultimate In the last couple years, I have become a big believer in the concepts behind sports psychology, and so, as with any new convert to anything, I will now preach about why you should become one, too. The best team isn’t necessarily the one that would win a tabletop or computer simulation based on the statistics, but the one that emerges at the end of the tournament with their heads held high, trophy in hand, and a comfortable feeling that they did what they had to do. The basic premise of The Inner Game is that the self is composed of two parts, the Ego and the Body (named Self 1 and Self 2, respectively). Self 1 is the overbearing parent that barks out orders all the time to Self 2, which actually has to perform the task. Unfortunately, Self 1’s orders usually take the form of "Now don’t screw this up, Jim", or "Make sure you spin this one enough, not like last time, you idiot", or "Don’t think of white elephants with pink polka dots", and sure enough, what Self 2 thinks of is exactly what it shouldn’t, and it’s unable to perform. This can easily turn into a vicious cycle of self-doubt and underachievement, and if it’s allowed to continue, Self 2 will believe that it is incapable of doing anything right. Self 2 has to overcome Self 1’s nagging to achieve. I noticed a long time ago that there can be some peculiar phenomena in some games. Often times, one team will jump out to a large lead, and the other team will come back. It is how these teams view the big lead and the comeback that determine who is going to win in the end, rather than which team is really the more talented. Let’s look at a couple of the scenarios. A. Two relatively equal teams, or two teams that aren’t familiar with each other. In this game, it is not clear that one of the teams should be winning by a lot, either because prior experience has shown that the two teams are roughly equal, or because the teams don’t know which one is better, but suddenly Team A is up by a lot. Team B fights back to tie it late in the game, and how the game ends depends on their attitudes. The first phenomenon that I observed was that often Team B make a big run to tie the game, but will then fall apart and lose. This could easily be explained by random chance, but I believe there is another explanation. Team B decides at 8-2 that they will be satisfied if they can just catch up to A. Once this goal has been accomplished, they feel no need or desire to win the game, and they don’t. They no longer have the confidence in their throws or defense, and they begin to believe that their run was just luck, and defeat is inevitable. The other outcome is that Team B continues their comeback and wins. Here, Team A is the culprit. They get their lead, then become distracted by thoughts about how talented they are and whether they should incorporate 50 yard hammers because they are so good, and forget to remain involved in the game. As B catches up, A becomes aware again, but their only memories are of making mistakes that allow B to score, and each new mistake reinforces the previous ones, until catching the pull becomes a dangerous task. Team B, meanwhile, trusts themselves and their judgments, and they aren’t second-guessing whether they should throw the curving forehand, they are just doing it, and successfully. B. Superteam vs unknown. For whatever reason, the Unknown team jumps out to an 8-3 lead, might trade goals a little in the second half, but then crumbles and loses 15-10. Overall, they certainly shouldn’t be expected to win, but neither should they expect to be outscored 12-2. What happens here? Well, Unknown is in an uncomfortable position at halftime, and is afraid to take that risk to be good. It’s much easier on the psyche to be average, where no one expects anything from you. If Unknown wins, then they might have to be playing in the finals in front of people, will have to train harder, might have to have tryouts and cuts, and will generally have to become more arrogant to live up to the status of being an elite team. If they lose, though, there is no such worry, and they can console themselves while drinking nice cold beer during the finals that it could easily have been them out on the field. They don’t believe they are good enough, and are looking for an easy way to confirm that. Superteam, on the other hand, believes that it will win, especially if it’s been in that situation before, and never doubts that it is possible. Sometimes they can overcome Unknown by sheer force of will, and every crumbling act by Unknown feeds Superteam’s drive. Certainly, Superteam will crumble sometimes, too, but that defeat is driven by Self 1’s pushiness. Believe me, it makes for a long winter when your season ends because you were afraid to win when it counted. The brain needs to keep out of the way of the body. The individuals need to remove judgment about whether 98 something is good or bad, and just be aware of it happening. Trust in yourself, and allow the body to perform actions that it knows how to do. Remember, you learned how to walk pretty well without needing to make conscious statements about how straight your leg should be or where to position your arms. After enough practice, your muscles develop memory of how they should be acting. Equally important, the brain needs to practice winning. Visualize events before they happen. While practicing your throws, visualize the path the disc takes, see the label spinning as it releases from your hand, and see it going directly to your target, all of this happening in your mind before it happens. Then execute the throw exactly as you had envisioned it. Similarly, picture yourself winning a big game, and catching the winning goal, and then going on to win your next contest against another team that is supposed to be better than you. The mind is a great tool in ultimate. Winners are separated from the pack as much by how strong they are in their heads as in their legs and arms. While not everyone will be playing for the National championship, all of us can strive to be better. References Jim Parinella, http://www.upa.org/upa/totw/tip1.html Defense Defense: Player Positioning is the key to successful coverage. Figure out where the receiver wants to cut, then position yourself so that his task is more difficult. Consider an extreme static example where the receiver is far away from the thrower and can only cut back at the thrower on only one side of the field. In this case, simply keep yourself 5 or 10 yards in front of the receiver (this is called "fronting" or "face-guarding"), and if he ever cuts in, you cut in also, keeping yourself well ahead of the receiver. Next consider another extreme but more realistic example. You are covering someone who is considerably taller and faster, but can't throw well. What to do then? Simply give him a few yard cushion the other way, so you have a head start on any deep cuts. The key to both of these situations is to position yourself between the receiver and where he wants to cut to. In the second example, you'll be making it easy for the comeback cut, but you've decided the receiver is much less dangerous near the disc, especially if his throws are relatively weak. Similarly, if you're covering a great thrower who isn't quite so fast, overplay the cutbacks. In real life, players' abilities lie somewhere in between, and they have a variety of cuts open, not just one or two, and the available cuts change over the course of a point. In general, the more cuts a receiver has available, the less you can play for any particular cut, and the closer you have to position yourself to the receiver. So if the great long cutter is also a decent thrower, perhaps you should position yourself less than a yard behind him, so if he cuts back, you'll be close enough to be a factor if it's a bad throw, and at the very least you'll be in position to mark immediately. You may have noted that some great defenders play as close to their opponents as possible (and sometimes closer), which is good if you can do it. However, it requires more energy, better anticipation, and leaves you less aware of your surroundings. On the other hand, it makes harder any cuts that require a few steps to set up. and if the defender has any bulk to him, makes it difficult to run around him. Let's consider how to cover the first cut from a stack. If you're covering the next to last guy in the stack, you can position yourself several yards off him and a little bit to the side that you're forcing. If he cuts to the force side, you have a several yard head start. If he cuts against the force, you'll be far enough in front so that you can still cut off the angle on that longer throw. If he doesn't cut after several seconds, you should close the gap and keep an eye on where the frisbee is. If a pass has been completed upfield to the force side, things have changed a bit. Now, a deep cut is more of an option, but the position of the disc has eliminated any cuts to the opposite side, so now maybe you will play a couple yards off the receiver, but more to the force side, almost even with the receiver. Glance around frequently, so that you are constantly aware of the disc's position, both relative to you and also relative to the field. You must shift your position relative to the receiver so that his most likely or most dangerous cut has to go through you. 99 Consider instead what happens if you are covering the first person in the stack. Now, you can't play several yards off, because you are no longer able to cut off the angle on an inside-out pass. Additionally, the thrower can throw a hammer over you or a curving pass around you to an open area. Therefore, position yourself just in front of the cutter, facing him, with your weight on your toes. If he's just juking around, bounce with him. Avoid committing for as long as possible. As soon as you cross your legs over or reach full stride, you've committed and the cutter may be able to change directions without you being able to follow him. One of my favorite cuts is to begin running deep until my defender has begun sprinting, then stop and come back for an uncontested throw. You must constantly be aware of where the disc is and where it may be going next, especially if your team plays force middle, where the open side of the field changes with each swing. A good defender constantly repositions hiself, taking into consideration the flow of the disc, his opponent's strengths, where the open areas are, and even what the stall count is. He is always reevaluating where his opponent wants to cut, and where he can do the most damage. In a sense, he's invoking game theory. He might think, "Well, there's a 60% chance that he'll cut back with the force, 20% he'll go against the force, 10% he go long right away, and 10% he'll just stand there and cut long on the next pass. If I front him by a foot, I'll stop his comeback cut 70% of the time, his break the mark cut 60%, but he'll be open deep 40%, but the deep throw is only a 60% throw anyway. I could overplay the comeback so I'll stop him 90% of the time, but then he'd be open deep 75% of the time, but then again, he's never cut deep on me in the four years I've played against him. Also, the thrower has really good inside out throws, so I can't just let him have that cut, but then again our marker has very long arms, so ....". No one actually consciously goes through that process, but you could model it that way. The point is that you can't stop everything, so you have to choose where you will focus. If you're beaten four times in a row to the force side, overplay that particular cut. If the thrower can't throw deep, don't worry about covering that cut. Decide where the cut will be going, and get there first. References Jim Parinella, http://www.upa.org/upa/totw/tip7.html Defense: The Clam In Ultimate, as the thrower has up to ten seconds to make a pass, most players develop much more slowly. As the receivers remain open for a longer period of time, most throwing decisions can be well planned. The Clam attempts to make the Ultimate field look like a crowded football field. Receivers will break open, but only for a second, thus forcing the thrower to recognize the situation instantly as to whether to throw to the receiver or not. Theoretically, the are always six potential receivers. At any given moment only one or two are viable threats. These threatening receivers have a limited number of specific cuts available. The Clam attempts to systematically shut down the most likely and most threatening cuts, leaving the low percentage and short yardage passes open. At the heart of the strategy, is a person to person defense, but which defensive player covers which offensive player isn’t determined until after the cuts have started. Particular assignments are only valid as long as the offensive player is the most viable receiver in the defender’s area. It’s not unusual for one defender in the Clam to cover three different offensive positions during a ten second stall count. It’s also not unusual for a well-positioned defender to not cover anybody (and still be doing the job), since players often won’t cut into an area where this is already a defender. Clam Strategies Many variations of the Clam exist, but all require teamwork to succeed. Conventional person to person defense means there are seven offensive players matched against seven defenders. Most teams use either middle, sideline, forehand, or backhand force against the thrower. This is the first step toward reducing the area in which each defender has to cover. With two players of comparable abilities, it is virtually impossible for the defense to prevent the offense from getting open. A cut is a foot race to a particular spot on the field, except that the offensive player doesn’t tell the defender which spot he or she is racing toward or when the race starts. The offensive player can change his or her mind anytime during the race. 100 When part of the field is blocked by the marker or the sideline, the defense doesn’t have to worry about covering the whole field. But there is still a lot of space left to cover. Using the Clam, a group of offensive players is assigned to a group of defensive players; each defender looks for certain cuts to guard. The defensive players are positioned so that for almost every race offensive players want to run, there is a defender already there who has a head start. The simplest form of the Clam is the "two-person Clam". This is illustrated below. Offensive players A and B are in the stack waiting to cut, they are covered by defenders 1 and 2 respectively. Imagine the only cuts available to A and B are hard cuts back to the disc (e.g. the disc is on the goal line, the offensive player never throws deep, the offensive player always starts the flow with a cut from the stack). Defenders are on each side of a cutter. As soon as either A or B cuts, (A) is picked up by the nearest defender. The remaining defender picks up the other offensive player (B) while repositioning to take into account the force. This concept can include three or more players. Each player is responsible for cuts in a particular direction. It is important that the defenders are "face-guarding" the offense. This means facing the front of whoever is cutting. The "Basic Clam" The "Basic Clam" has four defensive players sandwiching the last four offensive players in the stack. The front players play a more conventional person to person. - The marker is called 0 and forces forehand. - 1 and 2 player person to person, covering the first two players in the stack (usually the handlers - 3 stands on the forehand side of the offensive player.). - 5 stand directly in front of the offensive player (3/4/5 form a cup of sorts). - 6 plays deep and is responsible for all long passes. Note: that forehand really means for a right-handed person’s forehand; force a left-handed person’s backhand. 101 Why Force Forehand? 1. The inside out forehand usually has a greater margin for error. 2. Few people can throw a long forehand well. 3. The forehand is a lower percentage throw, in general, than the backhand. When to Force Backhand? 1. When the thrower truly has a great hammer and uses it to beat the Clam. 2. When the offensive player who starts cutting is left-handed True mastery of the Clam requires the ability to stay in the Clam for several passes; for the full point, if necessary. Players must be extremely comfortable with the concept of switching and playing defense. In the full field Clam, 0/1/2 always cover the three players closest to the disc, and whoever is the closest to the disc becomes the marker while the other two cover the handlers. If the receiver cuts away from the disc or cuts long, then 0/1/2 passes the receiver off to 3 or 4 (depending on which side) and picks up the next available person. This rotation continues as long as the Clam is being played. The Clam will often shut-down five cuts during eight seconds of the stall count. The offense will find the open receiver when 3 or 5 get caught out of position, allowing the offense to score. When this happens the defense must accept that occasionally the Clam will look foolish and easy goals will be scored. Shown on the next page is an illustration of what might happen during a typical Clam point. The play begins during a typical Clam point. The play begins with 3/4/5 close to the stack to hide the defense. Remember, one of the keys to success is surprise. As players cut from the middle or back of the stack, 3 and 4 flare out to pick them up, and 5 subtly shifts to whichever side needs covering in case another cut immediately follows. Players have to decide whether or not to cover that cut and leave the middle open. As passes get completed, players reposition themselves to take into account the new disc locations. 102 B is shut down on a handler cut, E cuts to the forehand side but is picked up by 3, and D has just begun to cut to the backhand side. Note that 5 has moved slightly to the forehand side. A has just caught a swing pass, G and 0 begin to clear to the middle, B clears long, E returns to the stack, D cuts to an open area far from the disk, and C and F move up in the stack. 3 Moves between B and the disk, 6 moves to the near side, 2 and 5 pick up C, and 4 keeps and eye on D and F. 103 B and G are making handler cuts and are being covered by 0 and 2. E cuts again to the forehand side and 3 picks him up again. D clears long, 5 moves closer to F as the stall gets high, and 4 gets close to C. There are no passing lanes open, everything is clogged. Note that in all three frames, 3/4/5 have surrounded the last four offensive players in the stack. Steps to Learning the Clam To use the Clam effectively, the team must be comfortable with the concept of switching. Many players thing poaching is a sign of laziness, but limited, intelligent switching can have devastating effects. Learn the Clam by practicing the two person Clam in a drill. Have a marker force forehand; place two offensive players in a stack about 15 yards away from each other; but two defenders in a Clam, and allow only comeback cuts. This will help defenders learn to watch more than one move at a time. Choosing the right players is important to the success of the Clam. Defensive handlers 0/1/2 should be tireless since they will always be near the disc. When playing the "Clam for 1" the 0 position should be played by an excellent marker. Strong marking is important because a broken mark will often leave all defenders poorly positioned, which can result in an easy goal. Veteran poachers who know how the offense cuts and who have experience in switching and poaching should be positions 3/4/5. The biggest and most agile person who can cover a lot of ground and sky for the desperation huck, should be the number 6 player. At first it might be easier to institute the "Clam for 1". Later, add the option to play it for 3 to 5 passes or for the whole point. Teams can make this decision while on the line, before the point, or while on the sideline, to ensure they have the appropriate players. Once players decide to use the Clam, they will let players on the sideline know so that they can shout a code word to remind the team to switch to force forehand. In the event of a bad pull that does not allow for the defense to set up, the Clam should be called off. If this happens, it is important for players to know who they are matched against on the opposite side of the field. References Jim Parinella, The Mystery of the Clam, World Ultimate Magazine, May 1997, Pages 22-26, http://www.tiac.net/users/parinell/clam2.htm 104 Defense: Changing Your Defensive Set Mixing up different defensive sets can put teams off their game; Unforced errors follow. If your team tries this strategy, you may later hear statements from your opponent like "we just didn't play that well against them", "our O didn't click", "we forced it". Quotes like these come after successful defensive strategies are employed. One thing to remember is that you can't expect a defense to get blocks every point. Using one defense may simply be a set-up, making the next defense more effective. Remember, tournaments are long, legs are to be saved. Junk defense saves legs. Here is a brief description of the defenses: Player on Player, Force Two Finger (note: Forget straight-up player... you're giving the thrower both throws, not smart! Even force-middle seems like a gift to a good offensive team.) Force two finger gives more teams trouble than any other player on player D. Why? Because most players can't throw a two finger more than 30-40 yards, so you've cut the field way down. In addition, most teams have tunnel vision when trapped against the sideline, always looking to ram throws directly down field into the teeth of the defense. Strong marking on the throw is critical. Player on Player Force Backhand This D augments the force two finger. Break it out after a team has gotten used to your force flick. The BIG risk of the force backhand is that you leave the backhand huck wide open (last player back has to be aware). Clam for 3 Passes Here's a good D to throw in after you've been playing a lot of force two finger (remember that the clam only works on a force two-finger mark). Your opponent thinks player D, but you're actually in a match-up zone (when you stop and think about it, the clam is just a high risk match-up zone). I'm always surprised at how teams panic when their first cutter, open all game so far, is suddenly shut down. Use the clam once the opponent has established it's offensive rhythm. Clam to zone is another good D to follow successive points of player on player. It looks like a player D, kind of, gives you a few shots at a block early and then settles into a zone. Note: Clam only works off a stoppage of play, so you have to throw the pull OB. Someone may change the rules to keep teams from doing this, but until they do??? (I think that an OB pull should be heavily penalized for this reason, say start the O from the back of the end zone... that would keep the discs inbounds.) Clam After Any Stoppage of Play This can be a real surprise. You're playing force two-finger and there's a stoppage of play (foul, pick, travel). Every one on your team KNOWS that it's clam for three passes starting NOW. If the opponent lasts three passes you're simply back in the force two finger. Use an audible later to call it off; they think clam, you play player... perfect! The use of audibles during all aspects of Ultimate is imperative. Even if what your calling is code for stay in the same D, it helps your team focus and it makes your opponent think that you have many different sets. Learn to hide your defenses. Don't be lazy, don't telegraph what you're up to. The risk with the clam in general is that it wreaks havoc on your defensive match-ups, lots-o-switching going on. Cribber may very well find himself covered by Lenny... not good! 2-3-2 Zone This is the oldest zone in the game, but played differently depending on who's teaching. In short, it should be 105 match-up for the wings and the deeps while the cup forces certain throws. 'Flexing' this zone during a point can work as well (take away the dump at high stall counts after your opponent gets dependent on that pass). Note: 'Flex' defenses will be the thing of the future. 1-3-3 Zone Here's one D that NEVER works -- well, kind of. Why use it then? Sometimes we're not sure. However, because this zone has but one marking chase, the O can throw all the sort passes it wants, giving them the sense that they are zone killers. Next time down, you play a tight 2-3-2, taking the dump away at high counts and bingo they're putting up hail Mary passes. The 1-3-3 is also great for transitions into clam for one pass (on a stoppage of some kind) followed by force twofinger. The opposition thinks easy zone, suddenly you front the close passes and the thrower has nothing as his down field players are standing in their zone O positions. The 1-3-3 is a good zone to player for stopping plays off the pull since most of the zone stays relatively deep. 2-3-2 Zone to Player D (for a set number of passes, say 3 or 5) Oldest transition D in the book, but essential to use against teams with strong plays off the pull. Many times, teams will turn it over before you even change to player. Risk of this D is bad match-ups and your team has to be able to count. During the transition from zone to player, you are very weak. Faceguard This is a force two-finger player D, but with defenders around the thrower fronting their player, and defenders down field looking to poach. Sideline must talk, calling out 'last player back' as the position will naturally keep changing. The concept here is to cut off the short pass, forcing the throw up-field to where others and last player back can poach. An important part of this D is the switching that should occur as a handler heads down field while another cutter is streaking in. The defenders can easily switch since, ideally the defender near the disc sees the incoming cutter (remember he's fronting so he ain't even looking at the thrower) and the defender down field sees the handler coming (since he's set to poach and therefore looking at the thrower). The risk with this D is that is can become very loose, with too much switching and poaching, leaving everyone open. Also, in the endzones use localized side-to-side (two defenders 'share' their assignments: "you got left out of the stack, I got right"). 90% of all goals are thrown to the corners. Conclusions 1. All of these defenses work best in combinations. Play force two-finger for a while, then come down in something that looks like force two-finger, but is zone or clam. Play zone for a while and then come down in zone-to-man or zone-to-clam. DON'T BE PREDICTABLE. Many opponents see only one or two players deep, thinking that if you are in a player D around the disc, then it mut be player D all the way. Change it! 2. Don't try to RUN with your opposition -- it exhausts you. Tournaments are long endurance battles, not onegame championships. If you have the best shut-down player defense, use it at key times to break your opponent's heart and confidence. Many of the defenses described above involve LESS running than a straight player D. If your opponent scores in two passes, but the second pass is hotly contested by your deep-deep, then you have done your job. Next time, make the block. 3. Predictably, offense begins with the short pass. You can't shut it down ALL DAY, but you can dictate when your opponent will complete this pass easily and when it will be difficult. Don't let the O dictate the flow of the game. It is surprising how FEW teams have offenses that begin with something other than a short pass 106 to a handler lined up at the front of the stack. Since you know this fact, dictate that your opponent MUST try something else. You will find that if they haven't practiced alternatives, turn-overs will be forthcoming. 4. Your entire team must be on the same page. None of these D's are individual, and they suck when people aren't working together, focused. Call the D on the line before the pull. Have the transition O be VERY SIMPLE. Don't risk having too much to remember. 5. Your sideline is a HUGE part of all of these strategies (telling defenders where to cover/look/force). As well as yelling audibles for changes during a point. 6. Move the defense towards more risk taking. Position your players accordingly, with high flying defenders down field and stingy shut down defenders around the disc. Get your opponent to put up lower percentage passes. Hey, no need to block bad throws. Force the O to throw marginal passes into areas where your team is strongest. 7. Have your O capable of playing a few of these junk defenses. Zone off a turnover often works as your opponent will likely not have good zone O players in the game. Clam on stoppages of play can also be very effective since defensive teams don't have as many composed handlers. 8. Whether player or zone, great defense begins with an aggressive mark on the thrower. A solid force one way or the other will allow down field defenders the luxury of only having to cover half the field (down field defenders can't totally ignore the weak side, but...). So what does all this mean? Sometimes the object is not just to make sick blocks (though if you're single this may be your only hope of finding a date), but to make your opponent's offense have to THINK. Thinking and playing at the same time is very difficult. By the time the final game rolls around, teams want to use the same strategy that has gotten them into that game. Thinking, changing, adjusting are all difficult, especially without real coaches. But, each defense takes time to learn. Showing up at practice and simply playing games to 21 is not enough. This stuff has to be drilled, 'cause athletes are notoriously dense.' References [email protected] Offense Offense: Offensive Thoughts Structure in an offense can come in several ways. The receiver, the spot to cut to, fakes, and even the timing and route can be specified. On a complex end zone play, all or at least most of them need to be called out (or, one player is given an option and the others have no choice after that first player chooses). In a typical set play off the pull, only the cutters and maybe a side of the field are completely specified. Both methods are useful in their place. The purpose of this article is to tie together some loose ends from over the years and explain them in the context of the underlying structure in a free-flow offense. Basic Rules On an extremely simple level, offense can be broken down into five rules: 1. Take what they give you. 2. If you really want something they're not giving you, try to fake them into giving it to you. 107 3. If you’re not sure exactly what you want, fake until they give you something, then takeit. 4. Actively get out of the way when someone else is making a better cut. 5. Make smart choices with your throws. The rest, as they say, is obvious. But since "obvious" is different for different people, I will attempt to specify, and will attempt to err on the side of "but everybody knows that already". Let’s suppose I’m the first downfield cutter in a called play, and I’m standing out by myself waiting for the disc to be walked in. If the defender is 5 yards behind me and I can gain 20+ yards, I will take it and cut in. If the defender is fronting me by 5 yards and the thrower has the long backhand, I will take it and cut long. If it’s a 2or 3-yard cushion in either situation, I might make one hard step right at the defender to get him backpedaling, then immediately reverse directions. These would all be categorized as #1. #2 and #3 often appear the same to an onlooker. Sometimes I’ll make several hard steps on a comeback cut, the defender will overcommit to it and I’ll break deep immediately. Other times, I’ll just juke in and out, (sometimes a juke will be just one step, and other times it will be three or four). As soon as I see the defender is off-balance, I’ll make my decision and go. The key I’m looking for is when the defender’s shoulders have completely turned perpendicular to the direction he is going in. Once he’s there, he can’t stop quickly. If you time it well, you can have 3 or 4 shots at making the defender err. #4 is an undervalued skill. Suppose now I’m at the back of the stack as a deep fill and someone is starting a deep cut. If I stay there, my defender can leave and prevent or intercept the deep pass, so I have to get him out of there or, failing that, get yardage off the poach. The best way here would be to make what appears to be a hard cut to the opposite side as soon as I see my teammate breaking deep. If I go too early, I’m simply taking myself out of the play and possibly cutting off someone’s away cut to that side. It’s important for me to be active while I’m waiting. I want to prevent the defender from getting comfortable and being able to watch me and the disc at the same time. Just try to imagine what the defender wants to do to play good defense, and try to prevent him from doing that. Make him constantly change his position or angle, make him move, whatever. Anyway, suppose I space for a second and just as I see the break deep, so does my defender. I have to preempt his poach in this case, and come in on that side (favoring the middle of the field a bit), hopefully forcing him to react to my motions and come in with me instead of stopping the long play. If I wait, he has the time to make a decision on what to do, but if I go instantly, then his choice has to be made instantly, too. In general, during flow, if I’m thinking of making a cut myself, I’ll usually have begun edging toward that side, so I’ll run in towards the thrower but a little to the sideline so he doesn’t have to throw over me. If I wasn’t preparing to cut, I’d probably head to the opposite side to avoid the possibility of a pick. Similarly, if someone is cutting in from behind you in the stack, actively move toward the other side of the field. #5 should be anticipating which of those things above might happen. The thrower should be aware of the deep poacher, and if that happens, he should try to find who is now open. If you can see the poacher moving, follow his trail back to the poachee. Don’t force a pass simply because it’s the play, or because you think the receiver can outjump two defenders. Be ready to abandon the downfield cutter, turn sideways towards the field, and hit the dump. Additional Considerations Passes accomplish one (or more) of the following items: 1. Gain yards ("yardage cuts"). 2. Put the disc in a better position (swing pass, short break mark throws). 3. Maintain possession (most dumps or high stall count throws). Realize that ANY of these can be useful, and that a 30 yard break pass that sets up the whole flow might be asking a little too much sometimes. You should also consider those items from a receiver’s perspective. If you are consistently making cuts but not 108 getting thrown to, then you might be cutting to the wrong spot or at a bad angle. Whenever possible, make cuts that gain yardage, are to the open side of the field, put the disc in a good position on the field, keep the flow going, and/or prevent a Hail Mary pass at stall 9. Actually, the open/break side is a tricky issue. It’s usually easier to cut to the break side and you’re more likely to create something big, but it’s a tougher pass to complete, especially if the mark is competent. I’ll estimate that passes (less than 30 yards) to the force side are complete 98% of the time (with most of those turnovers coming on poaches), while about 90% of break passes are complete. A team should be willing to accept this lower completion rate because of the reasons above, plus any strategist or game theorist will tell you that an assortment of options in a multiple choice game are necessary. (And, for the record, a long pass completion rate of about 60% (in most games) is enough to make it a viable choice.) When you are poached off of, consider it your job to catch or set up an easy goal. Many times it won’t come for several passes, but it requires an immediate hard cut. Most of the time, you want to head in the opposite northsouth direction from the poacher. Whether you should head in the same east-west direction depends on the situation. By these statements, I mean that if he poaches deep, you come in, and if he poaches short, you go deep. If he poaches on the forehand side, then other things determine whether you should also go to the forehand side or to the backhand side. The primary factor in this decision is where the field is more open. Do NOT run towards the defender who is trying to find someone to cover. Even if you think that the thrower can’t get you the pass, perhaps the next thrower or the one after that will be able to, so move. Break mark passes should come in to the receiver from the outside or at least straight on. Both players have control over this. There are two reasons for this. One is that a defender might be able to get the better angle on a pass coming from the inside. The other is that there is less margin for an errant pass. If it’s completed it can be quite damaging to the defense, but most of us can’t throw this accurately more than 10 yards, if that. So, the break mark cut has to start from a position that is not straight downfield from the thrower. (I must point out here, however, that some very good teams have had great success using this inside out forehand to start the flow. The throw has to be perfect, but can be devastating if complete.) Frequently, you can call an audible on the field to make sure the thrower and receiver are on the same page. What happens is that a thrower or receiver recognizes a special situation and wants to make sure that his compatriot also recognizes it. At the very least, a team should have code words that indicate a desire to cut break mark or with the flow, so on a stoppage or even in flow, one word shouted by the thrower tells the receiver to cut to one area and the rest of the team to stay away from that area. It has been said that the New York New York team of old would indicate where to cut by calling out one of the bridge names that lead into Manhattan. Another concept that I think is important to some offenses but that I have rarely seen discussed is temporal (time) margin vs. spatial margin. A long comeback cut with a defender on the receiver’s tail has lots of temporal margin but little spatial margin, meaning that the thrower can throw it any time he wants but it has to be on the proper side of the receiver. A quick break mark cut, in contrast, can work with a poorly placed pass if it’s thrown at the right time. Most dump cuts, too, have more spatial margin than temporal. (This case is a little different since the thrower can often direct where and when the cut happens, whereas downfield cuts are almost always receiver-directed. So, the thrower might have a several second period in which he can throw it, but once that is decided, the timing relating to the cut and to when the defender reacts are extremely important. A keepaway game where the defender has to keep his back to the thrower demonstrates this. If the defender knows when the pass is coming, the temporal margin evaporates.) Another way of looking at it is that some passes are thrown too late, or that some cuts are made too early. So, there is often a very small time window in which a pass can be thrown. If it’s thrown in that time, it can be almost anywhere and be caught. If it’s thrown afterwards, no pass will get there. On that note, on a swing pass, be prepared to continue the swing immediately, both as a thrower and as a cutter. If the swing pass gains yardage also, then most likely the next cutter should come from the back of the stack. If it’s a dump-swing, then most likely the next cutter should be someone from the front of the stack. Even then, though, the back-cutter should be timing his cut so as to get the next pass after that. Be prepared to throw when you catch it. Going back to spatial margins, throw choice can add or subtract. The place this is most often seen is on hard cutbacks with a defender on the receiver. There is often no margin to miss on the inside, since a defender can layout or run by for the block (especially if it’s a very fast pass, since the receiver tends to slow down on those to make it easier to catch, while on a slow pass the receiver can keep on running hard. Wind complicates the matter, since soft passes are more likely to be adversely affected by the wind.). The simple solution is to throw it 109 to the outside edge of the receiver rather than to the center. A better solution is to put more curve on the pass so that the disc arrives at the receiver from the outside. Curved passes are easier to control and give a better angle. Pro golfers never hit straight shots deliberately because of this. Pullers can also achieve better accuracy if they incorporated this idea. The inside-out pull tends to hang longer, so if there is no significant crosswind that changes this, it’s probably best to throw from the left side of the field and aim at the right cone (another idea borrowed from golf). Similarly, an outside-in pull should be thrown from the right side and aimed at the left cone. I can’t stress enough how big of an advantage it is if you know where the frisbee is and the defender does not. Defensive positioning is a dynamic process that depends on where the frisbee is, where the stack is, and who the relevant players are. What is good positioning at the beginning of a point might be an uncontested goal if there is no adjustment as the point goes on. I try to make the defender watch me all the time. If I see that he turns to watch the frisbee, I try to move away from him right then. If he reacts to poach, I instantly sprint away. Mostly I’m watching the frisbee to see where the flow is going, but I am also trying to be aware of what my defender is doing. Another place this comes into play is on an underthrown pass that goes right by the defender. Although of course an "UP!" call can alert the defender, the receiver can also let the defender know the pass is coming by preparing to catch it. Pretending that nothing is happening until the last second can let you prevent a turnover and also get the defense mad with themselves for not calling "up". You can also use your eyes to fake. The converse of the above is pretending the disc is in the air so that the defender turns to block it, only to find that it’s not up and you have run away from him. Most defenders (either consciously or subconsciously) notice where the receiver is looking and expect that he is looking at the disc. You can play on this by following some imaginary flow and making it look like you’re setting up to cut past the defender, all the while you’re watching the real flow out of your peripheral vision. Then, when it’s time to cut, you first take a step to cut for the imaginary flow, and the (somewhat) alert defender will have anticipated that and will cut there first to shut you down. Instead, all you do is turn and sprint the other way and you’re open by 5 yards. Zone O Take advantage of temporary 2 on 1 or 3 on 2 mismatches. Unless you’re playing against an extremely focused and practiced defense, you will have many short-lived opportunities to exploit this power play. Anticipation and immediate reaction, as with man to man offense, are important. It’s a rare defense that will simultaneously have one player making a bid for a block while another adjusts to cover. For example, if two poppers are on either side of the middle middle, who bites on a fake left, the other popper is open UNLESS the wing or point adjusts at the same time. If the offense doesn’t know this, then the defense will be able to recover in time to prevent the pass. Just about any 2 nearby O players have a potential mismatch situation. The poppers exploit the middle middle. A popper and a wing work on the side middle. A wing and a deep work on the deep. The off-handler and a wing or popper split the off-point. A good defense will constantly be making adjustments to prevent someone from being open for too long, but it takes a great one to make that time window almost non-existent. I think most downfield O players run too hard when the disc is still in the cup. When the cup gets broken, that is the time for an all-out fast break. But when the disc is stationary, too much movement merely alerts the defenders as to their whereabouts. And use the overhead to spread out the cup and side middles. Scoring Passes Most goals (except for long passes) are scored very close to the front cone. A curving pass can really make a difference, as the defender is more likely to be close to the receiver, since there is no threat that the receiver is going to stop and cut long. Therefore, the angle that the disc comes in at is more important. If you have a good fast receiver cutting hard to the cone (especially if he’s big) and he has even a half step, it’s almost impossible for the defender to make the block, so a soft pass in front of the receiver is a sure goal. Sometimes the away curving pass is a sure goal, but that pass is tougher to complete in wind or when you’re pumped up and the adrenaline is flowing. 110 Timing cuts from the goal line straight to the cone can be very effective, but they bring with them a significant potential downside. If done too frequently, then they dissuade players at the back from cutting. Players at the front who are contemplating the scoring cut should look back to see whether a deeper player is about to cut. Isolation plays can be great if both players know it’s an isolation play. Timing cuts (really, any pass that is thrown before or as a cut is being made, rather than after a receiver is open) can be more effective here, since not much room is needed, the defender has no chance to catch up, and there is no need to set up the next cut. But I can’t really explain how to know when to make this cut and when to let the default offense take over. A necessary but not sufficient condition is that both the thrower and receiver look for it. Other conditions: defender is significantly overplaying the cutback on the force side and/or is not watching the thrower and/or is extremely anxious to run hard (and can therefore be faked out easily), cutting area is open, and no one else is close enough to poach. Hucking Often a team will specify or encourage the long pass as part of a called play. But if that’s the only time long passes are thrown, the offense limits itself too much. Smart long passes should be encouraged. Don’t let a good matchup be the primary reason for a huck. There are three basic situations when a huck in flow can be an easy goal. 1. If a thrower catches the disc running laterally or downfield (not back to the disc) and his man is behind him, he is in a "power position" and can catch it and throw it long immediately. Potential deep cutters should be on the lookout for this anytime there is a leading pass, and should start their long cuts early enough so that the thrower CAN turn and fire. 2. In an isolation situation (either called or natural) where one side of the field is wide open, the receiver can make the defender bite on a comeback fake and turn and sprint long. Most throwers don’t have the touch to throw a long pass straight down the field that goes by the defender but not the receiver, so most of us should throw it so that it comes in at an angle to the receiver. This can be done by throwing a straight pass at an angle to the receiver’s path (either the cut or the pass can be made at the angle, so a receiver cutting from the opposite side of the field from the thrower will provide that angle) or by throwing a curving pass around the defenders. In either event, a short stack makes it tougher for the defense to provide deep help. 3. A receiver might find himself with his defender several yards away and towards the thrower. There are actually a few subsets of this. One is when a defender poaches short on a comeback cut. The poachee must immediately recognize this and cut as the poach is being made. Another is when the disc changes position and the defender doesn’t realize it (like in #1 above). A third way is by sprinting deep after you dump it, particularly if the defender makes a bid for a hand block and doesn’t expect you to take off so quickly. Closing Thoughts Set plays and structured offense are good and necessary. Teams should have guidelines about cutting hierarchy, what types of throws are looked for, what to do when trapped, etc. However, they also need to be flexible enough to allow players to be able to trust their instincts. If you have enough guidelines, then most situations will present two (or more!) conflicting guidelines and the player will have to decide which one to follow. Experienced players can look at two similar situations, recognize the differences, and know how to react to each of them. Newer players should try to figure out what the general principles are and when they should be applied and when others are more appropriate, and eventually they’ll become experienced vets who complain about how fundamentally unsound those young’uns are. References Jim Parinella, http://www.tiac.net/users/parinell/disc.htm 111 Offense: Rethinking the Stack The stack is the starting point for most offensive strategies. The prototypical stack begins with a handler 15 to 20 yards away from the disc and spaces the remaining players at five yard intervals, and the order of cuts is determined by placement in the stack. However, with the proliferation of defenses that do anything but play straight person to person, more and more teams are finding it in their best interests to shorten their stack length. The short stack, although requiring a bit more discipline and practice, sets up almost every square foot on the field as a viable cutting place. A short stack opens up more options, and a good offense must be able to take what is available. A player 45 yards away at the back of the stop is not a viable threat. If the closest player is still 20 yards away, only cutbacks are available. If the stack is short, then everybody is starting from about the same point on the field, and all players are realistic threats. If the stack is long, then the only available cuts are all straight line hard running cuts with a fake at the beginning, and the offense doesn't really have many options, unless the throwers are very good and creative and can put the frisbee anywhere on the field with whatever arc is required. My team Death or Glory uses a short stack, and we are most dangerous when we get a 10-20 yard pass to the sideline, so that the disc is now even with the stack, so players can go deep easily or come back for another 20 yards if the deep cut is overplayed (keep in mind that most good deep cuts originate only 10-20 yards from the disc, since a deeper-starting cut might outrun the throw). Since the disc has moved downfield from its starting point, the deepest player on the field is now only a few yards further, and there is no defender that is far enough downfield that can poach deep. There is even an option to go deep on the first pass, since the last person in the stack is only 20-30 yards away. If his defender poaches, then the last player moves immediately to the open area and is close enough that the thrower can get it there right away before the other defenders have time to switch. If the stack is long and the last defender poaches, then if the poached-off offensive player starts to move to the open area, the other defenders will have time to see that happening and can react. Now of course this means that another offensive player is open and can move to the open area, but then maybe someone else is poaching or else it's no longer clear what the open area is any more or else the thrower has stopped looking for the yardage pass and is focusing on the dump. The long stack does have its benefits, though. Because everyone is spread out more, there is less risk of picks or two people making the same cut at the same time. With a short stack, you need to have a better defined hierarchy of who cuts first, either by calling a specific play or by having everyone realize that one or two players are the best cutters and therefore they get to cut first most of the time unless someone else obviously has a better cut. The other players must be ready to cut if a poach happens or the main cut gets stopped. But if players are spread out like in a long stack, then typically only one or two players will be in a good position to cut, and it is easier for each player to determine whether someone else is cutting. If you are in a short stack, then there are 8 or 10 other players in your immediate peripheral vision, and it's hard to tell what each of them is doing and whether any are cutting. If there is only one other offensive player and his defender that you can see, any motion you detect is likely to be a cut. The long stack is better suited to a rigid or almost rigid sequential offense. Many teams are fairly strict about having plays go from handler to handler to middle to deep. Also, sometimes teams have "triplets", where a handler, a middle, and a deep are a unit, and each unit cuts for others in the same unit. The short stack requires a little more concentration and familiarity and discipline, but is better for an established team that doesn't change much from year to year. The long stack is easier to learn, it is better for a sequential offense, and an individual's role is defined pretty much by the position that he is assigned to. In the short stack, the role for each player depends more on other things like his abilities and the called four person play rather than where he lines up in the stack. Experimental section [short tips relating to beginners, intermediates, and advanced. ] Beginners The typical stack with begin with a handler 15-20 yards from the disc, followed by the other handler, the 112 middles, and finally the deeps, with everyone four or five yards from the nearest neighbor. Typically, the first player in the stack cuts first. If this cut is unsuccessful, the second player cuts. If either of these players gets it, one of the middles cuts to the same side of the field, then the deeps cut from the middle. However, this gets predictable rapidly, so the beginning team should look at mixing up the order a bit. Try putting the handlers toward the back of the stack for the first cut. Keep the order in the stack the same, but let a deep or middle make the first cut, and have a handler cutting away as the second option. Specify a four person play before the point, and allow the players to set up anywhere that will enable them to get open. Intermediates Shorten the stack by placing the first player closer to the disc and by decreasing the space between players. This opens up the "away" cut from the first player in the disc, either a curving forehand or backhand or a hammer over the defenders [note to ed: a picture might help here, I could easily make a .gif, put it on my web page or attach it, or describe it, or fax it. It depends, I guess, on the space available], so the receiver is running away from the thrower at a 45 degree angle. Specify alternatives to the four person play, so that if a cutter gets shut down, there is a designated short fill or long fill to continue the flow. Sketch out specific plays designed for particular players. Advanced Experiment with drastically alternative stacks, such as with one player always behind the disc, or two players even with the disc but to the side. Move the stack toward one side of the field and play one receiver out by himself and give him plenty of room to maneuver. Introduce the concept of audibles, so that with a simple call by a player, the play is changed. An example of this would be "two one", which would indicate that the first and second cutters should exchange roles. Another possible audible would be to have a code word that meant the cutter should go long. References Jim Parinella, http://www.tiac.net/users/parinell/disc.htm Offense: Throwing in the Presence of a Mark One of the traits that distinguishes the top players and teams from lesser ones is the ability to throw effectively in the presence of a mark. Many teams look for a mark-breaking pass as the first option in their stack offense. Other teams rely on the thrower to be able to put it in the corner regardless of the mark for their endzone offense. However it is used, the break-the-mark pass should be an important part of any offensive scheme. When I grew up in this game, breakmark throws were a magical thing, only to be used by the wizards we knew as handlers. A couple of the guys could throw these wicked backhand airbounces, and one player used a forehand airbounce almost to the point of throwing nothing else, and a well thrown overhead was a rarity. Now, breaking passes come in a lot more flavors (scoober, inside out, high release backhand, curving throw around the mark, step through the marker and call foul, etc.), and a larger percentage of the players can execute them well. At the club level, being able to throw a ten yard pass against the mark to a wide open receiver should be considered a basic skill. If a player can’t do this, he is a huge liability on offense, especially against a zone. How exactly to break the mark depends on what you are comfortable with and what the marker is giving you, since several options exist. The well-rounded player should be able to use whichever method is most convenient, but each of us will develop a favorite. Inside Out (or Invert) Pass Probably the most popular method is the inside out (or invert) pass, the equivalent of a slice in tennis or golf. This would be, for example, a forehand throw to the backhand side of the field to a hard cutting receiver when the force is forehand. 113 How to throw it Good extension is important. Begin by making some sort of fake to get the marker off the forehand (perhaps a pivot to the backhand side, or a fake overhead, or even a slight lean to the backhand side without actually stepping will usually open up some room), then step sideways and release the pass flat or with a slight inside out tilt. You can step forward as long as you make sure that your hand and shoulder goes with you. If it trails behind, your body is then out of position and a bad throw usually results. When to throw it When the marker is close and is really exaggerating the force. When the marker is upright. Advantages It’s a quick throw that usually doesn’t require a lot of fakes. It can be thrown under the defender’s arm, or the thrower can step out and throw it past the defender. It’s a fairly natural throw. Disadvantages When thrown to a receiver cutting across the field, this throw has less of a margin of error, since it is usually a fast moving pass coming from a non-optimal angle. Often, the throw has to go by the defender. When marked tightly, it is often easier to fake and throw around the mark. Airbounce or Floating Backhand It is more difficult to master the technique of throwing around the mark, but once done, this is probably a more reliable throw than the inside out. How to throw it In the above example, this throw would be done by faking the inside out hard so that the marker tries to block it, then pivoting and stepping around the mark to throw an airbounce or other floating backhand. Again, good extension is important. On the forehand side, most often you should step backwards a little bit and throw a curving pass around the marker. When to throw it When the marker is playing more straight up. When the marker is very aggressive and bites on the inside out fake. When the marker is far off (big curving throw required). Advantages This throw comes in at a better angle than the inside out. Since it is a floating pass thrown in front of the receiver, there is more margin on the velocity and placement of the throw. Sometimes a quick release will catch the marker off guard. Disadvantages The throw is often blind, since the marker might be blocking the thrower’s view. The thrower often has to extend himself a lot, making him off balance. A good marker might not bite on the fakes, making it difficult to get this throw off. This throw won’t travel very far, so it can be used reliably only for short passes. 114 High Release Backhand The high release backhand is thrown from shoulder or neck height over the market’s shoulder and should travel flat and float. How to throw it 1. Set up with a backhand grip with your back to the marker. And the disc in front of you. As the cut is being made, throw it quickly over the marker’s arm. 2. Face the marker, and then quickly pivot and throw it over the marker while stepping. Extra effort should be made to put a slight inside out edge to it, to guarantee that the pass doesn’t turn over too much. When to throw it When the marker is low, perhaps because of a height mismatch. Advantages Difficult to stop, especially for a tall thrower. Great pass on calm days or at altitude since it quickly gets past the marker and defender. Disadvantages Less effective in wind. Hard to throw when the marker plays off the thrower. The Scoober The scoober is thrown with the forehand grip over the backhand side shoulder of the marker. It is best used when on a tight mark to a wide open receiver coming back toward the disc on the break side. How to throw it Just throw it out there as flat as possible and let the receiver run to it. Make sure that you turn your shoulder all the way across your body so that your back is slightly to the marker when you throw. When to throw it When the marker is off you. When the most desirable passing lane is directly through the marker and you can’t get it around him. Advantages Cool throw. Quick release, especially for those players who hold the disc with the forehand grip while pivoting. Disadvantages Cool throw, so the thrower can easily get infatuated with it and use it too much. Sometimes the disc can stick in the hand and either go right into the ground or have too much hyzer and not float at all. 115 The Hammer The hammer (normal overhead) can be a great weapon. It is most effective when thrown to a receiver cutting away from the thrower at a 45 degree angle. Usually, the defender is fronting the cutter, the rest of the defense is on the force side, and a large area is open. This can be used for anything from a soft 10 yard throw (almost like pushing a dart) to a huck. How to throw it Forehand grip, similar motion to throwing a football. The release point determines the arc of the pass (early release flies high, late release flies low). When to throw it In the zone, to get it over the marker and the cup. When the receiver is cutting away from the disc to the backhand side. Advantages It reaches the receiver quickly, so the defender usually has no chance at it. Since it’s a leading pass, the receiver will often catch it with his defender several yards behind him and out of the way (if you’re coming back to the disc and your defender is behind you, he is still in the way of your next throw). Disadvantages Often dropped, even if it’s well placed. Less margin for error if the throw never flattens out. Hard for the receiver to catch in a crowd if it floats. Harder to master. Conclusion All of these choices involve either faking the marker out of position or throwing it around a stationary marker. The latter requires a quick release. Hot box, with its lower stall count and quick short passes, can help a player develop quicker throws. The former requires believable fakes. A good fake will look like a normal throwing motion up until the time of release. Indeed, often my "fakes" are just throwing attempts that are aborted because of good marking. This means that a fake involves more motion than just the arm, that it is done at normal speed, and that it sets up something else. Faking just for the sake of faking is usually counterproductive. (Often while faking, some cut might open up suddenly, and the faker will be out of position.) Usually, the fake will be of the "fake right, throw left" variety. Fake the inside out forehand, the marker steps over to block it, then pivot quickly to the backhand before the marker can adjust. One way to set up the backhand huck is to throw a quick backhand fake, step around as if you’re throwing the forehand around the mark, then take the full step across for the long backhand. Sometimes you might have to do this several times before the throw is open. Even when you are planning on throwing around the marker, a quick misdirection move will open up the throwing area more. Before an inside out forehand, sometimes a quick overhead fake will get the marker standing more upright, so you can then throw under his arm more easily. Finally, develop confidence in these throws. Feel comfortable enough with these throws so that you know will be able to get it past any marker that doesn’t tackle you. When you have assembled the full repertoire of these throws, you know that however the marker chooses to force you, he will not be able to prevent everything. References Jim Parinella, http://www.tiac.net/users/parinell/disc.htm 116 Drills: Triple Box Skill Level - Intermediate to advanced - 8 to 14 players - 1/2 ultimate field or more Skills Taught Offense - timing of cuts, breaking the mark, hucking, end zone offense Defense - holding the mark, switching/sandwiching Background This drill is really more of a modified scrimmage than a conventional drill. Use it when you don't quite have enough players for a 7 v 7 game or when you want to focus on the skills listed above. 117 Rules 1. The field of play is shown in the figure below. 2. The game works best 5 v 5. Designate 3 handlers and 2 cutters per team. These designations can change over the course of a game, but not in the middle of a point. The remaining players act as substitutes, entering the game after a turn (replacing the guilty thrower or receiver) or score (replacing the charred defender or marker). Substitutes must enter as handlers or cutters, depending on the player they replace. 3. The field is made up of a single handling zone (shaded yellow) and three socring pods (shaded blue). There is no out of bounds, and players are not retricted to any part of the field. In order to score, an offensive handler mist complete a pass from the handling zone to a cutter teammates in one of the three socring pods. 4. Both teams use the same handling zone and scoring pods, alternating offense and defense on each turn. After a turn, one pass is required before a scoring throw. 5. The stall count is 5. WIth this single exception, the drill uses standard ultimate rules. 6. Each score is worth one point. 7. Play is continuous until the end of a game (first team to 5). Suggestions - Adjust the field to suit the ability level of your group. The distance between the handling zone and scoring pods is the key variable. I would not recommend increasing the size of the throwing pods. Accuracy should be the emphasis at all skill levels. - Try setting up the field so that all scoring throws are upwind. Experiment with different forces. Good defense is possible with force-midlle or force-side, but the upfield defenders will need to adjust. Allow each defense to experiement with strict man-to-man and help defenses. In a help situation with 2 defenders and 3 scoring areas, the weak-side defender will need to cover lots of ground. - Takeaways: This drill is an excellent proxy for endzone offense because: 1. spacing, timing, and hard running are essential to offensive execution 2. cross-field throws are extremely difficult (perhaps you should rethink that cross-field hammer) Triple box provides a forum for you to work on throws you might not have the courage to try in practice of a game. In triple box, scoring is difficutl. Once the defense adjusts to the drill, it will take a great deep throw or a split-second force-break to produce a score. To be a great thrower, you will need to develop the abilitiy and confidence to make these plays with regularity. But how can you learn these skills? Far too often, 'serious' ultimate teams and their captains dicourage risk-taking at practice. Nobody wants to lose a scrimmage, and captains don't want loose cannons on their roster. Triple box was designed to allow players to extend their offensive talents without instilling bad Ultiamte habits. References: David Young. Has played for over ten years, first at Williams, then UC San Diego, and then with San Diego Open. Has coached college men, college women, and open men. 118 Drills: Uphill Scrimmage Skill level - Intermediate to advanced - 14 or more players - full ultimate field Skills Taught Playing with and against a defensive side force Background This controlled scrimmage illustrates the key strategies of the sideline force, both on O and D. By using this format, your team will learn what makes a force successful and what it takes to beat it. Note that it is not necessary to explain thes factors prior to the scrimmage. You may want to consider a discussion of 'lessons learned' after you're done. 119 Rules 1. Set up a standard ultimate field with an additional line (painted, if possible) as shown in Fgure 1. The area between the extra line and the sideline is known as the hilltop. 2. Scrimmage using all standard ultimate rules, with the following exceptions: - any pass completed to a player on the hiiltop is worth one point (and the offensive player should feel free to cry out with glee) - Each team keeps a running total of points for hilltop passes until a goal is scored. The goal-scoring team is then awarded 5 points for the goal, plus all of its accumulated hilltop points. The other team gets no points, and both teams reset hilltop points to zero. - Games are played to 25 points. Suggestions - Although you don't need to make this explicit, both teams should employ a defensive force away from the hilltop. - It is legal to score points immediately after catching the pull. Do so until the opposing puller makes an adjustment. - This drill can be used for zone practice if you run a trap with a strong side force. - If one team does not even try to complete hilltop passes, ajust your scoring system to de-emphasize goals. Takeaways - When playing against a side force, many teams find it helpful to pretned that they are playing on a sloped field. Uphill is against the mark, and the hilltop is the best lace to be since it allows for easy (downhill) throws. Anytime a thrower is unmarked (or the mark is weak), he/she should try to complete an uphill pass in order to place the disc in a better offensive position. Weaker throwers usually complete only downhill throws. That's OK as long as someone eventually get the disc back uphill. - Defenses should do everything they can to encourage downhill passes; force in the direction of the wind (to make the break throw difficult), overplay the mark, and allow short passes to the open side. The defense is in the strongest position once the offense is pinned against the force sideline. - To run a successful side force, each player on the defensive side of the disc must: 1. stop the disc; every time the disc moves, the defense must adjust to cut off new angles. 2. hold the mark; this is especially difficult immediately after a catch (see 1), but it also becomes crucial at high stall when clogging reduces the available number of open-side offensive options 3. trust his/her teammates; a defense is designed to work if the team plays together, with each player shutting off a limited number of options. - To be successful against a side force, an offense must: 1. keep open space for cuts (and throws) on both sides of the stack 2. time break-makr cuts to give your throwers an easy option immediately after the catch 3. occasionally break the mark at a high stall count, just to keep the D honest. References David Young. Has played for over ten years, first at Williams, then UC San Diego, and then with San Diego Open. Has coached college men, college women, and open men. 120 Drills: Fast Break Skill level - Intermediate to advanced - 7 players or more - 1/2 field Skills Taught Offensive creativity and aggressiveness, help defense, conditioning Background For most people, learning to play ultimate means learning to play within a structure. Players move from beginner to intermediate as they learn to position themselves and time their movements as part of a particular team's structure. At an advanced stage, players learn to react to opponents and interact with teammates in the absence of structure. This drill forces players to push their offensive skills into new areas while simultaneously providing an intense workout. 121 Rules 1. Set up a narrow field as shown in Figure 1. Offense will start at the red cones and score in the area delineated by orange cones. 2. All players will rotate through all positions over the course of the drill. Start with three on offense and four on defense. 3. Offense starts with the disc and can arrange its players anywhere along the end line between the red cones. Defense must choose two players to start out of the play, behind the red cones. The other two defenders can position themselves anywhere on the playing field. 4. When play starts (hand check or disc check) the offense has a 3 v 2 advantage. The defenders behind the red cone must complete ten push-ups (or sit-ups, or whatever) before joining the action. Offense attempts to score as quickly as possible to avoid the 3 v 4 situation. 5. Use standard ultimate rules, with play ending and the drill resetting after a turn. 6. Keep individual scores, with each offensive player receiving a point per soce. Rotate players through both O and D. Play games until someone reaches 10. Suggestions - Vary your defensive strategy. Try marking the disc or leaving it systematically unmarked. Try face guarding to force the huck, or play 'prevent' defense. Experiment with force-middle and force-side. - Experiment with throws you might not use in regular game situations. Practice throwing to space, rather than to a man. Takeaways: - In ultimate, an offense can cut down on turnovers by making fewer mistakes or by reducting the number of passes needed for a score. Most teams focus only on the former, forgetting that lack of aggression can lead to many (indirect) turnovers. If you don't take advantage of a defensive mistake, another opening might not come along, and your team could eventually be forced into a turnover. This drill simulates a situation where the offense has a clear advantage. Learn to pounce. - Although the defense in this drill is on its heels, it is by no means helpless. Look out for things that can buy you time: positioning, fakes, marks, unpredictability. You should also be able to bait the O into unforced errors. References David Young. Has played for over ten years, first at Williams, then UC San Diego, and then with San Diego Open. Has coached college men, college women, and open men. 122 History Where the Frisbee First Flew The Untold Story of the Flying Disc's Origin 50 Years Ago in SLO Two men held a circle of plastic over a heater in a San Luis Obispo garage in 1948, trying to mold a lip onto the disc's down-turned edge. One of those men would be hailed as the inventor of the Frisbee. The other would die unknown, just as he began to fight for a share of the credit and millions in royalties the Frisbee generated. The First to Fly Walter Frederick Morrison came to Warren Franscioni in 1947, looking for work. Both men had been Army Air Corps pilots in World War II. Maj. Franscioni served with the Air Transport Service in India and China; Lt. Morrison flew a fighter in 58 missions over Italy before being shot down and held in Stalag 13, Germany's infamous prison camp. Franscioni's parents lived in Paso Robles, where his father had been mayor, so he settled after the war in San Luis Obispo. He founded a butane company as his father had done in Paso. He built a home on Conejo Avenue, in a neighborhood developing near San Luis High School, and he opened the Franscioni and Davis Butane Co. Office at 884 Broad St., across Broad from Mission College Prep. "I first met Fred Morrison in late 1947," Franscioni wrote in a 1973 letter. "He was a struggling World War II veteran trying to build a home for his family at Baywood Park, a developing residential area just outside San Luis Obispo, California. "At that time, I was attempting to establish a bottle gas business with a partner, George Davis, in San Luis Obispo. We needed someone to assist in the installation of home heating appliances, and Fred went to work for us." The bottled gas business moved too slowly in postwar SLO to sustain three men and their families. So Franscioni and Morrison dreamed up an enterprise on the side. For decades kids had played catch with metal pie tins. The sport grew in popularity during the Depression, and soldiers spread it across the country during the war. The game had a few drawbacks. The tins made a shrill noise, and if you didn't catch them just right, they stung. After a few crash landings they could crack or develop sharp edges that cut fingers. Morrison and Franscioni thought of casting them in plastic, a material proliferated by wartime industry. Morrison took credit for the idea in later interviews, but Franscioni said they thought of it together. "I do know that when we compared some of our past experiences at sailing things, it came out plastics," Franscioni wrote. It seems like a simple idea today, but Morrison and Franscioni broke new ground. And after 49 years of improvements, the Frisbee has diverged little from their first plastic interpretation of a pie tin. "People were throwing paint can lids and paper plates and pie pans throughout history, since they were invented," said Victor Malafronte, a Frisbee historian in Alameda. "The first plastic disc was that Flyin' Saucer in 1948." Morrison and Franscioni used a lathe to carve their first model out of Tenite, a hard cellulose material now used in toothbrush handles and eyeglass frames. That disc confirmed the aerodynamics of the toy, but it shattered on landing. "I tackled the job of working up a design that would transform the pie-tin shape into what we believed would be the best configuration of an injection-molded Flyin' Saucer," Franscioni wrote. 123 Franscioni's daughter, Coszette Eneix, remembers her father and Morrison working in the basement of their Conejo Avenue home. "I remember one time--I was like 5--I remember standing in the basement downstairs, and I remember over the water heater they were trying to mold this plastic thing to try to get a lip on it," Eneix said. Newspapers had coined the term "flying saucer" less than a year earlier when a pilot reported seeing discshaped objects skipping through the air above the Cascade Mountains in the Pacific Northwest. The Roswell incident in June 1947 fueled the flying saucer craze. Witnesses in Roswell, N.M., reported seeing the bodies of aliens at a UFO crash site. Franscioni and Morrison named the new toy to capitalize on the publicity. "Hundreds of flying saucers are scheduled to invade San Luis Obispo in the near future," the Telegram-Tribune reported in 1948. "Two local men, pooling resources after the words 'flying saucers' shocked the world a year ago, have invented a new, patented plastic toy shaped like the originally reported saucer." The Saucer Crash People have purchased more than 200 million Frisbees in the last 50 years, Malafronte estimates, more than baseballs, footballs, and basketballs combined. Those booming sales, however, began with a whimper. In 1948, people didn't know what to make of the Flyin' Saucer. Morrison and Franscioni formed a company called Partners in Plastic, or Pipco, based in SLO. They contracted with Southern California Plastic Co. in Glendale to manufacture Flyin' Saucers for about 25 cents each. They sold them for $1 through outlets like Woolworth and Disneyland. "We soon found the item was a dead issue on the counter," Franscioni wrote, "which prompted our offer to demonstrate in the store. Woolworth put Fred and me in a cage to protect the customers. It worked, but not for long. We soon realized the only place to demonstrate was outdoors." Morrison and his wife traveled to county fairs to hawk the flying disc. Franscioni sometimes joined them, Eneix said, but he usually remained in SLO, handling national sales and keeping Pipco's books. The demonstrations won people's attention. They hadn't seen anything fly like the disc, which remained aloft long after gravity would have pulled a ball back to earth. Some observers thought the disc followed an invisible wire, and Morrison capitalized on that notion. He offered the disc for free if customers paid $1 for the invisible wire. Teaching people how to throw the disc became another challenge. Americans seem born to the art of Frisbee throwing today, but it required a new skill in 1948. "By running through the instructions you will see that we repeatedly point out that an easy smooth snap of the wrist is all that is necessary," Franscioni wrote. Flyin' Saucers came with directions urging people not to throw the discs too hard or hold them too tight, and to launch them "in exactly the same manner as sailing your hat onto a hook." Franscioni and Morrison's early marketing efforts occasionally backfired. A Disneyland employee demonstrating the Flyin' Saucer accidentally overshot a fence and hit a woman in the head. She sued, and Disney halted its demonstrations. Then Morrison and Franscioni struck a deal with Al Capp, who agreed to include the Flyin' Saucer in his "Li'l Abner" cartoon strip. That strip appeared in national newspapers sometime around 1950. Franscioni and Morrison printed "Li'l Abner" inserts and packaged them with their Flyin' Saucers to capitalize on the publicity. The inserts infuriated Capp, who felt they exceeded the terms of their agreement. Capp threatened to sue and demanded $5,000 in compensation. 124 "I was really hurt. How could Li'l Abner do this to my daddy?" Eneix said. "That was a hunk of change that put them down. That was quite a bit of money back then." Franscioni and Morrison were already struggling to meet the cost of casting the original dies for the Flyin' Saucer. The Capp payoff devastated Pipco. Franscioni borrowed $2,500 from his mother and $2,500 from his mother-in-law, Eneix said, and the demise of the Flyin' Saucer began. Eneix and her sister went door to door in SLO selling the discs for 25 cents. Today, collectors will pay $500 for an original Pipco Flyin' Saucer. The Plot Thickens The Franscioni and Davis Butane Co. crashed at about the same time as Pipco. In 1950, Walter Franscioni had to sell the Conejo Avenue home where the Frisbee was born. He moved to Greenville, worked as a trucker, and applied for reactivation in the Air Force. "I remember us losing our home and how hard that was," Eneix said. "Korea was happening then, and my father then applied for being recalled back into the service, but he continued trying to get the Flyin' Saucer thing to go." The Air Force moved the Franscionis to South Dakota in 1952. Morrison moved to Los Angeles, where he worked as a building inspector, and the inventors of the Flyin' Saucer drifted apart. Southern California Plastic Co. continued to produce the discs, and Morrison continued to sell them. Eneix keeps folders full of yellowing letters and old business records to document what happened next. Some of those records show that Morrison began manufacturing his own flying disc on the side. Morrison set up a new company, American Trends, redesigned the disc to make it look more like a flying saucer, and called it the Pluto Platter. Morrison began selling the Pluto Platter while still accepting sales commissions on the Flyin' Saucer, according to Ed Kennedy, the president of Southern California Plastic Co. "We had just found out that Fred Morrison had another die built on the Flyin' Saucer and was merchandising the product under the name of Pluto's Platter," Kennedy wrote in a 1957 letter to Franscioni. "During the time that he was having the saucer made, he was also accepting sales commissions from the company here." Kennedy accused Morrison of trying to steal Flyin' Saucer accounts by offering Pluto Platters at a lower cost. "In my opinion, Fred acted completely unfairly on this entire thing," Kennedy wrote, "and we certainly will never do business with him again." Southern California Plastic Co. severed its relationship with Morrison and contacted a patent attorney. The question of patent violations never went to court, however, and has never been resolved. The Wham-O Frisbee Morrison was demonstrating his Pluto Platter in a Los Angeles parking lot in 1955 when Rich Knerr and Spud Melin spotted the unusual flying object. Knerr and Melin had founded their own toy company back in 1948, the year Franscioni and Morrison were developing the Flyin' Saucer. Knerr and Melin had one product, a wooden slingshot. They named their company for the sound the slingshot's pellets made on impact--Wham-O. Morrison signed a contract with Wham-O, and Knerr and Melin sold the Pluto Platter with a marketing expertise Morrison and Franscioni never showed. Knerr came up with the new name for the disc. Knerr was visiting East Coast college campuses in the mid-1950s, giving away Pluto Platters to seed market demand. At Yale he encountered students tossing metal pie tins and yelling "Frisbie!" the way golfers yell "Fore!" 125 Historians have traced that tradition to a Bridgeport, Conn., baker named William Russell Frisbie. In 1871 Frisbie moved to Bridgeport to manage the local branch of the Olds Baking Co. He eventually bought the bakery and renamed it Frisbie Pie Co. Frisbee historian Malafronte believes truck drivers for the company were the first to toss Frisbie Pie tins on the loading docks during idle times. The tins bore the words "Frisbie's Pies" and had six small holes in the center, in a star pattern, that hummed when the tin flew. The sport moved to Eastern colleges, where students shouted "Frisbie!" to warn people of incoming pie tins. A sport developed and took on the name "Frisbie-ing." Knerr took the word home to Wham-O, misspelled it "Frisbee," and registered it as a trademark. In 1958, Morrison's Pluto Platter became the Wham-O Frisbee. Southern California Plastic Co. continued to make Flyin' Saucers for Disneyland and a few other outlets. It handled sales and mailed royalty checks to Franscioni until the mid-1960s, when he headed to Vietnam. The Bitter Toy Many American homes have housed a Frisbee, but Coszette Eneix's home is not among them. "Every time I see a Frisbee I just want to cringe," she said. "I get angry inside. It shouldn't be called Frisbee. It isn't Frisbee. How come they're calling it Frisbee? That's not right. It's Flyin' Saucer." Eneix hasn't decided whether to use her files of yellowing papers in a lawsuit or in a book, but she wants justice for her father. "I want it in the history books, as it comes down, that my father was there, not Fred Morrison alone," she said. "When you read about the history of the Frisbee, you always hear Fred Morrison. Fred Morrison did this. Fred Morrison did that. Bullshit. Excuse my language. Bullshit. It was Warren Franscioni and Fred Morrison. It was a partnership. I think they should have equal billing." The International Frisbee Hall of Fame in Lake Linden, Mich., reserves its primary listing for Morrison. "Fred Morrison, Inventor of the Frisbee," it says. "Walter F. (Fred) Morrison has provided pleasure to millions of people throughout the world. He was the first person to envision the creation of a plastic disc to be used as a substitute for a ball in a game of catch." Wham-O went on to market the Hula-Hoop, the Super Ball, the Water Wiggle, and other toys, but Frisbee remained its most profitable product. In 1977, 20 years after Wham-O began selling Frisbees, it generated up to 50 percent of the company's annual sales. At the time, Wham-O estimated it had sold 100 million flying discs. Morrison told the Los Angeles Times in 1977 he had made about $1 million in royalties. Nearly all written histories of the Frisbee attribute its invention to Morrison. Stancil E.D. Johnson, a Pacific Grove psychiatrist, may have been the first to mention Warren Franscioni in a footnote in his 1975 book, "Frisbee." Johnson heard about Franscioni from Ed Kennedy, the president of the Southern California Plastic Co. In 1973, Johnson contacted Franscioni, who was then an Air Force colonel stationed in Oslo, Norway. He asked Franscioni to write down his memories of the flying disc's origin. Franscioni sent Johnson one letter in August 1973. "I have had time to evaluate my initial concern about whether your book might interfere in any future legal proceedings about the subject," Franscioni wrote. "I have come to the conclusion that your book, if based upon the facts, would not." Franscioni argues that he designed the first Flyin' Saucer, not Morrison, that he paid for the initial mold with his own money, and that the two men jointly developed the idea of casting it in plastic. 126 Franscioni began a second letter to Johnson in 1974, but he never completed it. He died of a heart attack at age 57. "Fred Morrison never wanted to admit this," Johnson said. "Franscioni died and never was able to come back and get his share of the profits." Franscioni might have acted earlier. Ed Kennedy urged him to take legal action against Morrison as early as 1957. "Other people were asking my father to do something--stop him, sue him, stop him," Eneix said, "but we were in South Dakota. My father was getting his career going again as an officer in the Air Force, and that was taking a lot of his time. And I think my mom was leery of putting more money into this thing." In 1957, the Frisbee had not yet made its millions. The rights to the toy hardly seemed worth the cost of a lawsuit. "There was a lot of disappointment in the '50s, and they were hurt, really hurt," Eneix said. "So we all started quieting down and not talking about it. That's what we do in my family. We don't talk about it. Then we didn't fly the Flyin' Saucer much anymore on picnics. It was too painful to keep remembering it because we were losing it." The Silent Inventor Morrison, 77, now calls himself "Walt" and lives near Monroe, Utah, a town of 1,700 people in the Sevier River valley. He owned a motel there and operated it with his third wife until he retired three years ago. Morrison has an old pickup truck, but he rarely drives it into town. "He lives in a house in the country and seems to enjoy life," said Mark Fullenbaugh, publisher of the Richfield Reaper. "I haven't seen him in person in about six months. You don't see him out much, so I can't tell you much more than that about him." Morrison declined to be interviewed for this story. "Well, I'd like to be a nice guy and say yes, but I'm so tired of this shit," Morrison said. "It's been done so many times, so many ways, that I just don't do it anymore. I'm an old man now and I just haven't got time for this. I want to just sit back in my chair and sleep." Morrison has always been "cagey" about the facts of the Frisbee's birth, according to Malafronte, who met Morrison at Frisbee tournaments. "I had asked Fred about his partner, and he owns up to it," Malafronte said. "The problem is, I think Fred has a lot of stuff he can lose and nothing to gain by talking." Meanwhile, Mattel Corp. is celebrating the 40th anniversary of the Frisbee this year, even though the plastic flying disc turns 50 next year. Mattel, the world's largest toy company, bought Wham-O in 1994. It dates the Frisbee's official birth as 1957, when Wham-O first marketed Morrison's Pluto Platter. Mattel has no knowledge of plastic flying discs that may have existed before 1957, said Mattel spokeswoman Sara Rosales, nor of their inventors. References Jeff McMAHON 127 The History of Ultimate David Leiwant stood in the Columbia High School parking lot watching the younger players throw, chase, and catch the disc under the bright white lights and the cover of a summer night. "If you squint your eyes, it’s almost like 25 years ago," said the 42-year-old Leiwant, a 1973 alumnus of Columbia, located in Maplewood, N.J. "Just a rag-tag bunch of guys running around with a Frisbee." Leiwant was a 13-year-old seventh-grader in 1968, a tumultuous year for America and the world. Martin Luther King, Jr., and then Bobby Kennedy were assassinated, a war raged in Vietnam and the country was coming to grips with the civil rights and women’s rights revolutions. But, in one corner of the country, in Maplewood, things were changing for the better. That year, staff members of the school’s newspaper, The Colombian, and its Student Council developed an entirely new sport as a gag and an activity for their high school nights. Led by Joel Silver — the willful, if somewhat arrogant, member of the Council and the newspaper — the students adapted the rules of Frisbee Football and ultimately invented the fast-moving team sport we know today. The sport of Ultimate. "Joel Silver said it was the ‘ultimate sports experience,’" Leiwant said. "He said, ‘Someday people all over the world will be playing this game,’ and we all said, ‘Yeah, Joel, right.’ Thirty years after Silver’s prophetic words, Ultimate is played in 42 countries, with programs in Sweden, Norway, and Japan receiving government funding. It is estimated that at least 100,000 people play the sport worldwide, about half in the United States. Ultimate will be a medal sport in the 2001 World Games in Japan. Silver, who is now the head of Hollywood’s Silver Pictures and was unavailable for comment because he was working on the filming of Lethal Weapon 4, had played Frisbee Football at a camp in Mount Hermon, Massachusetts in the summer of 1967. When he returned home to Maplewood, he continued to throw with his friends, including Bernard "Buzzy" Hellring, the editor of The Colombian, and Jonny Hines, the newspaper’s sports editor. Although Frisbee was not quite as big a fad as the hula hoop in the 1950s and ’60s, discs were beginning to seep into the American consciousness. "I started throwing a Frisbee in 1961 with my two sisters," said Ed Summers, who graduated Columbia High in 1972. "It was a big fad. We threw mostly backhands. The other big throw was the overhand wrist flip." A Brave New World In the fall of 1967, Silver proposed that the Student Council form a Frisbee team. Suggested as a joke, the motion was seconded and then passed. Discussion of Frisbee continued in the Council throughout the year and into the spring, but it remained tongue-in-cheek. "It was not a serious thing at all, it was a lark of Council," Silver later said. Yet by the end of the school year, Silver and other members of the Council began to organize a game during their lunch period. Members of The Colombian had already been tossing a disc -- a black 150-gram Wham-O, Master Tournament Model -- during lunch on the east lawn of the school. That spring, members of both the newspaper and the Council began to play Frisbee Football. The first games were played on a small field that was later torn up and replaced with the school’s B-wing. "It was a chance for The Colombian core -- the intelligentsia (sic) and non-athletes of the school -- to play a sport," Silver has said. Many of the original players were in the upper ranks of the school academically, future Ivy Leaguers who weren’t exactly your Bo Jacksons and Kobe Bryants. "The core of us were largely among the better students," Summers said. "There were also some druggie types. We were about evenly split between the better students and the half who smoked dope." The game was freeform early on, with no limits as to how many players should be on each side. As many as 20 to 30 players were allowed per team. The original game allowed running with the disc and included lines of scrimmage and a series of downs, but as they played, Silver, Hellring, and Hines began to modify the rules. Conceptualizing basketball, hockey, and soccer, they experimented, gradually eliminating running with the disc and the system of downs, and establishing rules for the defense. Unable to satisfactorily define a foul, one player came up with the phrase that a foul constituted "any action sufficient to arouse the ire of your opponent." There was no specific provision made for what is today called "Spirit of the Game" because it was viewed by 128 those at Columbia as a "gentleman’s sport, a collegial game,’’ said Hines, who went on to found the Princeton team and is now a New York City-based attorney. "Even my Princeton jock-ringers of the time (football recruits from Texas and Missouri) were gentlemen, relatively speaking, on the Frisbee field. Hines, the most athletic of the trio of founding fathers, said the players liked the game’s athleticism. "There was very graceful running and jumping," he said. Graceful by some, not so graceful by others. "There was a mix of athletes and some uncoordinated, overweight people playing," he said. "The former could run and jump like gazelles; the latter evoked other analogies." Some players came in sneakers and sweats, others in stiff jeans and walking shoes. "If there weren’t enough people, you’d grab somebody, some kid going by," Leiwant said. "Originally we would play as long as we felt like it -- till the sun went down, till people got tired and had to leave." In 1968 Hellring decided to turn The Colombian from a weekly into a daily, but needed more articles to justify the change. When Frisbee play during lunch grew, he figured it would give him something to write about. When Silver was ejected from the newspaper’s staff, a mock rivalry developed between The Colombian and the Council. The newspaper had also been critical of the Council, which fed the rivalry. In the fall of 1968, the newspaper challenged the Council to a game of Frisbee to settle their differences. In a matchup, that featured two large co-ed teams, The Colombian won the first game in front of the high school,11-7. My Girlfriend is a Frisbee By the summer of 1969, the now famous Columbia parking lot had been built. Down the hill from the school, the lot is bounded on the east by a 12-foot drop that descends into the Rahway River and on the west by a railroad embankment. Because the lot was lit by mercury vapor lights, the students could play there at night, after the day’s activities. Games at the parking lot included teams of 20 or more per side, but that was eventually whittled to seven because "that was the most you could fit in the parking lot," Leiwant said. Soon, it became known that a regular game could be found on the "field" almost every weekend night and during vacations. "I used to spend so many weekend nights at the Frisbee field during my junior and senior high school years that my parents would kid and lament that my ‘only girlfriend was a Frisbee’ or that I would ‘marry a Frisbee,’" Hines said. The sport was first publicized in a June 1969 Newark Evening News article, written by Silver, entitled "Frisbee Flippers Form Teams" and appearing above a story called "John and Yoko Croon Again." On the first day of school that fall, the Frisbee squad played its first game on the school’s new parking lot. As the weeks and months passed, everything was not rosy in the lot, however. Local toughs and troublemakers would sometimes drive through the lot at high speeds — hassling the players and forcing them to scatter. Summers recalled one night when a "real big bruiser" — about 6-foot-2, 240-pounds — and a smaller guy got out of their car and attacked the No. 2 student in the class. "He was a very gentle, unassuming guy who wouldn’t have hurt a fly," Summers said. "I went over to them and the smaller guy took a swing at me. I knew I could’ve decked him, but the big guy was standing right there." (It is believed by some that the attackers went on to found Ultimate in North Carolina.) Despite receiving abuse for their anti-establishment, countercultural game, the Frisbee players carried on. In February, 1970, the players adopted the name The Columbia High School Varsity Frisbee Squad, a tongue-incheek reference because the team had no official connection with the school. One player designed "CHS Varsity Frisbee" sweatshirts, Silver’s mother paid to have them made up and the players proudly wore them in the first team photo. In the picture of the "Original Ultimate squad," a school custodian appeared as "Head Coach," the school security director was the "General Manager" and a fictitious player, Arnold Tzoltic, was listed as a member. According to Hellring’s sister, Heidi, Hellring got Wham-O to send the team a box of Frisbees because the discs kept cracking in the 15-25 degree Fahrenheit air; one green 120-gram "moonlighter" was lost in the brook by the lot, The Colombian reported. Silver and Hellring also took the International Frisbee Association’s test, passing it as masters. The IFA was then the sport’s governing body. Hellring continued to write tongue-in-cheek Frisbee stories and place ads for the team in the paper. In one, the paper reported that "the rise of Frisbee in Columbia high school is merely indicative of a world-wide trend, according to major national periodicals." The story went on to cite a Time magazine article which recommended that the U.S.A. and U.S.S.R. take their cue and henceforth "settle all disputes between the two with Frisbees instead of missiles." 129 Ultimate Grows Up Before going off to college in 1970, Silver, Hellring, and Hines decided to print the rules and bring them up to date. Though many of the original rules are still in place today, some have changed dramatically. The only limit to the size of the field was that "The two goal lines must be parallel and should be somewhere between 40 and 60 yards apart, depending on the number of players." Games continued to be played with as many as 20 or 30 players per side. And the end zones were unlimited. A player standing a foot from the goal line could score with a fifty yard bomb. The booklet was entitled "Official Rules of Ultimate Frisbee" and cost 10 cents. In the summer of 1970, a group of younger Columbia students – including Summers, Larry Schindel, Irv Kalb, and others known as the Richmond Avenue Gang or RAG – challenged the CHS team to a game. RAG lost 4728 but played with the varsity for the rest of the summer, and Kalb was selected as new varsity captain when the original players went on to college. An annual Thanksgiving match between the Columbia team and the alumnus was established – a tradition that still exists today. The RAG members sent the rules to many other high schools in northern New Jersey, asking them to form Ultimate Frisbee teams. Millburn High School responded and on Nov. 7, 1970, the first interscholastic game pitted Millburn against the more experienced Columbia varsity. CHS won 43-10 in the Columbia parking lot. The game was covered by the Newark Evening News, and copies of the rules were subsequently requested by other schools. When the New Jersey Frisbee Conference was formed in the spring of 1971, it had five teams: Columbia, Dumont, Millburn, Mountain (now West Orange), and Nutley. "We wanted to spread it throughout the world," said Summers, who recalled a 24-hour road trip to the International Frisbee Tournament in Upper Peninsula, Mich. "We were really spreading the gospel." Summers and his cohorts were the forerunners to generations of high school and college kids who load up for road trips – poor, smelly, and hungover – every weekend. Meanwhile, Columbia graduates were organizing teams at their colleges and universities. In addition to Hines’ efforts at Princeton, Leiwant co-founded the Yale squad, and Summers the Tufts team. Hellring died in a tragic car accident during his freshman year, 1971, at Princeton. Twenty-five people showed up for the first practice at Rutgers University, seven of them former New Jersey high school players. The first intercollegiate competition was held between Rutgers and Princeton on Nov. 6, 1972, the 103rd anniversary of the first intercollegiate football game, and at the same site on the Rutgers New Brunswick campus. That game and the rematch a year later were the only two intercollegiate games Hines played his entire career. Hines arranged for the game to be videotaped by a national network and for former Yankees pitcher and sports commentator Jim Bouton to cover it. "It was a thrill and a half," Hines said. "I felt nervous and dead serious about winning. It was an incredibly close game, from beginning to end, and Bouton was very surprised at what a good game Ultimate was." CHS Varsity Frisbee Squad: (Top row from left to right) Captain Joel Silver, Head Coach Cono Pavone, Bob Mittlesdorf, Jonny Hines, Buzzy Hellring, Arnold Tzoltic, Joe Staker, Paul Brenner, Tom Carr, Mark Epstein, General Manager Alexander Osinski, (Second row) Tom Corwin, Frisbee (Pro Model), David Medinets, David Leiwant, (Third row) Fred Appelgate, Howard Straubing, Steve German, Vincent, (Laying down) Steve Schwartz, Frisbee (Master Model). Note: Eric Halpern’s research contributed greatly to the writing of this article. 130 The Original Rules of Ultimate 1. Under equipment, the founding fathers wrote that "individual players may wear almost any aids they wish, including hats, helmets, or gloves as long as they do not endanger the safety of another player." Also, no player was allowed to "carry any sort of stick, bat or racket." 2. Because the game was developed in a parking lot, the playing field was said to have "no lateral boundaries; however it is best to choose a field with natural boundaries created by a hill, a river or a wall." 3. Despite the perception that Ultimate was created as an anti-authoritarian alternative to mainstream 70sports, the first set of rules stated that "a referee or referees may officiate, and if so their decision must be final. 4. In the section on "Scoring," they wrote, "A team is awarded one point for each goal legally scored, and there is no other way to gain points." 5. "A Note on Team Size" suggested that while "7 is the optimum number for each team, this sport can be played with as many as 20 or 30 for each team." 6. The founding fathers also suggested that "As proficiency with Ultimate Frisbee increases, a ’one-hand only’ version of the game can be tried." Any player who used two hands to catch or trap the Frisbee would "forfeit" possession to the opposing team. References Adam Zagoria. All Photos by Ed Summers, http://www.upa.org/upa/30anniv/30.html 131 Official Rules UPA Rules of Ultimate, Ninth Edition Incorporating 1991, 1992, and 1995 Clarifications and Amendments Copyright 1970 CHS Copyright 1982, 1989, 1991, 1992, 1995 The Ultimate Players Association Online version of 4 Mar 1996 No set of rules can replace player's respect for one another and for good spirit. Table of Contents • About this Document • Preface • I. Introduction • II. Clarifying Statements • III. Field of Play • IV. Equipment • V. Length of Game • VI. Time-Outs • VII. Substitutions • VIII. Starting and Restarting Play • IX. Out-of-Bounds • X. Endzones • XI. Scoring • XII. Turnovers • XIII. The Thrower • XIV. The Marker • XV. The Receiver • XVI. Fouls • XVII. Violations • XVIII. Positioning • XIX. Clarifying Statements on Fouls, Violations and Picks • A. Observers • B. Etiquette • C. Historical Record of Clarifications and Amendments ([1995], [1992]) 132 About this Document This document reflects the current rules of Ultimate. Passages whose meaning has changed over the years are marked with a link indicating the year of the change, as in ``[1992]''. Follow the link to see the wording of the change, the prior wording, and additional commentary that explains the rationale of the change (when available). Thanks to Eric Simon, Kathy Pufahl, Scott Gurst, Frank Revi, Mark Licata, Scott Gurst, Troy Frever, and Juha Jalovaara for compiling the amendments and changes. Originally posted by Eric Simon, <[email protected]>, 10 Jun 1991. Subsequently edited and re-formatted by Joseph A. Barcio II, <[email protected]>. This included addition of the 1991 Amendments and Changes after Section XIV. Complete 1991 Amendments and Changes added by George Ferguson, <[email protected]>. 1992 Amendments and Changes added by George Ferguson with the help of Troy Frever, <[email protected]>. HTML version by George Ferguson, 3 Dec 1993. 1995 Clarifications and Amendments by Eric Simon. Added to HTML document by George Ferguson, 8-11 Sep 1995. Contributions by Hilarie Orman <[email protected]>, 18 Sep 1995. Preface The purpose of the rules of Ultimate is to provide a guideline which describes the way the game is played. It assumed that no Ultimate player will intentionally violate the rules; thus there are no harsh penalties for inadvertent infractions, but rather a method for resuming play in a manner which simulates what would most likely have occurred had there been no infraction. In Ultimate, an intentional foul would be considered cheating and a gross offense against the spirit of sportsmanship. Often a player is in a position where it is clearly to the player's advantage to foul or commit some violation, but that player is morally bound to abide by the rules. The integrity of Ultimate depends on each player's responsibility to uphold the spirit of the game, and this responsibility should not be taken lightly. I. Introduction 1. Description Ultimate is a non-contact sport played by two seven player teams. The object of the game is to score goals. The disc may only be moved by passing as the thrower is not allowed to take any steps. Any time a pass is incomplete, intercepted, knocked-down, or contacts an out-of-bounds area, a turnover occurs, resulting in an immediate change of possession of the disc. A goal is scored when a player successfully passes the disc to a teammate in the endzone which that team is attacking. 2. Spirit of the Game Ultimate has traditionally relied upon a spirit of sportsmanship which places the responsibility for fair play on the player. Highly competitive play is encouraged, but never at the expense of the bond of mutual respect between players, adherence to the agreed upon rules of the game, or the basic joy of play. Protection of these vital elements serves to eliminate adverse conduct from the Ultimate field. Such actions as taunting of opposing players, dangerous aggression, intentional fouling, or other "win-at-all-costs" behavior are contrary to the spirit of the game and must be avoided by all players. 3. Captain's Clause A game may be played under any variations of the rules agreed upon by the captains of the two teams. In tournament play, such variations are subject to the approval of the tournament director. Such things as length of game, dimensions of the field, and stalling count can easily be altered to suit the level of play. 133 II. Clarifying Statements 1. Phrases: A. A player is any of the fourteen (14) persons who are actually participating in the game at any one time. B. To put the disc into play means that the thrower establishes a pivot foot and is ready to throw. To put the disc into play at a particular point on the field means to place the pivot foot at that point on the field. [1992] C. Where the disc stops refers to the location where the disc is caught, comes to rest naturally, or where it is stopped from rolling or sliding. D. Throw-off position is the particular arrangement of positions (which end zone each team is defending) and possession (which team is to throw-off) in effect before a throw-off. [1992] E. Ground Contact: All player contact with the ground directly related to a specific event or maneuver, including landing or recovery after being off-balance, e.g., jumping, diving, leaning, or falling. [1995] F. Possession of the disc: Sustained contact with, and control of, the non-spinning disc. [1995] a. To catch a pass is equivalent to establishing possession of that pass. b. Loss of control due to ground contact related to a pass reception negates that receiver's possession up to that point. 2. There are no scrimmage lines or off-sides (except on throw-offs) in Ultimate. 3. The disc may be passed in any direction. 4. A rolling or sliding disc may be stopped by any player, but it may not be purposefully advanced in any direction. Possession is gained where the disc stops. 5. No defensive player may ever pick up the disc. III. Field of Play 1. The field of play is a rectangular area with dimensions as shown on the accompanying diagram. +-------+---------------+---------------+-------+ ^ | | | | | | | | | | |Endzone| Playing Field |Endzone| 40yds| /Goal | . Proper . | /Goal | | | Area | | Area | | | | | | v | | | | +-------+---------------+---------------+-------+ <-25yds-><------------70yds------------><-25yds-> The period (.) marks the Brick Rule Mark, 10 yds from Goal line. The plus sign (+) indicates the location of cones to be placed ON the boundary lines. A variation of this basic structure may be used to accomodate special competitions, number of players, age of players, available space, etc. Lined fields are not necessary for the purposes of practice or other non-formal games of Ultimate. 2. The playing field may have any surface (although well trimmed grass is suggested) which is essentially flat, free of obstructions and holes, and affords reasonable player safety. 3. The playing field proper is the playing field excluding the endzones. 134 4. The goal lines are the lines which separate the playing field proper from the endzones and are part of the playing field proper. 5. The perimeter lines (sidelines and endlines) are not part of the playing fields. 6. The corners of the playing field proper and the endzones are marked by cones made of a brightly colored, flexible material. 7. An additional restraining line is established five (5) meters away from the entire field to ensure that the sidelines remain clear during play. 8. All lines are marked with a non-caustic material and are between two and four inches wide (2"-4"). IV. Equipment 1. Any flying disc may be used as long as it is acceptable to both team captains. If the captains cannot agree, the current Official Disc of the Ultimate Players Association shall be used. 2. Individual players may wear any soft protective clothing as long as it does not endanger the safety of any other player. 3. Cleats which have any metal exposed are not allowed. 4. Each player must wear a uniform or other clothing that distinguishes that player from the players on the other team. V. Length of Game 1. Time A. Each half lasts for twenty-four (24) minutes of stopped time. B. Each overtime period lasts for five (5) minutes of stopped time. C. The clock starts when: 1. An offensive player gains possession of a throw-off and establishes a pivot foot; 2. The marker touches the disc after a check; 3. The thrower puts the disc into play after it has been out of bounds. D. The clock stops: 1. After a goal; 2. At the end of a period of play; 3. For time-outs; 4. For injuries; 5. For fouls and violations; 6. When the disc contacts an out-of-bounds area. 2. Points A. A goal is worth one (1) point. B. A game to points lasts until one team scores twenty-one (21) goals with a margin of victory of at least two (2) goals. 135 C. A game with a score of twenty-to-twenty (20-20) goes into overtime, and play continues until a two-goal margin is achieved or one team scores twenty-five (25) goals. D. Halftime occurs when one team reaches eleven (11) goals. 3. Halftime lasts for ten (10) minutes. 4. At the end of the game, the team with the most goals is declared the winner. VI. Time-Outs 1. Time-Out A. Each team is permitted two (2) time-outs per half in games to 17 or less, and three (3) time-outs per half in games to 18 or more. Each team is permitted exactly one (1) time-out in overtime. Overtime occurs when the score is tied at one point less than the number of points for which the game was originally scheduled. (Example: In a game to 19 points, overtime occurs when the score reaches 18-18.) B. Each time-out lasts up to two (2) minutes. C. The player calling the time-out must form a "T" with his/her hands and call "time-out" loudly. D. A time-out may be called by either team after a goal and before the ensuing accepted throw-off. E. During play, only a player who has established a pivot foot and who has possession of the disc can call a time-out. [1995] F. When play resumes after a time-out: [1995] 1. The player who had possession puts the disc into play. 2. The disc is put into play at the location where the disc was when the time-out was called. 3. Play is resumed through the use of a check and all other players may set up in any position on the field. G. It is a turnover if a player calls a time-out when his/her team no time-outs remaining. There is a check on the disc. 2. Injury Time-Out A. Injury time-out can be called by any member of the injured player's team. The time-out call is in effect at the time of the injury. In other words, the call is retroactive to the time that the injury occurred. If the disc is in the air during the time-out call, the play is completed. B. Injury time-out results in a team time-out if the injured player does not leave the game. A "spirit of the game" exception is made when the injury is caused by an opposing player. C. When play resumes after an injury time-out: 1. The player who had possession of the disc when the injury occurred puts the disc into play. If that player leaves the field due to injury, the replacing player puts the disc into play. 2. If the disc was in the air at the time of the injury, play continues until the disc is caught or it contacts the ground. If the disc is caught, the player who caught the disc puts the disc into play after the injury time-out. 3. The disc is put into play at the location where the disc was when play was stopped. 136 4. The play is resumed through the use of a check and all players must assume their respective positions on the field when the time-out was called. Players may not set up when restarting play after an injury time-out, unless it is also a team time-out. VII. Substitutions 1. Substitutions can be made only: A. After a goal and before the ensuing accepted throw-off. B. Before the beginning of a period of play; C. To replace an injured player(s). 2. If a team replaces an injured player(s), the opposing team has the option of substituting a like number of, or fewer players. 3. Substitutions other than injury substitutions cannot be made during a time-out taken during play. VIII. Starting and Restarting Play 1. Before a game starts, each team designates one captain to represent that team in disagreements and arbitration. 2. Start of periods of play: A. Representatives of the two teams each flip a disc. The representative of one team calls "same" or "different" while the discs are in the air. The team winning the flip has the choice of: 1. Receiving or throwing the initial throw-off; or 2. Selecting which goal they wish to defend initially. B. The team losing the flip is given the remaining choice. [1992] C. The second half begins with an automatic reversal of the initial throw-off position. [1992] D. In a game to time, if overtime periods are needed, the disc flipping procedure is repeated for the first overtime period. The initial throw-off position of subsequent overtime periods is the reverse of the throw-off position that started the previous overtime period. [1992] 3. Throw Off A. Play starts at the beginning of each period of play and after each goal with a throw-off. B. Each time a goal is scored, the teams switch the direction of their attack and the team which scored throws off. C. Positioning prior to the throw-off: 1. The players on the throwing team are free to move anywhere in their defending endzone, but may not cross the goal line until the disc is released. 2. The players on the receiving team must stand with one foot on their defending goal line without changing position relative to one another. D. The throw-off may be made only after the thrower and a player on the receiving team raise a hand to signal that team's readiness to begin play. E. The throw-off consists of one player on the throwing team throwing the disc toward the opposite goal line to begin play. 137 F. As soon as the disc is released, all players may move in any direction. G. No player on the throwing team may touch the throw-off in the air before it is touched by a member of the receiving team. H. If a member of the receiving team catches the throw-off on the playing field proper, that player must put the disc into play from the spot. If the throw-off is caught in either endzone, the player takes possession at that point, and puts the disc in play as described in Section X (ENDZONES). If the throw-off is caught out-of-bounds, it is put into play as described in Section IX.7 (OUT-OF-BOUNDS). [1995] I. If a member of the receiving team touches the disc during flight of the throw-off (whether in- or out-of-bounds) and the receiving team fails to catch it, the team which threw-off gains possession of the disc at the nearest point on the playing field proper. If a player drops the disc while carrying it to the point where the disc will be put into play, the team which threw-off gains possession of the disc at the nearest point on the playing field proper. J. If the receiving team allows the throw-off to fall untouched to the ground, and the disc initially lands in-bounds, the receiving team gains possession of the disc where it stops. If the disc initially lands in-bounds, then goes out-of-bounds, the receiving team gains possession at the point on the playing field proper nearest to where the disc first went out-of-bounds. K. If the throw-off lands out-of-bounds, the receiving team, before touching the disc, makes a choice of: 1. Putting the disc into play at the nearest point on the playing field proper to where the disc crossed the perimeter line. 2. Requesting a re-throw. To request a re-throw, any member of the receiving team must fully extend one hand above the head and call "Over." Once this re-throw signal is given, that throw-off can no longer be put into play. 3. Invoking the Middle/Brick Rule. If the throw-off lands outside the field of play, the receiving team may choose to put the disc into play at the halfway between the two sidelines either at the point where the disc went out-of-bounds or at a point 10 yards upfield from the goal line they are defending. To invoke the "middle/brick rule," the member of the receiving team who is going to receive the throw-off shall fully extend one hand above his/her head and call "middle" or "brick". The player must let the disc hit the ground. On such a call, the offensive player may use a "self check," meaning he/she picks up the disc and the nearest defensive player says "in play." If the nearest player does not immediately say "in play," the offensive player may touch the disc to the ground and yell "disc in play." [1992] 4. The Check A. When play stops, the player who was in possession retains possession. B. All players must come to a stop as quickly as possible when play is halted, and remain in their respective locations until play is restarted. C. The marker restarts play by touching the disc in possession of the thrower. If the thrower attempts a pass before the marker touches the disc, the pass does not count regardless of whether it is complete or incomplete, and possession reverts back to the thrower. IX. Out-of-Bounds 1. Any area not on the playing field is out-of-bounds. The perimeter lines themselves are out-of-bounds. 2. A disc is out-of-bounds when it first contacts an out-of-bounds area or contacts anything out-of-bounds. 3. The disc may fly outside a perimeter line and return to the playing field, and defensive players may go out-of-bounds in order to make a play on the disc. 138 4. A player is out-of-bounds when s/he is contacting an out-of-bounds area. When a player is in the air, his/her in or out-of-bounds is determined by where the ground was last contacted by the player. 5. For a receiver to be considered in bounds after gaining possession of the disc, the first point of contact with the ground must be completely in-bounds. If any portion of the first point of contact is out-ofbounds, the player is considered out-of-bounds. 6. Should the momentum of a player carry him/her out-of-bounds after making a catch and landing inbounds, the player is considered in-bounds. The player carries the disc to the point where s/he went out-of-bounds and puts the disc into play at that point. 7. To start or restart play after the disc has gone out-of-bounds, a member of the team gaining possession of the disc must carry the disc to the point of the playing field proper nearest where the disc last crossed the perimeter line, and put the disc into play at that point. [1995] 8. The thrower may pivot in- and out-of-bounds, providing that some part of the pivot foot contacts the playing field. 9. If a pass does not come in bounds the opposing team gains possession of the disc where it left the field of play only if the defense did not contact the disc. If the defense contacted the disc, the disc must be put into play at the point on the playing field proper closest to where the contact occurred. X. Endzones 1. If a team gains possession in the endzone which it is defending: A. The player taking possession must make the immediate decision to either: 1. Put the disc into play from that spot, or 2. Carry it directly to the closest point on the goal line and put it into play from there. If this option is chosen, the player taking possession commits the player to put the disc into play at that point. B. To fake or pause after gaining possession commits the player to put the disc into play at that point. 2. If, as a result of a pass from a teammate, a player receives the disc in the endzone which they are defending, that player does not have a choice of advancing the disc to the goal line. 3. If a team gains possession in the endzone which it is attacking, the player taking possession must carry the disc directly to the closest point on the goal line and put the disc into play from there. XI. Scoring 1. A goal is scored when an offensive player completes a pass to a teammate in the endzone which his/her team is attacking. 2. In order for the receiver to be considered in the endzone after gaining possession of the disc, his/her first point of contact with the ground must be completely in the endzone. 3. A player cannot score by running into the endzone with the disc. Should a receiver's momentum carry him/her into the endzone after gaining possession, the receiver must carry the disc back to the closest point on the goal line and put the disc into play from there. 4. A player must be completely in the endzone and acknowledge that s/he has scored a goal. If that player plays the disc unknowingly into a turnover, then no goal is awarded. 139 XII. Turnovers 1. An incomplete, intercepted, knocked down, or out-of-bounds pass results in a loss of possession. 2. A pass is considered intercepted if a defensive player catches a pass. If a defensive player catches a pass and accidentally loses possession of it before or during ground contact related to that catch (II.1.F.b), the defender is considered to have blocked rather than intercepted the pass. [1995] 3. The following actions result in a loss of possession and a check: A. If the marker's count reaches the maximum number; B. If the disc is handed from player to player; C. If the thrower intentionally deflects a pass to him/herself off another player; D. If the thrower catches his/her own throw. However, if the disc is touched by another player during its flight it is considered a complete pass and is not a turnover. XIII. The Thrower 1. The thrower is the offensive player in possession of the disc, or the player who has just released the disc. 2. If the disc is on the ground, whether in- or out-of-bounds, any member of the team becoming offense may take possession of the disc. Once an offensive player has picked up the disc, that player is required to put the disc into play. 3. The thrower must establish a pivot foot and may not change that pivot foot until the throw is released except in the case where the thrower has just received a pass and is throwing before the third ground contact in accordance with XV.5. [1995] 4. The thrower has the right to pivot in any direction. However, once the marker has established a legal defensive position, the thrower may not pivot into the marker. 5. If the disc is dropped by the thrower without defensive interference, it is considered an incomplete pass. 6. The thrower may throw the disc in any way s/he wishes. 7. A defensive player who establishes possession of the disc becomes the thrower, but may not throw the disc before s/he establishes a legal pivot foot. To do so is a travelling violation. [1995] XIV. The Marker 1. Only one defensive player may guard the thrower at any one time; that player is the marker. 2. The marker may not straddle (i.e., place his/her foot on either side of) the pivot foot of the thrower. 3. There must be at least one disc's diameter between the upper bodies of the thrower and the marker at all times. It is the mutual responsibility of both players to respect each other's position and not encroach into this area once it is established. 4. The marker cannot position his/her arms in such a manner as to restrict the thrower from pivoting. 5. Stalling: A. A defensive player within three (3) meters of the pivot foot of the thrower may initiate a stall count. If an offensive player moving into the throwing position "stands over the disc" (i.e., within three meters) without putting the disc into play, the marker may issue a "Delay of Game" warning. If the disc is not picked up, the marker may initiate a stall count. 140 B. The count consists of the marker calling "Stalling" or "Counting" and counting at one second intervals from one to ten (1, 10) loudly enough for the thrower to hear. C. If the thrower has not released the disc at the first utterance of the word "ten" ("10"), a turnover and a check result. D. If the defense decides to switch markers; and if the new marker wishes to initiate a stalling count, s/he must start again from "one" ("1"). E. In the event of a stall, the once marker, now offensive player, does not have to take the disc after the check. The once thrower, now marker, checks the disc to the new thrower, if s/he does not want the disc, the marker "checks" the disc by placing it on the ground and calling "in play." F. The thrower may contest a stall call if s/he feels that s/he had released the disc before the first utterance of the word "ten". 1. In the event of a contested stall, if the pass is completed, play stops, and possession reverts back to the thrower. After a check, the marker starts the stall count at eight (8). 2. In the event of a contested stall, if the pass is incomplete, it is a turnover, and play continues without interruption. XV. The Receiver 1. The receiver is any offensive player either in the act of catching the disc, or not in possession of the disc. 2. Bobbling to gain control of the disc is permitted, but purposeful, controlled bobbling to oneself (i.e., tipping, delaying, guiding, or brushing) in order to advance the disc is considered travelling and is not allowed. 3. There is NO rule XV.3! (With apologies to Monty Python, it was deleted in 1995.) [1995] 4. After catching a pass, the receiver is only allowed the fewest number of steps required to come to a stop and establish a pivot foot. 5. If the receiver is running or jumping as s/he catches the disc, the receiver may throw a pass before the third ground contact after catching the disc without coming to a complete stop; however, change in direction or increase in speed while in possession of the disc is a travelling violation. [1995] 6. If the disc is caught simultaneously by offensive and defensive players, the offense retains possession. 7. If a pass arrives in such a manner that it is unclear whether a catch was made before the disc contacted the ground (grass is considered part of the ground), the player(s) with the best perspective makes the call (usually the receiver). 8. If it is ever unclear where a receiver was in- or out-of-bounds at the point of making a catch, the player(s) with the best perspective makes the call. 9. Force-Out Foul: If an airborne receiver catches the disc, and is contacted by a defensive player before landing, and that contact caused the receiver to land out-of-bounds instead of landing in-bounds, the receiver must either call him/herself out-of-bounds, or call a force-out foul on the defensive player. If this foul occurs in the end zone and it is uncontested, a goal is awarded. 10. There is NO rule XV.10 either! (It was also deleted in 1995.) [1995] XVI. Fouls 1. Fouls are the result of physical contact between opposing players. A foul can only be called by the player who has been fouled and must be announced by calling out the word "Foul!" loudly immediately after the foul has occurred. 141 2. The player initiating contact is guilty of a foul. 3. Throwing Fouls: A. A throwing foul may be called when there is contact between the thrower and the marker. B. Contact occurring during the follow through (after the disc has been released) is not sufficient grounds for a foul, but should still be avoided whenever possible. C. When a foul is committed by a thrower or the marker, play stops and possession reverts back to the thrower after a check. D. If the thrower is fouled in the act of throwing and the pass is completed, the foul is automatically declined and play continues without interruption. E. If the marker is fouled in the act of throwing and the pass is not completed, play continues without interruption. 4. Catching Fouls: A. 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. B. 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. C. 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. D. Dangerous, aggressive behavior or reckless disregard for the safety of fellow players is always a foul. E. 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 (with the exception of a force-out foul [XV.9]) occurs in the end zone, the player fouled gains possession at the closest point on the goal line to the infraction. XVII. Violations 1. A violation occurs when a player violates the rules in a manner which does not result in physical contact. (e.g. illegal guarding position by the marker, not establishing a pivot foot on the sideline after carrying the disc in from out-of-bounds, etc.) 2. A violation may be called by any player who recognizes that a violation has occurred. The player must immediately call "violation" or the name of the specific violation loudly. 3. Travelling: A. The thrower must keep all or part of the pivot foot in contact with a single spot on the field. Should the thrower lose contact with that spot, the thrower has traveled. B. If the receiver obviously takes more steps than are required to stop after catching a pass, that player has traveled. C. If a receiver, after receiving a pass on the run, releases a pass after the third ground contact and before coming to a complete stop, that receiver has traveled. 142 4. Strip: A. No defensive player may touch the disc while it is in possession of the thrower or receiver. If a defensive player does so, the player in possession calls "Strip." B. The player in possession then picks up the disc and play continues unhalted from the point where s/he regained possession. C. If a count was in progress as the disc was stripped, the count is halted, and when the player in possession regains possession, the count restarts at zero (0). D. A contested strip of the receiver is treated the same as a contested foul; an uncontested strip in the end zone is a goal. 5. Double-Team: A. Only one marker is permitted to guard the thrower. B. No other defensive player may establish a position within three(3) meters of the pivot foot of the thrower, unless s/he is guarding another offensive player in that area. C. Should the thrower recognize a double-team situation, s/he first calls "Double-Team" as a warning. On the first "Double-Team" call, the marker must subtract 2 from the stall count. If "double-team" is called again within the same 10 seconds, play stops and is resumed after a check with the count reset to zero (0). XVIII. Positioning 1. It is the responsibility of all players to avoid contact in any way possible. Violent impact with legitimately positioned opponents constitutes harmful endangerment, a foul, and must be strictly avoided. 2. Every player (excluding the thrower) is entitled to occupy any position on the field not occupied by any opposing player, provided that s/he does not cause personal contact in taking such a position. 3. Picks: A. No player may establish a position, or move in such a manner, so as to obstruct the movement of any player on the opposing team; to do so is a "pick". B. In the event of a pick, the obstructed player must immediately call "Pick" loudly; play stops and is resumed after a check, unless the continuation rule [XIX.2] applies. 4. When the disc is in the air, players must play the disc, not the opponent. 5. The Principle of Verticality: All players have the right to the space immediately above them. Thus, a player cannot prevent an opponent from making an attempt on a pass by placing his/her arms above an opponent. Should contact occur, the player restricting the vertical area is responsible. 6. A player who jumped is entitled to land at the same spot without hindrance by opponents. S/he may also land at the another spot provided the landing spot was not already occupied at the time of take-off and that the direct path between the take-off and landing spot was not already occupied. XIX. Clarifying Statements on Fouls, Violations and Picks 1. Cardinal Rule: Whenever an infringement of the rules or a time out occur, play is halted and the disc is put back into play at the point of the last possession before play was stopped. (Note exceptions under Turnovers (XII.4) and Catching Fouls (XVI.4). 143 2. Continuation Rule: A. Disc In the Air 1. If a foul, violation, or pick is called while the disc is in the air, the play is always completed. 2. If the team which called the foul, violation, or pick gains possession as a result of that pass (e.g., an incomplete pass following a travelling violation, or offensive foul), play continues unhalted. In this situation, players should call "play on." 3. If the pass is completed, but the defensive effort on the pass was affected by the violation (e.g. picks), the pass does not count and possession reverts back to the thrower. B. Disc Not in the Air 1. If a foul, violation, or pick is called while the disc is not in the air, and a player attempts a pass before play has stopped, and the pass is incomplete, it is a turnover. 2. If a foul, violation, or pick is called while the disc is not in the air, and a player attempts a pass before play has stopped, and the pass is completed, the pass does not count, and possession reverts back to the original thrower. C. It is the responsibility of the player who made the call to call out "Play on" to indicate that this rule has been invoked. 3. If there is ever a failure to come to an agreement over any call, the disc reverts back to the thrower after a check. 4. If offsetting catching fouls are called by offensive and defensive players on the same play, the disc reverts back to the thrower after a check. 5. Any time the marker's count is interrupted by the call of a foul, violation, pick, or time-out, the count is resumed as follows: Defensive Foul Uncontested Defensive Foul Contested . Offensive Foul . . . . . . Travel or Pick . . . . . . Strip. . . . . . . . . . . Fast Count / Double Team - First Call . . . . . . - Second Call . . . . . . Time Out . . . . . . . . . Contested Stall. . . . . . . . . . . . . . . . . . . . . 0 same or 5 if over 5 same same or 5 if over 5 0 . . . . . . . . . . . . subtract 2; no check 0 same 8 6. When play resumes after a time-out, the stall count is continued from where it was when time-out was called. The marker must initiate the count by calling "Stalling" or "Counting". 7. If the marker counts too fast, the thrower may call "fast count." A. The first "fast count" call is a warning. On the first "fast count" call, the marker must subtract 2 from the stall count. B. If "fast count" is called again within the same 10 seconds, play stops and is resumed after a check with the count reset to zero (0). C. The continuation rule [XIX.2] applies to fast counts. 144 D. If the fast count occurs in such a manner that the thrower does not have a reasonable opportunity to call "fast count" before the utterance of the word "ten," the play is treated the same as a contested stall [XIV.5(F)]. 8. Should a foul or violation result in possession reverting to a thrower who was airborne while releasing the disc, play shall be restarted at the point on the playing field proper closest to the location from which the throw was made. [1995] A. Observers 1. Before the game, the captains may decide to select up to six (6) experienced non-players to act as Observers. In this role, their job is to carefully watch the action of the game. They do not actively call any fouls, violations, picks, or line calls. 2. When a dispute arises concerning a foul, violation, pick, line call, or an interpretation of the rules which cannot be resolved by the captains to make the call, A. The observer with the best view of the play makes the call. If the observers so choose, they may discuss the play among themselves before rendering a decision. B. By calling in the observers, the teams agree to abide by the observers decision. B. Etiquette 1. If a foul is committed and not called, the player who commits the foul should inform the infracted player of the foul. 2. It is the responsibility of both teams to minimize the time taken between each goal and the ensuing throw-off. 3. If the receiving team wishes to have an out-of-bounds throw-off re-thrown, they should give the re-throw signal as soon as possible. 4. It is a violation against the spirit of the game for a defensive player to call for a pass from the thrower. 5. Should a dispute or confusion arise on the field, it should be common practice to stop play, and resume play with a check when the matter is resolved. 6. In the case where a novice player commits a violation out of sincere ignorance of rules, it is common practice to stop play and explain the violation. C. Historical Record of Clarifications and Amendments This section describes the various Clarifications and Amendments that have been made to the rules over the years. Note that these changes have already been included in the rules as presented in this document. They are listed here together with clarifying commentary for those who are interested in how and why the rules have changed. Additions are shown in bold, deletions are marked with [square brackets], and clarifying comments are in italics. Follow the [GO] link to jump to the affected rule. 1995 Clarifications and Amendments II. CLARIFYING STATEMENTS 1. Phrases: E. Ground Contact: All player contact with the ground directly related to a specific event or maneuver, including landing or recovery after being off-balance, e.g., jumping, diving, leaning,or falling. [GO] F. Possession of the disc: Sustained contact with, and control of, the non-spinning disc. 145 a. To catch a pass is equivalent to establishing possession of that pass b. Loss of control due to ground contact related to a pass reception negates that receiver's possession up to that point. [GO] (These added definitions add a great deal of clarity within the rules, much of which will be explained below. Among other things, it enables us to get rid of XV.10, see below. It also defines a "catch" for the first time, and makes that definition (by adding the worlds "and control of") closer to the ordinary usage of the word. Without this clause, a person on the ground who is unaware of the disc resting on his/her back, to cite an extreme example, would be in possession of the disc. No longer.) VI. TIME-OUTS 1. Time-out E. During play, only [the person with] a player who has established a pivot foot and who has possession of the disc can call a time-out. [GO] (This makes it clear that a person executing "the greatest," i.e., a person who jumps up catches the disc, and throws it before s/he lands, can not call a time out while in mid-air.) F. When play resumes after a time-out: 1. The player who had possession puts the disc into play. 2. The disc is put into play at the location where the disc was when the time-out was called. [If the disc was out-of-bounds when the time-out was called, the disc is put into play at the point on the playing field proper nearest to where the disc went out-ofbounds. If the disc was in the end zone when the time-out was called, the disc is put into play at the point in the end zone where the time out was called.] [GO] (Between the new clarification that you need a new pivot foot to put the disc into play, and a clarification in section XIX, this rule is not needed. In any event, a player now needs to have a pivot foot when s/he calls a time-out, and so it can not be called from out of bounds.) VIII. STARTING AND RESTARTING PLAY 3. Throw-offs: H. If a member of the receiving team catches the throw-off on the playing field proper, that player must put the disc into play from that spot. If the throw-off is caught in either endzone, the player takes possession at that point, and puts the disc in play as described in section X (ENDZONES). If the throw-off is caught out-of-bounds, it is put into play as described in section IX.7 (OUT-OF-BOUNDS). [GO] (The rules do not currently state what happens when a player, who is not standing on the playing field proper, catches the throw-off. This addition codifies the way we all already play.) IX. OUT-OF-BOUNDS 7. To start or restart play after the disc has gone out-of-bounds, a member of the team gaining possession of the disc must carry the disc to the point on the playing field proper nearest where the disc [went out of bounds] last crossed the perimeter line, and put the disc into play at that point. [GO] (This amendment is technical in nature, and makes the wording more accurate as to how the game is currently played.) XII. TURNOVERS 2. A pass is considered intercepted if a defensive player catches a pass. If a defensive player catches a pass and accidentally loses possession of it before or during ground contact related 146 to that catch (II.1.F.b), the defender is considered to have blocked rather than intercepted the pass. [GO] (This change clarifies what happens when a player intercepts the disc and accidentally drops it when (or before) s/he hits the ground. In such an instance, the disc goes to the defender's team, and the play is considered as though it were a block. This is the way we already play, although the rules were not clear. The definitions added in section II also come into play here.) XIII. THE THROWER 3. The thrower must establish a pivot foot and may not change that pivot foot until the throw is released, except in the case where the thrower has just received a pass and is throwing before the third ground contact in accordance with XV.5. [GO] (This FINALLY clears up the long standing contradiction between XV.5 -- the third ground contact rule -- and the fact that this rule requires a pivot foot in order to throw. We simply make an explicit exception in that case. It also makes clear that "the greatest" is legal.) 7. A defensive player who establishes possession of the disc becomes the thrower, but may not throw the disc before s/he establishes a legal pivot foot. To do so is a travelling violation. [GO] (And this section finally defines when a defensive person becomes an offensive person. It also makes clear that the "third ground contact rule" does not apply to a defensive person--s/he must have a pivot foot. Additionally, a "defensive greatest" would be a travelling violation.) XV. THE RECEIVER 3. [The receiver gains possession by demonstrating sustained contact with a non-spinning disc.] [GO] (This section is not needed anymore, because of our new definitions in section II.) 5. If the receiver is running or jumping as s/he catches the disc, the receiver may throw a pass before the third ground contact after catching the disc without coming to a complete stop; however, change in direction or increase in speed while in possession of the disc is a travelling violation. [GO] (This makes more clear the conditions under which an offensive player does not have to establish a pivot foot without travelling, and also makes it clear that "the greatest" is a legal play.) 10. [First ground contact determines possession. The ground can cause an incomplete pass, resulting in a turnover.] [GO] (We have finally deleted what is probably the worst written rule in Ultimate. The problem is not only that no one plays that way, but the two sentences themselves contradict each other. Suppose a receiver lays out in the endzone, catches the disc, smashes to the ground, and drops it. Everyone plays that as a turnover. And, in fact, the second sentence in this clause says it's a turnover, but the first sentence above says that receiver has possession. Not only that, but the first sentence contradicts the old XV.3 rule which says that possession is determined by sustained contact with a non-spinning disc. With our new definitions in section II, we can get rid of this.) XIX. CLARIFYING STATEMENTS ON FOULS, VIOLATIONS AND PICKS 8. Should a foul or violation result in possession reverting to a thrower who was airborne while releasing the disc, play shall be restarted at the point on the playing field proper closest to the location from which the throw was made. [GO] (This answers the question of where to start play when a player making "the greatest", leaps out of bounds, and because of a foul, gets the disc back and must restart play.) 147 1992 Amendments and Changes II. CLARIFYING STATEMENTS 1. Phrases: B. To "put the disc into play" means that the thrower establishes a pivot foot and is ready to throw. To put the disc into play at a particular point on the field means to place the pivot foot at that point on the field. [GO] D. "Throw-off position" is the particular arrangement of positions (which end zone each team is defending) and possession (which team is to throw-off) in effect before a throwoff. [GO] VIII. Starting and Restarting Play 2. Start of periods of play: A. Representatives of the two teams each flip a disc. The representative of one team calls "same" or "different" while the discs are in the air. The team winning the flip has the choice of: [GO] C. The second half begins with an automatic reversal of the initial throw-off position. [GO] D. In a game to time, if overtime periods are needed, the disc flipping procedure is repeated for the first overtime period. The initial throw-off position of subsequent overtime periods is the reverse of the throw-off position that started the previous overtime period. [GO] 3. Throw Off K. If the throw-off lands out-of-bounds, the receiving team, before touching the disc, makes a choice of: 3. Invoking the Middle/Brick Rule. If the throw-off lands outside the field of play, the receiving team may choose to put the disc into play at the halfway between the two sidelines either at the point where the disc went out-of-bounds or at a point 10 yards upfield from the goal line they are defending. To invoke the "middle/brick rule," the member of the receiving team who is going to receive the throw-off shall fully extend one hand above his/her head and call "middle" or "brick". The player must let the disc hit the ground. On such a call, the offensive player may use a "self check," meaning he/she picks up the disc and the nearest defensive player says "in play." If the nearest player does not immediately say "in play," the offensive player may touch the disc to the ground and yell "disc in play." [GO] George Ferguson, http://www.cs.rochester.edu/u/ferguson/ 148 WFDF Ultimate Rules for play beginning April 1, 2000 ARTICLE IV - ULTIMATE Comment: Ultimate is a team sport in which the team with the higher point total at the end of the game wins. It is played with two teams of seven players on a rectangular field with an endzone at each end. A goal, worth 1 point, is scored when a player/thrower passes the disc to a teammate and it is successfully caught within the confines of the endzone his or her team is attacking. The disc may be advanced solely by passing the disc from one player to another. A player may not run while in possession of the disc. While the team in possession of the disc seeks to advance the disc toward the endzone it is attacking, the opposing team seeks to thwart advancement and obtain possession by forcing a turnover. A turnover results whenever a pass is incomplete, caught or knocked down by an opposing player, touches the ground at any point or is caught by a player out-ofbounds. No overt contact or tackling is allowed. The sport is played on a self-officiated basis, with no referees. All line violation, possession and foul calls are made by the players on the playing field. Outline of contents • 401 Spirit of the Game • 402 Field of Play • • o 402.01 Dimensions o 402.02 Surface o 402.03 Goal Lines o 402.04 Perimeter Lines o 402.05 Markers o 402.06 Restraining Line o 402.07 Line Markings 403 Equipment o 403.01 Disc o 403.02 Protective Clothing o 403.03 Uniform o 403.04 Cleats 404 Rules of Play o 404.01 Rule Variations o 404.02 Length of Game o 404.03 Time-outs A. Non-Injury B. Injury Time -out o 404.04 Substitution of Players A. Goals B. Time-outs 149 C. Injury o 404.05 Starting and Restarting Play A. Captain B. Determining Possession C. Start of Second Half D. Throw-off E. The Check o 404.06 Out-Of-Bounds A. Definition - Disc B. Defensive Players C. Receiving Players D. Definition - Players E. Momentum F. Resumption of Play When Disc Goes Out-Of-Bounds G. Thrower Out-Of-Bounds o 404.07 Endzone Possession A. Defending Endzone B. Endzone of Attack o 404.08 Scoring o 404.09 Turnovers o 404.10 The Thrower o 404.11 The Marker A. Guarding B. Stalling C. Resumption of Count After Foul D. Resumption of Count After Time- out E. Fast Count F. Contested Stall o 404.12 The Receiver A. Possession B. Bobbling C. Traveling D. Simultaneous Catch 150 E. Interception F. Judging G. Force-Out Foul o 404.13 Fouls A. Definition B. Responsibility C. Throwing Fouls D. Catching Fouls E. Aggressive Behavior F. Player Positioning o 404.14 Positioning A. Right to Position B. Avoiding Contact C. Picks D. Principal of Verticality E. Playing the Disc F. Rights of Players Off the Ground o 404.15 Officials A. Definition B. Time-keeper C. Score-keeper D. Observers E. Sanctioned Events o 404.16 Violations A. General B. Calling the Violation C. Traveling D. Strip o 404.17 Stoppage of Play A. General B. Play Continuation Rule C. Disputes D. Offsetting Fouls 151 o 404.18 Etiquette A. Uncalled Fouls B. Time Between Goals and Pulls B. Rethrow Signal C. Disputes D. Novice Consideration • 405 Glossary • 401 Spirit of the Game: Ultimate has traditionally relied upon a spirit of sportsmanship which places the responsibility for fair play on the individual player himself. Highly competitive play is encouraged but never at the expense of mutual respect between players, adherence to the agreed-upon rules of the game or the basic joy of play. The purpose of the rules of ultimate is to provide a guideline which describes the way the game is played. It is assumed that no ultimate player will intentionally violate the rules; there are no harsh penalties for inadvertent infractions but, rather, a method for resuming play in a manner which simulates what would most likely have occurred had there been no infraction. • 402 Field of Play o 402.01 Dimensions: The field of play consists of a 70 yd by 40 yd rectangle (approximately 64 m x 37 m) called the playing field, with a 25 yd by 40 yd rectangle (approximately 23 m x 37 m) called an endzone aligned along each of the 40 yd (37 m) sides. See figure 4.1. o 402.02 Surface: The playing field may have any surface, although well trimmed grass is suggested, which is essentially flat, free of obstructions and holes, and affords reasonable player safety. o 402.03 Goal Lines: Goal lines are lines which separate the playing field proper from the endzones and are part of the playing field proper. o 402.04 Perimeter Lines: Perimeter lines (sidelines and endlines) are lines separating the playing field from the out-of-bounds area and are not part of the playing field. o 402.05 Markers: The corners of the playing field proper and the endzones are marked by cones made of a brightly colored, flexible material. o 402.06 Restraining Line: A restraining line shall be established 5 m from the playing field to ensure that the sidelines remain clear during play. 152 o • 402.07 Line Markings: All lines shall be marked with a non-caustic material and shall be between 2 in and 4 in (approximately 5 cm and 10 cm) wide. 403 Equipment o 403.01 Disc: Any flying disc may be used as long as it is acceptable to both team captains and meets the requirements set forth in Article I of the WFDF rules. If the captains cannot agree, a disc designated by the WFDF Ultimate Committee as an official disc for the event shall be used. If no such disc has been designated, any disc designated by the WFDF Ultimate Committee as an approved disc for ultimate play shall be used. If the teams cannot agree upon a specific approved disc for play, two options are available: 1. each team shall supply the approved disc(s) for one half of the game using the disc flipping method (104.03) to determine the order of use; or; 2. if that solution is not acceptable to both teams they shall resolve the disagreement through the disc flipping method. The team winning the flip shall then supply the approved disc(s) for the entire game. 3. Additional spare discs (approved in accordance with this section) may be held by any officials to be used by the offense to replace an out-of-bounds or damaged disc at the offense's discretion. This rule is limited to the following situations: out-of-bounds pull receptions, between points, during time-outs, or during stoppages of play due to fouls or violations. • o 403.02 Protective Clothing: Players may wear any soft protective clothing so long as it does not endanger the safety of any other player. o 403.03 Uniform: The players of each team shall wear a uniform or other clothing that distinguishes them from the players of the other team. o 403.04 Cleats: Cleats are permitted; however, players may not use any cleats which have any metal exposed. 404 Rules of Play o 404.01 Rule Variations: Any of these rules may be changed by mutual agreement of the captains of the two teams, subject to the approval of the tournament director. o 404.02 Length of Game: A full-length game lasts until one team reaches a score of at least 19 goals with a lead of at least two goals, or until a team scores 21 goals. There is to be a 10minute halftime when one team reaches 10 goals. When tournament schedules or other circumstances make it necessary, games can be shorter. Guidelines on shorter game formats and how to cap games constricted by time can be found in the Tournament Directors' Manual published by the WFDF Ultimate Committee. o 404.03 Time Outs: A. Non-Injury: Each team is permitted two non-injury time-outs per half in games to 17 or less, and three non-injury time outs per half in games to 18 or more. Each team is permitted exactly one time-out in overtime. Overtime occurs when the score is tied at one point less than the number of points for which the game was originally scheduled. 1. Time to Call: A time-out may be called by either team, after a goal and prior to the ensuing throw-off, or may be called by the player in possession of the disc during play. 2. Duration: Time-outs shall not exceed 2 minutes in length. 3. Signal: A player or captain calling time-out must form a "T" with his or her hands and call, "Time-out," loudly enough to permit the other players to hear the request. 153 4. Resumption of Play: When play resumes after a time-out, the player who had possession prior to the time-out puts the disc into play. If the player who had possession is no longer on the field, the player replacing him puts the disc into play. If the disc was out-of-bounds when the time-out was called, the disc is put into play at the point on the playing field proper nearest to where the disc went out-of-bounds. Play shall be resumed through the use of a check and all other players may set up in any position on the field. 5. When a timekeeper is available, the 2-minute time limit for time-outs shall be enforced in the following manner: (a) Between points: Each time-out between points extends the time between goals by 2 minutes. Play is restarted as described in 404.05.D. However, when a time-out between points has occurred, the timekeeper gives an additional warning signal 30 seconds before the offense must be ready to receive the throw-off. (b) During points: The timekeeper shall signal when thirty (30) seconds are remaining and when fifteen (15) seconds are remaining. At the end of 2 minutes all offensive players must have established stationary positions and the thrower must signal readiness. If the offense is not ready at the end of 2 minutes then the timekeeper shall signal that the time-out has expired and the marker may initiate or resume the stall count immediately. Otherwise, the defense has an additional fifteen (15) seconds to establish positions, during which time the offense must remain stationary. The timekeeper shall give a final signal when these 15 seconds have elapsed at which time the offense may begin play immediately. If both teams are ready at any time before the final signal is given then play is restarted with a check as in 404.03.A.4 and all remaining timekeeper signals are dispensed with. o B. Injury Time-out: An injury time-out may be called by any player, and shall not count as one of the time outs allotted in section 404.03(A). An injury time-out results in a team time-out if the injured player does not leave the game unless the injury is the result of a foul. 1. Disc in Play: If the disc was in the air at the time an injury occurred and a time-out is called, play continues until possession of the disc is gained by a player. 2. Resumption of Play: When play resumes after an injury time-out, the player who had possession when the time-out came into effect puts the disc into play through the use of a check at the same location the disc was when play stopped. All other players must assume their respective positions on the field when play was stopped. Players may not set up when restarting play after an injury time-out, unless it is also a team time-out. 3. Bleeding wounds: If any player has an open or bleeding wound, that player shall take an immediate injury substitution and may not rejoin the game until the wound is treated and sealed. • 404.04 Substitution of Players: o A. Goals: Substitution of players may be made only after a goal and before the ensuing throwoff, before the beginning of a period of play, or to replace an injured player. o B. Time-Outs: Substitutions may not be made during a time-out taken during play other than for an injury. o C. Injury: If a team substitutes a player or players for an injured player or players, the opposing team may also make an equal or lesser number of substitutions at that time. 154 • 404.05 Starting and Restarting Play: o A. Captain: Before a game starts, each team designates one captain to represent that team in disagreements and arbitration. o B. Determining Possession: To determine possession at the start, the disc-flipping method shall be used. The captains of the two teams each flip a disc. The captain of the team so designated calls "Same," or "Different," while the discs are in the air. The winner of the flip shall choose to throw or receive the initial throw-off or select a goal to defend. The loser shall be given the remaining choice. o C. Start of Second Half: The first point of the second half shall begin with a reversal of the first point of the first half. Each team shall defend the goal they attacked, and the team that received should pull and vice versa. o D. Throw-off: Play starts at the beginning of each half or overtime period and after each goal with a throw-off. 1. Each time a goal is scored, the team switches the direction of their attack and the team which scored throws-off. 2. Positioning Prior to the Throw-off: (a) Throwing Team - The players on the throwing team shall remain inside the endzone they are defending prior to the disc being released on the throw-off, but may move anywhere within said endzone. (b) Receiving Team - The players on the receiving team must, prior to the release of the disc, stand with one foot on the goal line adjoining the endzone they are defending, and may not change position relative to one another. 3. Signal: The throw-off shall be made only after the thrower and a player on the receiving team raise a hand to signal their team's readiness to begin play. 4. Commencement of Play: As soon as the disc is released by the thrower, all players may move in any direction. 5. Interference: No player on the throwing team may touch the throw-off in the air before it is touched by a member of the receiving team. 6. Reception Within the Playing Field: Whenever a member of the receiving team gains possession of the throw-off within the playing field (including the endzone), that player must put the disc into play from the point at which he or she gained possession. 7. Failure to Catch After Touching: Whenever a member of the receiving team touches the disc during its flight (whether in or out-of bounds) and the receiving team subsequently fails to catch the disc prior to its touching the ground, the team throwing-off regains possession of the disc where it stops. 8. Landing Untouched: Whenever the receiving team permits the disc to fall untouched to the ground and the disc lands and remains in-bounds, the receiving team gains possession of the disc where it stops. If the disc lands in-bounds and subsequently touches an out-of-bounds area, the receiving team gains possession in the playing field proper nearest where the disc first went out-of-bounds. 9. Out-of-Bounds: If the throw-off is caught out-of-bounds, the receiver must carry the disc to the point on the playing field proper nearest where the disc last crossed the perimeter line and put the disc into play at that point. Whenever an untouched throw-off lands out-of-bounds, the receiving team may make the choice of putting the disc into play at the at the nearest point on the playing field proper to where the disc crossed the perimeter line, requesting a rethrow, invoking the "middle rule", or invoking the "brick rule". 155 (a) Rethrow: To request a rethrow, any member of the receiving team shall fully extend one hand above his or her head and call, "Over." Once the rethrow signal is given, the original throw-off can no longer be put into play. (b) Middle Rule: The receiving team may choose to put the disc in play halfway between the two side lines perpendicular to the point on the perimeter line where the disc went out-of-bounds. The receiver of the pull must indicate this by extending one hand over his or her head and calling "Middle," before picking the disc up. The player may then carry the disc to the appropriate place, touch it to the ground, call "Disc in play," and put the disc in play. If the disc crossed the perimeter line of the endzone that the receiving team is defending, the player invoking the "middle rule" must put the disc into play on the goal line. (c) Brick Rule: The receiving team may choose to put the disc in play halfway between the two side lines at a point 20 yd (approximately 18 m) upfield from the goal line which they are defending. The receiver of the pull must indicate this by extending one hand over his or her head and calling "Brick," before picking the disc up. The player may then carry the disc to the appropriate place, touch it to the ground, call, "Disc in play,", and put the disc in play. 10. The time limit between the scoring of a goal and the ensuing throw-off is sixty (60) seconds for the receiving team, and seventy-five (75) seconds for the throwing team. When a timekeeper is available, the following rules for enforcing these limits shall also apply: (a) As soon as a goal is scored (in the event of a discussion, as soon as the goal is acknowledged by the defending team), the timekeeper starts a clock. After forty-five (45) seconds, the timekeeper signals the receiving team that it has fifteen seconds before the minute runs out. (b) If after sixty seconds the receiving team has acknowledged that it is ready, the timekeeper signals the throwing team that it has fifteen seconds before the seventy-five seconds run out. (c) If the receiving team does not acknowledge that it is ready before the sixtysecond signal, that team loses a time-out if it has any time-outs remaining. The timekeeper then signals that a time-out has been assessed, and a regular timeout for that team takes place. If the receiving team has no time-outs remaining then a time-out does not occur, there is no pull, and the receiving team takes possession of the disc 15 yards behind their own goal line, midway between the two sidelines. Play is restarted with a check. (d) If the throwing team does not throw before the seventy-five second signal, that team loses a time-out if it has any time-outs remaining. The timekeeper then signals that a time-out has been assessed, and a regular time-out for that team takes place. If the throwing team has no time-outs remaining then a timeout does not occur, there is no pull, and the receiving team takes possession of the disc at the brick mark nearest the goal it is attacking. Play is restarted with a check. (e) The receiving team must signal its readiness in accordance with rule 404.05.D.3. Note that players must establish and hold their positions in accordance with rule 404.05.D.2.b prior to signaling readiness. (f) The rules in this section (404.05.D.11) shall also apply at the beginning of each half of play, except that the timekeeper shall give warning signals at 30 seconds before the receiving team must acknowledge readiness, 15 seconds before the receiving team must acknowledge readiness, and 15 seconds before the throwing team must throw. 156 (g) The preferred method of signaling by a timekeeper shall be the use of a whistle, following procedures outlined in the WFDF Tournament Director's Guide. o E. The Check: 1. Stopped Play: Whenever play stops, other than by the scoring of a goal, play shall resume with the marker touching the disc held by the thrower. If the thrower attempts a pass before the marker touches the disc, the pass does not count regardless of whether it is complete or incomplete, and possession reverts back to the thrower. 2. Player's Movement to Stop: Whenever play is halted other than after a goal or at the end of a period of play, the movement of all players must quickly stop so that the relative positions of the players at the time of the stoppage is preserved as closely as possible. The players shall remain in their respective locations until the marker restarts play by touching the disc held by the thrower. During the check, the players shall ascertain the proper positioning of all the players and the players' readiness to continue. • • 404.06 Out-of-Bounds: o A. Definition - Disc: A disc is out-of-bounds when it first contacts an out-of-bounds area or contacts anything which is out-of-bounds. The disc in flight may pass over an out-of-bounds area and return to the playing field without being declared out-of-bounds so long as it does not contact an out-of-bounds area or anything which is out-of-bounds. o B. Defensive Players: Defensive players may go out-of-bounds to make a play on the disc. o C. Receiving Players: Receiving players may not go out-of-bounds to make a play on the disc. For a receiver to be considered in-bounds at the time of gaining possession of the disc, the player's first point of contact with the ground must be completely in-bounds. If any portion of the first point of contact is out-of-bounds, the player is considered out-of-bounds. o D. Definition - Player: A player is out-of-bounds whenever he or she is contacting an out-ofbounds area. When a player is in the air, whether he or she is in or out-of-bounds is determined by where he or she last contacted the ground. o E. Momentum: In the event the momentum of a player carries him out-of-bounds after making an in-bounds reception, the player is considered in-bounds. The player shall resume play at the point he or she went out-of-bounds. o F. Resumption of Play When Disc Goes Out-of-Bounds: To restart play after the disc has gone out-of-bounds, a player of the team gaining possession of the disc shall carry the disc to the point on the playing field proper closest to the point where the disc went over the perimeter line, and establish a pivot foot at that point, not within the perimeter line, before putting the disc into play. The opposing team gains possession of the disc where it left the field of play only if the defense did not subsequently contact the disc. If the defense contacted the disc, the disc must be put into play at the point on the playing field proper closest to where the contact occurred. o G. Thrower Out-of-Bounds: The thrower may pivot in and out-of bounds without being declared out-of-bounds, providing that some point of his or her pivot foot is in contact with the playing field. 404.07 Endzone Possession: o A. Defending Endzone: If a team obtains possession in the endzone which it is defending, the player taking possession must make the immediate decision to either put the disc into play from the point he or she took possession or carry it directly to the closest point on the goal line from the point he or she took possession and put it into play from there. If the latter option is chosen, the player taking possession may not throw a pass until he or she is at the proper point at the goal line. 157 1. Faking or Pausing: If a player fakes or pauses after gaining possession within his or her endzone, said fake or pause shall be a commitment by the player that he or she will be putting the disc into play at the point he or she initially received possession. 2. Pass From Teammate: If, as a result of a pass from a teammate, a player receives a disc in the endzone which his or her team is defending, that player may not carry the disc to the goal line, but shall put the disc into play from the point of possession. o • • • • B. Endzone of Attack: If a team gains possession by interception in the endzone which it is attacking, the player taking possession shall carry the disc directly to the closest point on the goal line, from the point of possession, and put the disc into play from there. 404.08 Scoring: o A. Requirement: A goal is scored when a thrower completes a pass to a receiver while the receiver is within the endzone which his or her team is attacking. o B. In order for the receiver to be considered in the endzone at the time he or she gains possession, his or her first point of contact with the ground after the catch must be completely in the endzone. o C. In the event a receiver's momentum carries him into the endzone after establishing possession in the playing field proper, he or she shall carry the disc back to the closest point on the goal line from the initial point of possession, and put the disc into play from that point. o D. A player must be completely in the endzone and acknowledge that he or she has scored a goal. If that player plays the disc unknowingly into a turnover, then no goal is awarded. 404.09 Turnovers: o A. A change of possession shall result whenever a turnover occurs. o B. A change of possession with a check shall occur; whenever the marker's stalling count reaches the maximum number, as set forth in section 404.11(B) herein, the disc is handed from player to player, a thrower intentionally deflects a pass to himself off another player, a thrower catches his or her own throw, or a player calls time out when his or her team has no time outs left. However, the thrower catching his or her own throw shall not result in a turnover if the disc is touched by another player during its flight. 404.10 The Thrower: o A. A player may become "the thrower" by fielding a pull, receiving the disc from a teammate, intercepting a pass from an opponent, or by picking up the disc after a turnover. Whenever the disc is on the ground following a turnover, whether in or out-of-bounds, any player becoming offense may take possession of the disc and become the thrower. A defensive player who establishes possession of the disc becomes the thrower, but may not throw the disc before he or she establishes a legal pivot foot. To do so is a travelling violation. o B. Prior to releasing a throw, the thrower must establish a pivot foot and may not change that pivot foot until the throw is released except in the case of an offensive player who has just received a pass and is throwing before the third ground contact in accordance with 404.12(C). The thrower has the right to pivot off the pivot foot in any direction. However, once the marker has established a legal position, the thrower may not pivot into him. The thrower may throw the disc in any manner and in any direction he or she chooses. o C. In the event the disc is dropped by the thrower without defensive interference, it is considered an incomplete pass. 404.11 The Marker: o A. Guarding: At any time, only one defensive player may guard the thrower. A player is said to be guarding the thrower if he or she is within 3 m of the thrower's pivot foot and is not within 3 m 158 of any other member of the offensive team. A thrower guarded by more than one defender shall call, "Double team." The first time this occurs during any one count, the marker should immediately subtract 2 seconds from the count and continue without interruption. The second time this occurs is a foul and the count shall be reset to zero with a check. 1. When guarding the thrower, the marker may not straddle the pivot foot of the thrower. 2. When guarding the thrower, the upper body of the marker must be at least one disc's diameter from the upper body of the thrower at all times. It is the mutual responsibility of both players to respect each other's position and not encroach into the other's area once it is established. 3. When guarding the thrower, the marker cannot position his or her arms in such a manner as to restrict the thrower from pivoting. o B. Stalling: Once a marker is within 3 m of the thrower, he or she may initiate a count. This consists of the marker calling, "Stalling," and then counting at one second intervals to ten. If the thrower has not released the disc by the first sound of the word "ten," then a change of possession with a check shall result. If during the stall count, the defense switches markers, the new marker must begin a new count at zero. In the event of a stall, the once-marker, now offensive player, does not have to take the disc after the check. The once-thrower, now marker, checks the disc to the new thrower. If he or she does not want the disc, the marker "checks" the disc by placing it on the ground and calling "In play." o C. Resumption of Count After Foul: If a marker's stalling count is interrupted by a call being made, after the call is resolved the stalling count shall be resumed in the following manner: 1. If the call was against the defense, the count shall be reset to zero, unless contested and over five, in which case it resumes at five ("Stalling, six..."). 2. If the call was against the offense, the count continues from the point of interruption. o D. Resumption of Count After Time-out: When play resumes after a time-out, the stall count shall continue from the point of interruption o E. Fast Count: If the marker counts too fast, the thrower may call, "Fast count." The first time this occurs during any one count, the marker should immediately subtract two seconds from the count and continue without interruption. The second time this occurs is a foul and the count shall reset to zero with a check. o F. Contested Stall: The thrower may contest a stall call if he or she believes that he or she had released the disc before the first utterance of the word "ten." 1. In the event of a contested stall, if the pass is completed, play stops and possession reverts back to the thrower. After a check, the marker starts the stall count at eight. 2. In the event of a contested stall, if the pass is incomplete, it is a turnover and play continues without interruption. • 404.12 The Receiver: o A. Possession: A receiver gains possession by demonstrating sustained contact and control of a non-spinning disc while the receiver is on the ground and in-bounds. Loss of control due to ground contact related to a pass reception negates that receiver1s possession up to that point. o B. Bobbling: Bobbling to gain control of the disc is permitted, but purposeful, controlled bobbling to oneself in order to advance the disc is considered traveling and is not allowed. For purposes of this section, bobbling shall include tipping, delaying, guiding or brushing the disc. o C. Traveling: If the receiver is moving when he or she catches a pass, he or she shall be permitted the fewest number of steps required to come to a stop and establish a pivot foot. Further, a receiver who catches the disc while running or jumping may continue to run and 159 throw a pass so long as the throw is released prior to the receiver making three contacts with the ground and that he or she makes no change in direction or increase in speed during his or her tenure of possession. Violation of this section shall constitute traveling (see 404.16(C)). • o D. Simultaneous Catch: If the disc is caught simultaneously by offensive and defensive players, the offense retains possession. o E. Interception: A pass is considered intercepted if a defensive player catches a pass. If a defensive player catches a pass and accidentally loses possession of it before or during ground contact related to that catch, the defender is considered to have blocked rather than intercepted the pass. o F. Judging: If a pass arrives in such a manner that it is unclear whether a catch was made before the disc made contact with the ground (grass is considered part of the ground), the player with the best perspective shall decide whether a good catch was made. Further, if it is unclear whether a receiver was in or out-of-bounds at the point of making a catch, the player or players with the best perspective makes the call. o G. Force-Out Foul: If a receiver is airborne at the time he or she takes possession of the disc, and prior to landing is contacted by a defensive player, and said contact causes the receiver to land out-of-bounds, the receiver shall either call himself out-of-bounds or call a force-out foul on the defensive player. If this foul occurs in the end zone and it is uncontested, a goal is awarded. 404.13 Fouls: o A. Definition: Fouls are the result of physical contact between opposing players. A foul may be called by the player who has been fouled and must be announced by calling out the word, "foul" loudly and immediately after the foul has occurred. o B. Responsibility: The player initiating contact shall be the player guilty of the foul. o C. Throwing Fouls: A throwing foul may be called when there is contact between the thrower and the marker, prior to the release of the disc by the thrower. Contact occurring during the thrower's follow through is not sufficient grounds for a foul, but should still be avoided whenever possible. 1. When a foul is committed by the thrower or the marker, play stops and possession reverts back to the thrower, after a check. 2. If the thrower is fouled in the act of throwing and the pass is completed, the foul is automatically declined and play continues without interruption. 3. If the marker is fouled during the thrower's act of throwing and the pass is not completed, play continues without interruption. If the pass is completed, the disc is returned to the thrower after a check and the stall count is resumed from the point of interruption. 4. Should a foul or violation result in possession reverting to a thrower who was airborne while releasing the disc, play shall be restarted at the point on the playing field proper closest to the location from which the throw was made. o D. Catching Fouls: 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 shall not constitute a foul. 1. Interference: If a player makes contact with an opponent before the disc arrives and therefore interferes with that opponent's attempt to make a play on the disc, that player has committed a foul. 160 2. If a player's attempt to make a play on the disc causes contact with a legitimatelypositioned, stationary opponent, either before or after the disc arrives, that player has committed a foul. 3. If a catching foul occurs and is uncontested, the player fouled gains possession at the point of the infraction. If the call is disputed, possession of the disc reverts back to the thrower. If an uncontested foul, with the exception of a force-out foul (see 404.12 (F)), occurs in the end zone the offensive team is attacking, the player fouled gains possession at the closest point on the goal line to the infraction. • • o E. Aggressive Behavior: Dangerously aggressive behavior or reckless disregard for the safety of fellow players shall constitute a foul. o F. Player Positioning: After a foul is called, all players shall remain in the position they held at the time of the foul until play is resumed. 404.14 Positioning: o A. Right to Position: Every player, with the exception of the thrower as set forth in section 404.10(B), is entitled to occupy any position on the field not occupied by any opposing player, provided that he or she does not cause personal contact in taking such a position. o B. Avoiding Contact: It is always the responsibility of all players to avoid contact in any way possible. Violent impact with legitimately-positioned opponents constitutes harmful endangerment, is a foul and must be strictly avoided. o C. Picks: No player may establish a position, or move in such a manner, so as to obstruct the movement of any player on the opposing team. In the event of a pick, the obstructed player shall immediately call "Pick," loudly. Play shall then be stopped and be resumed only after a check, with the stall count resuming from the point of interruption or to five if the count is over five. o D. Principal of Verticality: All players shall have the right to the space immediately above them. Accordingly, a player cannot prevent an opponent from attempting to catch a pass by placing his or her arms above an opponent. If a player so places his or her arms, and contact occurs, a foul may be called. o E. Playing the Disc: Whenever the disc is in the air, all players shall play the disc in lieu of the opponent. o F. Rights of Players Off the Ground: A player who has jumped is entitled to land at the same point without hindrance by opponents. He or she may also land at another point provided the landing point was not already occupied at the time of his or her takeoff and if the direct path between the takeoff and landing point was not already occupied at the time of takeoff. 404.15 Officials o (A) Definition: A number of non-playing officials may be involved in a game of ultimate. Such officials include time-keepers, score-keepers and observers. Their role is to assist the teams, not to enforce the rules. A single person may perform multiple official duties. o (B) Time-keeper. A single time-keeper may be appointed to signal time elapsed between points, during time-outs and to signal the start or end of a playing period. o (C) Score-keeper. A single score-keeper may be appointed to keep score and indicate to the captains the completion of a half, the game, the number of time-outs used or remaining, or the fact that the game has gone into overtime. o (D) Observers. 1. At their discretion, the captains may agree upon up to six experienced individuals, who are not participating in the game, to act as observers. The duty of the observer is to 161 carefully watch the action of the game for the sole purpose of rendering a decision in the event of a dispute that cannot be resolved. Observers shall remain passive and shall not make any calls on their own initiative. 2. When a dispute arises which cannot be resolved by the players involved or their captains, the observers may be called upon by the captains to make the call. The observer with the best view of the play makes the call. If the observers so choose, they may discuss the play among themselves before rendering a decision. 3. By calling in the observers, the teams agree to abide by the observers' decision. o • (E) Sanctioned Events: Score-keepers and time-keepers shall be mandatory at all WFDFsanctioned events. 404.16 Violations: o A. General: A violation occurs when a player violates any of the rules in this article, other than the rules relating to physical contact, in any manner. o B. Calling the Violation: A violation may be called by any player who recognizes that a violation has occurred. The player should immediately call, "Violation," or the name of the specific violation, loudly. o C. Traveling: Any journey by a player while in possession of the disc which is in violation of these rules constitutes a travel and is not permitted. 1. At all times a thrower must keep all or part of the pivot foot in contact with the single point on the field established as the pivot point. Whenever the thrower loses contact with that point, he or she has traveled. 2. Whenever a receiver takes more steps than he or she requires to stop after catching a pass, that receiver has traveled. 3. If a receiver, after receiving a pass on the run, releases a pass after making three ground contacts and before coming to a complete stop, that receiver has traveled. 4. If a stall count is in progress and traveling is called, the stall count shall resume from the point of interruption or at "five" ("Stall, six..."), whichever is lower. 5. If the thrower releases a pass after being called for traveling and the pass is incomplete, the pass counts and results in a turnover. o D. Strip: No defensive player may touch the disc while it is in the possession of the thrower or receiver. If a defensive player does so, causing the thrower or receiver to drop the disc, the player who was in possession of the disc calls, "Strip." 1. The player formerly in possession of the disc regains possession at the point where the strip occurred and play shall resume via a check. 2. If a stall count was in progress as the disc was stripped, the count is reset to zero. 3. A contested strip of the receiver is treated the same as a contested catching foul; an uncontested strip in the end zone is a goal. • 404.17 Stoppage of Play: o A. General: Whenever an infringement of the rules or a time-out occurs, play is halted and the disc is put back into play with a check at the point of the last possession before play was stopped, except as otherwise provided by these rules. 162 o B. Play Continuation Rule: 1. If a foul, violation or pick is called while the disc is in the air, play continues until possession of the disc is gained. 2. If the team who would receive the benefit of the call gains possession as a result of a pass committed prior or during the time the call was made, play shall continue unhalted. It is the responsibility of the player who made the call to call out, "Play on," to indicate that this rule has been invoked. 3. If the pass is completed and the foul, violation or pick was called against the offense, the pass does not count and possession reverts back to the thrower, except as provided in 404.13 D (3). However, if the violation did not affect the defensive effort on the pass (e.g. a pick unrelated to the play), the defense should acknowledge this and play is resumed with a check where the pass was caught. o C. Disputes: 1. Principle: Whenever there is a failure to come to an agreement over any call, the disc shall be returned to the last thrower prior to the dispute via a check. 2. Time-limit: After a dispute has gone on for thirty seconds, the official (if available) shall instruct the players involved to resolve the issue as rapidly as possible or return the disc to the last thrower, according to 404.17 C (1). o • • D. Offsetting Fouls: If offsetting catching fouls are called by offensive and defensive players on the same play, the disc shall be returned to the last thrower at his or her point of possession via a check. 404.18 Etiquette: o A. Uncalled Foul: If a foul is committed and not called, the player who commits the foul should inform the infracted player of the foul. o B. Time Between Goals and Pulls: It is the responsibility of both teams to minimize the time used between each goal and the ensuing throw off. o C. Rethrow Signal: If the receiving team wishes to have a throw off which traveled out-ofbounds rethrown, said team should give the rethrow signal as soon as possible. o D. Disputes: In the event a dispute or confusion arises on the field, play should be stopped and subsequently resumed via a check after the matter is resolved. o E. Novice Consideration: In non-tournament play, where a novice player commits a violation due to ignorance of the rules, it shall be common practice to stop play and explain the violation and the rule to the player. 405 Glossary o Check: Temporary possession of the disc by the marker, immediately prior to resumption of play to insure proper positioning and readiness of the players. o Contact: The touching of players on opposite teams with a degree of force. o Defensive Team: Team without possession. o Endzone: Area of the playing field where scores are made. o Goal Line: The line separating the playing field proper from the endzone and not part of the endzone. o Marker: Defensive player guarding the thrower. 163 o Offensive Team: Team with possession. o Out-of-Bounds: Any area not on the playing field, including the perimeter lines. o Perimeter Lines: Lines separating playing field proper or endzone from out-of-bounds area and not part of the playing field. o Pick: A player using his or her body or movements in such a manner so as to obstruct the movement of a player on the opposing team. o Pivot Foot: The foot used by a player to establish position on the field after gaining possession of the disc. o Player: One of the 14 persons who are actually participating in the game at any one time. o Playing Field Proper: Playing field exclusive of the endzones. o Point of Contact: Location on playing field where player contact was made. o Put the Disc in Play: Occurs when the thrower establishes a pivot foot and is ready to throw, or in throw-off situations has given the legal signal to throw-off. o Receivers: All offensive players other than the thrower. o Thrower: An offensive player in possession of the disc or who has just released the disc. o Throw-off: Procedure used to start play or resume play after a goal is scored. The throw-off is accomplished by a player on the team relinquishing possession by throwing the disc from the goal line his or her team shall be defending to a player on the receiving team. o Where the Disc Stops: Refers to the location where a disc is caught, comes to rest naturally, or where it is stopped from rolling or sliding. The World Flying Disc Federation (WFDF) has full copyright to this rulebook. Copies of the book are sold to cover the cost of producing it. Member associations of WFDF are allowed to translate the rules into their own language and to add national supplements as long as the WFDF rules are not altered or contradicted. The WFDF board must be notified of all such translations and receive a copy afterward. 164 Callahan Rules To College Ultimate Version 3.0 11/7/99 Introduction [Version 1.0 of the UPA Experimental Rules were based on version 2.5 of the Callahan Rules. Version 3.0 of the Callahan Rules returns the favor and is based on version 1.0 of the UPA Experimental Rules. CR 3.0 changes the following X-Rules 1.0: 1.4 Observer can explicitly provide additional time to replace, or for a player to retrieve, a disc 2.1 Times before the pull have been modified [experimental for the CCC] 2.1, 2.3 & 2.6 Observer countdowns notifying teams of the time remaining have been updated to reflect current practice 2.3 Clarification that teams receive only one time out after the time cap goes into effect 2.5 Points per game have been changed to 15, win by 2, with a hard cap at 17 2.7 "Quick time out" time for team to match up changed from 30 seconds to 20 seconds 4.2 Team Misconduct Fouls: Observer has the option to remove a player for the remainder of the half 5.1 Clarification to set up times and pull on a re-pull. 6.4 Return of the "interception in the endzone is a goal" rule The Callahan Rules are a series of modifications and additions to the current rules of ultimate. The Callahan Rules build upon the current rules, the 9th Edition with Clarifications (1995) and are an attempt to speed up play and to make ultimate even more fun for players to play and spectators to watch. Wherever possible, the Callahan Rules adhere to ultimate's underlying principle of assuming players will never deliberately foul and to recreate what would have happened had a foul not taken place. However, since many of the suggested rule changes involve "dead disc" fouls where there is no situation to recreate, or situations where a player has clearly overstepped the bounds of good sportsmanship, penalties in the form of inferior field position and/or the awarding of additional time-outs are included. Finally, the Callahan Rules include mechanisms (sections 4.1 Game Misconduct Foul, 4.2 Team Misconduct Foul and 4.3 Automatic Ejection for Fighting) that allow for the removal of players from a half, game or tournament. Under the Callahan Rules, virtually all foul calls remain in the hands of the players, however, select calls (for example, time violations, misconduct penalties, line calls) are made by a neutral Observer or Linesman. In addition, the Observer makes an immediate ruling on all fouls calls that cannot be immediately resolved by the players. This document is divided into 7 sections: • The Observer and Linesmen • Time violations • Contested calls • Misconduct fouls • The pull • Miscellaneous changes and additions • Appendix The Callahan Rules are based on the 9th Edition rules to ultimate with clarifications (1995). Except where superseded by the rules outlined below, the 9th Edition rules remain the controlling document. 165 1.0 The Observer And Linesmen 1.1 Observer Responsibilities Under the Callahan Rules, each game will have one neutral observer ("the Observer") that will be charged with the following duties: • Make sure games start on time • Assess penalties for various time violations (time before the pull, time outs, turnovers) • Rule on contested calls • Assess and track Game and Team Misconduct fouls for unsportsmanlike conduct • Keep score • Remind players at the beginning of the game of various key rules and concepts • Make rulings on line calls (in the event the game is played without Linesmen, and the players involved disagree) • Determine if players are off-sides on the pull (in the event the game is played without Linesmen) • Resolve disputes on whether a caught disc was "up or down" • Announce the time cap (except in situations where the time cap is determined by the tournament director) • Provide game discs when required • Notes the name of any player displaying exceptionally good sportsmanship The players on the field make all foul calls, with the exception of those listed above, however the Observer will rule in the case of a contested foul. In addition to the one Observer, it is strongly recommended that each game have two Linesmen to make active line calls and to assist the Observer on contested foul calls. 1.2 Line Calls In games using Linesmen, the Linesmen will make all calls regarding whether a receiver is in or out of the playing field proper or end zones after catching the disc. Should an offensive player have perspective, and realize the Linesmen has erroneously called a player in-bounds, or in the endzone, they are expected to overrule the call. Conversely, should a defensive player have perspective, and realize that the Linesmen has erroneously called the offensive player out of bounds, or out of the endzone, the defender is expected to overrule the call. For games without Linesmen, the player with the best perspective (i.e. closest to the line in question and with a simultaneous view of the receiver and the playing field boundary) will determine whether the receiver was in or out of bounds. If the players involved cannot quickly make a call, only then is the Observer asked to make a call. If the Linesmen or Observer can't determine whether a player is in-bounds, the call is made in favor of the defense. 1.3 Disc Up or Down The Observer rules on whether a disc has been caught or is a "up or down" should there be a controversy between the players. The Observer makes this call only if the players disagree - this is not an active call. In the situation where an Observer is unable to make a call, the call is made in favor of the defense. 166 1.4 Warped Disc or Unable to Retrieve Disc The Observer will carry or have ready access to, a spare disc that can be substituted for a game disc that has become warped or is difficult to retrieve (for example, in a crowd of spectators) in under 20 seconds (see 2.2). In either of these situations, the Observer will supply a new disc only if the team on offense requests one. Should the Offense request a disc from the Observer, time required for the Observer to provide a spare disc does not count against the above time limits. Any initiated stall count will resume where it was halted when the request was made. If an offensive player does not request a disc from the observer, an offensive player must retrieve the game disc from OB 1.5 Rule Review At the beginning of each game, the Observer will read a brief summary of select rules to the players. This summary will begin with a reminder that ultimate is unique in that it holds players to a higher level of sportsmanship than other sports and that it is a player's responsibility to maintain composure during play. Additionally, players will be reminded that deliberate fouls are, by definition, bad sportsmanship and are subject to a Team Misconduct penalty. Players should also be reminded that dangerous play is to be avoided at all costs. Finally, players will listen to a brief review regarding specific rules: • Throwing before three ground contacts is not necessarily a travel • Loud swearing will result in a misconduct foul against a team and that a third (or more) misconduct foul results in a penalty against your team (see section 4.4) • That the line is out • Not to cross the line before the pull • That the Observer will make best efforts to do his or her job and that excessively arguing with the Observer can result in a misconduct foul • Other reminders as needed 1.6 Observers Are Treated As Neutral Players In order to get the best possible view of any possible fouls, the Observer will typically be on the field of play. Should a thrown disc strike the Observer during play, the disc remains live until it touches the ground or an out of bounds obstacle. An offensive player cannot call a pick, or blocking foul on the Observer. However, a defensive player can call a pick due to interference by the Observer. 1.7 Observer and Time Cap If a tournament director is keeping track of a time cap for individual rounds, the time cap warning can be provided by the director, not the Observer. 2.0 Time Issues & Violations In an effort to speed up the game, the Observer uses a stopwatch or hand counts to time various dead disc situations and makes sure play restarts in a reasonable time. 167 Whenever the disc must be put into play within a certain time limit using a check, failure by either team to meet the time limit supersedes the check, and allows the other team to immediately initiate play, as described in sections 2.2 and 2.3. 2.1 Time Before Pull The receiving team must have 7 players on the line within 70 seconds. The pulling team then receives 20 seconds for final match-ups. The Observer will notify each team before they must be ready ("20 seconds", "10 seconds", "5 seconds", "Play"). Failure to have be set in the allotted time results in the following penalties: • Receiving team fails to have 7 players set on the line within 70 seconds: Receiving team puts the disc in play with a check at the "endzone" mark within 20 seconds • Pulling team fails to have 7 players set on the line and pull within 90 seconds: Receiving team puts the disc in play with a check at the "mid-field" mark within 20 seconds See the Appendix for revised field layout with the following center-of-field markers: 15 yards in to each end zone (the "end zone" mark, 20 yards out from each endzone (the "brick mark") and at 35 yards from the endzone ("mid-field" mark). Play can begin before the full 90 seconds has elapsed. After a minimum of 40 seconds has elapsed since the previous score, either team may give a signal (traditionally a raised hand) indicating that they are ready. If the receiving team gives the initial signal, the pulling team then has 20 seconds to match up and pull the disc. If the pulling team initially signals that it is ready to begin play the receiving team has 20 seconds to get 7 players on the line and indicate that they are ready. Following the ready signal from the receiving team, the pulling team then has an additional 20 seconds to match up and pull. To avoid a delay penalty on the pull, a team that intends to play a point with fewer than 7 players must notify the Observer before the pull. 2.2 Time Between Turnovers If the disc remains on the playing field proper after a turnover (not out of bounds and not in the endzone), the offense gets 10 seconds to put the disc in play. If the disc lands outside the playing field proper, or is dropped on the pull, the offense gets 20 seconds to put the disc in play. A disc that rolls or skips out of bounds, or into the endzone, is considered to have landed outside the playing field proper, and the offense gets up to 20 seconds to put it back in play. The Observer will provide a warning at 5 seconds (and in the case of a disc that has gone out of bounds, 10 seconds) before the disc has to be put in play. Should the offense fail to begin play (by establishing a pivot foot) within the allotted time, the defense can begin the stall count. However, if an offensive player is standing within two meters of the disc or if the thrower is in possession of the disc and standing near the location the disc will be put into play, the marker may issue a delay of game warning, initiate a stall count, and continue regardless of the offense's actions. 2.3 Time and Number of Time-outs Each team gets 2 time-outs per half and each team is permitted exactly one (1) time-out in overtime (i.e. 14-14 in a game to 15) or after the time cap has gone into effect. Time-outs will be 70 seconds in length and the Observer will provide warnings ("20 seconds", "10 seconds", "5 seconds", "Play"). After 70 seconds, the offense must have established stationary positions. The defense then has 20 seconds to match up. Should the offense fail to set up within 70 seconds, the defense may begin the stall count. Should the defense fail to put the disc in play within 20 seconds after the offense is set, the observer will announce "play" and the offense can immediately put the disc into play. 168 Play can resume before the full 90 seconds has expired. If the team taking the time-out has established stationary positions and announces they are ready to resume play, the defense has 20 seconds to check the disc. In the situation where an Observer (for example, in the situation of a Team Misconduct foul) has awarded a time-out to a team, the time-out is reduced from 70 seconds to 30 seconds. 2.4 Assessing Points for Late Arrival Should one (or both) teams fail to have players on the line ready to begin play at the scheduled start time, the Observer will automatically assess a point for every 2 minutes of delay. The first point will be assessed 2 minutes after the scheduled start time. 2.5 Points Per Game Under the Callahan Rules, all games will be played to 15 points, win by 2, with a hard cap at 17 points. There is a time cap at two hours and if the time cap is reached the hard cap is reduced to 2 points above the current high score, or 17 whichever is lower. If, at the discretion of the tournament director, games are capped before two hours, they are still played to 15 points. 2.6 Half-time In games with a two-hour cap, each team is given 10 minutes for half time .If, at the discretion of the tournament director, games are capped before two hours, halftime is reduced to five minutes. The Observer will announce warnings with 20, 10 and 5 seconds remaining before the beginning of the second half. The offense must have 7 players on the line with 20 seconds remaining. The defensive team then receives 20 seconds for final matchups. Failure to have 7 players on the line within the time limits results in the same penalties as in 2.1 Time Before Pull. To give the Observer, Linesmen and spectators a brief break, the full time allotted to half-time must be taken, there are no short half-times 2.7 Time-out During the Pull After a score, either team may take a time out at any point before the pull. However, the total time allowed before the pull is capped at 2 and a half minutes. After a time-out, the receiving team must have 7 on the line ready to receive the pull in no more than 2 minutes and 10 seconds, with the pulling team getting an additional 20 seconds to match up. The team taking a time-out before the pull can still take an abbreviated time-out by indicating they are ready to resume play, giving the other team 20 seconds to get ready. This 20 second "get ready" time does not extend the cap maximum. In the event that multiple time-outs are taken before a pull, the pull cap maximum of 2 and a half minutes is extended by 30 seconds for each additional time-out. 2.8 Observer Hand Signals To assist in communicating to players the amount of time remaining (before a pull, near the end of halftime, time-outs, etc.) before play is to resume, Observers will both verbally announce the remaining time and use a series of hand signals. When indicating the time remaining, Observers can use a closed fist to indicate increments of 10 seconds and an open hand for 5 second increments. 169 For example, in the case of time before the pull, an Observer can raise a closed fist twice in rapid succession to indicate 20 seconds remaining before the pull. Once to indicate 20 seconds remain, etc. It is up to the players on the field to keep track of the time before play is to resume. The Observer's hand signals are intended as a convenience for players and spectators - failure by the Observer to display a hand signal does not absolve a team from being assessed a penalty. 3.0 Contested Calls 3.1 Observer Decides Contested Calls Should a discussion arise over a contested call, the Observer will ask if the players can resolve the dispute. If the initial call and contest can't be quickly resolved by player agreement, the Observer has the following options: • Agree with the original call • Agree with the contest • If the situation warrants such a call, the observer can indicate the disc goes back to the thrower • Announce they didn't see the play and declare the disc goes back to the thrower An Observer may, at his or her discretion, ask a Linesman's opinion on a call, or even let the Linesman make the call. However, this is on a case by case basis and is up to the Observer - the Observer is the controlling authority. Upon resolution of the contested call, the Observer may elect to assess a Team Misconduct foul if they feel the initial foul was a deliberate violation of the rules, or if the player making the foul call or contest showed bad sportsmanship. 4.0 Misconduct Fouls 4.1 Game Misconduct Foul At the end of a game the Observer will record on the score sheet the names of up to 3 players from each team named by the opposing captains as deserving of game misconduct fouls. Any players listed that the Observer also feels should be awarded a Game Misconduct foul will be ejected from the tournament. In the case of a fight, this foul is automatic - the Observer must assess a Game Misconduct foul against the player they feel initiated the fight. Observers and captains should reserve assessment of a Game Misconduct penalty to those players that initiate fights, repeatedly commit flagrant fouls (even after warnings), repeatedly are involved in dangerous play, swear at or otherwise repeatedly engage spectators in a negative fashion, etc. In short, this foul should be assessed only in the situation where, for the good of the sport, a player must be removed from play. 4.2 Team Misconduct A Team Misconduct foul is assessed by the Observer during the game. The first two Team Misconduct fouls issued by the Observer are warnings ("Misconduct Warnings") and are noted on the score card by the Observer. Upon assessing a third (or more) Team Misconduct foul(s) the following penalties ("Misconduct Penalties") are enforced: • Misconduct Penalty assessed on defense: offense gets a free 30 second time-out and the disc at the "brick" mark closest to the endzone they are attempting to score in. If the offense has possession of the 170 disc closer to the endzone than the "brick" mark, they receive a free 30 second time-out and the disc is placed at center-line at the point of possession. • Misconduct Penalty assessed on offense: offense keeps possession of the disc, but has to start at the "endzone" mark of the end zone they are defending. If the infraction occurs when the disc is deeper in the endzone than 15 yards, play restarts from the current location of the disc. Under no circumstance can a team's field position be improved due to a Misconduct Penalty. Upon the calling of a Team Misconduct foul, play stops for 5 seconds while the player and team are warned and the Observer notes the infraction on a score card. If a Team Misconduct Penalty is assessed after a score, but before the next pull, the penalty is assessed immediately - there is no pull. However, both teams are allowed to substitute players and the offensive team receives the same amount of time to set up as they would under section 2.1 Time Before Pull. This rule also applies to a Team Misconduct incurred during half-time, or before the game begins. Two examples: (1) after a score, the offensive player taunts the defender and then spikes the disc at the defender's feet. If this results in a Team Misconduct Penalty (as opposed to a warning), there is no pull. After substitutions, the team now on offense gets the disc at the brick mark closest to the endzone they are attacking. They receive 70 seconds to line-up, with the defense receiving 20 seconds for final match ups. (2) a defender calls a "travel violation" on a throw that results in a score. If the call is contested and the Observer overrules the foul call and then assesses a Team Misconduct Penalty, there is no pull. Instead, after substitutions, the team now on offense automatically starts with the disc 15 yards deep in their own endzone. Should both teams simultaneously receive misconduct penalties, the fouls offset and play continues after the offending players and teams receive warnings. A Team Misconduct foul is to be assessed against a team for unsportsmanlike conduct by one of its players. Unsportsmanlike conduct includes actions such as deliberate fouls, dangerous play, taunting, fighting, swearing, repeated marking fouls, unwarranted and unsportsman-like fouls or contest calls, etc. In the event of severe violations, the observer may at his discretion, eject a player for the remainder of the half or the remainder of the game when issuing any Team Misconduct Foul regardless of whether it results in a Warning or Penalty. 4.3 Automatic Ejection for Fighting Should a player intentionally strike another player, the Observer must immediately eject that player from the game. If the other player retaliates, both players are ejected. At the end of the game, a Game Misconduct foul is automatically awarded by the Observer against the player he or she deems to be the aggressor in the altercation. 4.4 Swearing At the discretion of the Observer, swearing, especially if directed at a player, coach, or spectator, can be assessed with a Team Misconduct foul. 4.5 Taunting A player aggressively taunting another player (spiking the disc at an opponent's feet, etc.) will result in a Team Misconduct foul and will be treated in the same fashion as swearing. 171 4.6 Poor Sportsmanship Should a player make bad foul calls or contests, or in some other manner not live up the high level of sportsmanship expected of ultimate players, the Observer, may at his or her discretion, assess a Team Misconduct foul against the team of the player exhibiting poor sportsmanship. 5.0 The Pull 5.1 Offsides on the Pull If an offense or defense player crosses the goal line on the pull before the disc has left the thrower's hand, that player's team is offsides. Each team receives one offsides warning each game with the warning resulting in a repull. Upon the second or more offsides call, the following penalties apply: • Penalty on the receiving team: receiving team starts with the disc at the spot 15 yards deep in the endzone within 20 seconds. The pulling team checks the disc in before play begins. • Penalty on the pulling team: receiving team starts with the disc at mid-field within 20 seconds. The pulling team checks the disc in before play begins. • Simultaneous penalties on both teams: re-pull. The Linesmen actively make the offsides call. In games without Linesmen, the Observer makes the call. An offsides call cannot be contested. On any re-pull, the receiving team has 20 seconds to get set, with the pulling team receiving an additional 20 seconds to match up. With the exception of any injury, no substitutions can be made before a re-pull. 5.2 Starting play after the pull The brick marks are located in the middle of the field, 20 yards from each endzone. If the pull is allowed to land (i.e. not caught) it is played as follows: • If the pull lands out-of-bounds, the receiving team has the option of putting the disc into play: - at the brick mark; or, - at the point on the playing field proper nearest where the disc went out-of-bounds; or, halfway between the two sidelines at the point on the playing field proper nearest where the disc went out-of-bounds. • If the pull lands in-bounds, then rolls out-of-bounds, the disc is put into play at the point on the playing field proper nearest where the disc went out-of-bounds. • If the pull lands in-bounds and does not roll out-of-bounds, the disc must be put into play at the point where the disc comes to rest. (Note: existing rules allowing players to stop a rolling disc still apply.) If the pull is caught, the disc must be put into play at the point on the playing field nearest where the disc was caught. Regardless of how the offense decides to handle a pull that ends up out-of-bounds they have a maximum of 20 seconds to establish a pivot foot and begin play. 5.3 Dropped Pull A dropped pull is a change in possession with the pulling team (now the offense) starting with the disc at brick mark (the 20-yard line) nearest the endzone the offense is attacking. The pull does not have to be dropped in the endzone - a pull dropped outside of the endzone, but between the brick mark and the goal line, is brought out to the brick mark. A player from the team now on offense has 20 seconds to establish a pivot foot and put the disc back in play. 172 A pull that is dropped more than 20 yards outside the goal the receiving team is defending is played under the current 9th Edition rules. 6.0 Miscellaneous Changes and Additions 6.1 Player Can Throw Before Third Ground Contact Under current 9th Edition rules, it is ambiguous as to what happens should a player make three ground contacts but could have stopped earlier and established a pivot foot before throwing. Under the Callahan Rules, the rules th governing traveling remain the same as the 9 Edition rules (three ground contacts, player must attempt to slow down, no change in direction), however, players will be reminded before the game that a receiver can throw the disc before the third ground contact. A spurious traveling call made by a defender, that in the eyes of the Observer was made to stop a "give-and-go" run by the offense, is, by definition, bad sportsmanship and is subject to a Team Misconduct foul. Under the Callahan Rules, a receiver / thrower can contest a travel, allowing an Observer to make a ruling. 6.2 Blocking Thrower's Line Of Sight Deliberately blocking a thrower's eyes is a violation on the marker. 6.3 Equipment Time-Outs Equipment time-outs aren't explicitly included in the 9th Edition Rules but are a convention adhered to by many players. Under the Callahan Rules, equipment time-outs will only be recognized for a dangerous condition (lost contact lens, broken glasses, etc.) or a damaged (or warped) disc. Two specific situations will no longer be recognized as valid reasons for an equipment time-out: untied shoes or mud on the disc. 6.4 Pass Intercepted in Defensive Endzone A pass intercepted by the defense in the endzone they are attempting to score in (if they were on offense) is a score. To count as a score, a player’s first point of contact with the ground after intercepting the disc must be in the endzone. Appendix Revised Field A Callahan Rules field has the same dimensions as the current field 40 x 70 yards with 25 yard deep endzones, but includes center-line field marks at the following yardage marks: "mid-field" (35 yard line), "brick" (20 yards from each endzone), and "endzone" (15 yards deep in each endzone). These marks are used to identify where play resumes after various situations (dropped pull, failure to line up 7 offensive or defensive players in the allotted time, bricks, etc.) 173 [Callahan Field Layout] Observers At the beginning of each game Observers should have the following items • Whistle • Backup Disc • Clipboard with Callahan score sheet • Stopwatch Observer Tracking Sheet • Each Observer has a form for tracking the following events: • Number of offside fouls assessed against each team • Number of Team Misconduct fouls assessed against each team • Score for each team • Time-outs used by each team • Final score and running time • Game Misconduct penalties assessed against players by the Observer and captains • Sportsmanship citation for one player on each team 174 Captains How To Start A Team No matter what your situation is, there are some things that are pretty much universal about starting a new team, where there was no team before. You will have to be an ultimate frisbee fanatic. The easiest way to get people interested in playing ultimate (listening to what you have to say) is for you to come across as being extremely enthusiastic. Enthusiasm is infectious. You will discuss ultimate in just about every friendly conversation you have. It will permeate your very existence, at least as long as it takes you to recruit enough people for consistently attended practices. People look up to someone who is enthusiastic about what they do, ultimate is no different. Be positive. You will have to be positive in every aspect of recruiting, practicing, and teaching. Be absolutely sure to point out the good points in everyone's skills. People don't like to feel inadequate. Every single person, from the first time they come out, have at least one trait that can be seen as positive. That can be harder to determine with some people, but there is always SOMETHING that you can compliment a person about. Follow any improvement, and try to remark about these improvements often. Ultimate is as much a social outing as it is a physical fitness outing. Always try and meet somewhere after practice on a regular basis. You will find that some people who can't always make ultimate due to schedule conflicts, will often show up to the social outings afterwards as long as there is some regularity to the outings. Ultimate people, are COOL to hang out with, whether at a pub or a BBQ, just do it. You will find that once you have recruited people, the social aspect of the sport will keep people coming out to practice as much as the sport itself. Along those lines, Scrimmage another beginners or intermediate team as soon as possible. Call your Regional Coordinator to locate the closest team. It may even be a Juniors Team, but they are always keen to play and help promote the sport. This means that they will meet others like them, and will feel less intimidated. It also adds a certain degree of legitimacy to the sport. If it is an intermediate team, mix the teams up for the scrimmage, and ask for help in sharing teaching the fundamentals to the beginners. And further, Get your team to a beginners or fun tournament as EARLY as possible. Nothing lights a fire under a beginner's butt like traveling to a tournament and playing an intense match against other people just like them. Most new players come back from tournaments enlightened as to the true extent of the possibilities of being a member of the ultimate community. BE ORGANIZED. The more organized you are, the more comfortable people are and the more likely they are to join, and the less they think it's just some rogue sport that isn't played anywhere. Have a typewritten description of the game to hand out in your possession at all times during recruitment. Have a phone list/contact sheet drawn up immediately and passed out to the members. Pass out strategy sheets as time passes and experience levels improve. You will notice that particularly after tournaments, teams will be hungry for such information. Advice to the Captain Be prepared to be the only person willing to take ANY responsibility. At least early on. Be willing to delegate responsibility and workload (phone calls, posting notices, etc.) to anyone who offers to help, or even to someone who you think holds promise in this area, otherwise you will end up doing it all yourself, forever. You WILL get frustrated!! Don't ever let your team see it. You would be surprised how quickly a bad attitude can spread around a team, and how quickly it will run people off. Be prepared to lose up to 1/2 of your team to the transition from indoor ultimate to outdoor ultimate. 175 The weather (wind, rain, mud) can totally ruin the confidence built up by beginners indoors. Try to stay in touch with players who stop coming out, and get them to come to at least 3 outdoor practices to try and build their confidence up. Invite them outside for a throw around on off days. Don't Expect to Win a Game in your first season. There have been teams that don't even score a point in their first season. This shouldn't be the case, as there are always a multitude of beginners teams to play against, but make sure your team is mentally prepared. Remind your team that Everyone is a beginner. Remember to let them know that there is no reason to be intimidated because everyone is in the exact same position. Also let them know that within about 6 weeks of practice, they will be completing the forehand throw (if they continue to practice) up to 15 meters with accuracy (especially indoors). Emphasize the greater importance of Judgment as compared to Skill. It isn't too difficult to convince a beginner that they can contribute to the game if they just play within their ability. While this is true of any player, for most beginners, it is crucial, for them to be able to contribute. At this stage of their playing career, they lack the knowledge of the sport to make up for it in other areas. Few beginners are capable of throwing full pitch hammers for the score. A player who repeatedly tries this in a game situation when they still can't even throw it in warm up is exercising BAD judgment! References Sue Wallace and Eric Simon, ftp://ftp.upa.org/pub/ultimate/articles/start.html Aaron's Tips on Starting or Improving Ultimate Teams, http://www.cranfield.ac.uk/public/ca/ad943925/ultimbg.htm#start Playing In Tournaments Tournaments are the best way for your team to develop its style of play and character and to improve. Practice is of course useful, but playing at tournaments is the best way to help your team grow. During practices, especially weekday practices, time is short and players are not far enough removed from the rest of their lives to relax, enjoy, and concentrate on the game. Weekday practices should probably have a minimum of instruction and drills and instead should be mostly playing and conditioning. Longer weekend practices can focus a little more on strategy and philosophy and situational offense and defense. For example, to practice zone defense, have the zone D pull ten times in a row, and the offense gets one chance to score. Tournaments, however, are where you learn the game and get accustomed to your teammates. Even if you only have 8 or 9 players at a tournament, it's worth your while to go (most of the time). First off, you'll play as many as 6 or 7 games at a tournament. That's a lot of practice time. Second, you learn to work with the same players game after game. In practice, teams are mixed up, and continuity is lost. Third, you can work on things, get immediate feedback, and adjust the next game (or at halftime). In practice, there's not enough time for that. There is no opportunity for strategizing (or resting, even), unless you have 20 people on your team. Fourth, you get a realistic appraisal of your team's ability, and you know what you have to do. Even if you get spanked at a tournament, you can see neat little things other teams do, as well as trying out your own things and seeing how teams react. And last, but not least, tournaments are fun. You bond, you learn your teammates' idiosyncrasies, you meet your opponents, and all that stuff. Decide one game that no matter what happens, you're going to play zone. In another game, have the first cut come from the back of the stack, or try a different type of stack. Look to huck more frequently one game. Treat the tournament as a learning experience in addition to its value as a competition. If you go to more tournaments, then each one isn't quite as crucial, so your whole roster will be able to play all the time, instead of "having to win this one". In the long run, it's a winning strategy. References Jim Parinella, http://www.tiac.net/users/parinell/tip3 176 Tournament Organization Introduction Ultimate Frisbee as a small amateur sport means that organising usually gets done by the players themselves, often with little professional experience at organising a biggish occasion. Thankfully, Ultimate tournaments don't require as many external people, facilities or other crap as professional sports (we don't even need referees! All right!)...BUT...Do not underestimate the job at hand! If you hold a crappy tournament then you'll need a good reason why people should come back. A smooth, well-oiled weekend will put everyone in a happy-joy-joy mood, and this is the best and biggest thing you will get out of all the hard work you put in - just hearing someone say "Hey, thanks for the tournament, I had a great time", is payment enough. The prime directive is to start EARLY and enlist help. Delegate specific jobs such as trophy making to friends there is just too much work for one or two people to do by themselves. Each sub-heading below is in order of priority. Time frame in brackets after heading is the maximum/minimum time you should aim to tackle the job before the tournament. Obviously, the further in advance things are planned the better. Mostly, this is written for a weekend tournament, but much of it applies to both shorter and longer tournaments as well. (1) (2) (3) (4) (5) (6) (7) (8) (9) (10) (11) (12) (13) (14) Money (Start of the year) Fields/Venues (6 months to 1 month) Party (6 months to 1 month) Massage (3 months to 2 weeks) First Aid (3 months to 2 weeks) Media (6 months to 1 month) Flyers and other handouts (6 months to 1 week) Trophies (6 months to 2 weeks) Music/PA system (1 month to 1 week) Marquee/Shelter (1 month to 1 week) Helpers (1 month to 1 week) Food/Drink/Eskies with ice (1 week to the night before) Cameras / Publicity (1 month to 1 week) Table/Chairs/Cones/etc 1. $$$$$$$$ Start of the financial year or at the AGM. - Make sure you have enough capital from your association or rich uncle to meet the costs. What are the consequences of a financial loss? - When collecting fees, try to keep party money separate from the rest, and hand out tickets. - Charge more than you think you will need to. It is always easier to give people more than their money's worth AFTER the fact. Free food and drink is easy to supply. You will almost always get less people than you expected. - It is much easier to charge on a team basis than on an individual basis. You are far more likely to get all of your fees this way, and the responsibility of registration is delegated. - During the tournament, try and keep team/player fees separate from food and drink money separate from sales of discs and t-shirts. This is a bit harder to do during the tournament, but it makes doing financial statements a lot easier after the fact. - Since Nationals 1997, I have tried to go through and put rough prices on all of the items. Obviously these are only approximate, but it should help anyone who has never organised a tournament before. The links to the Tournament Costs page are marked in the relevant sections by $$$$$ 177 2. Fields/Venues 6 months to 1 month $$$$$ - Have an idea how many teams you are catering for. This may take some ringing around. Don't GUESS. Often there will be less participants than you optimistically (and even sometimes pessimistically) planned for. A good delegation move is to ring league organisers and/or team captains and get them to organise teams. Make them feel guilty. - Look for fields well in advance, particularly for the Saturday of a two day tourney. Cricket, soccer and rugby can easily stuff up the best plans. - Make sure you have a contingency plan for extreme weather. Will your shelter and rego table blow the wind? Will everyone cook in the sun without any shelter? Will they close the fields on you if sprinkling? - Check fields out visually. Make sure you know exactly what areas you are getting, and when. - Some sort of permanent shelter and change-rooms at the fields is desirable. If this is not possible, then a marquee is essential. Toilets are a must. - Get lines marked, if it's possible and cheap. - A venue with a grandstand is a great idea for the final. away in it starts 3. Party 6 months to 1 month $$$$$ - Organise well beforehand. Venues are not always easy to get. - Collect money separately and issue tickets. This makes sure that the tournament does not subsidise the party. Of course, you can always choose to make the party part of the tournament fee. Even if this is the case, you should still issue tickets for most parties. - Bring CDs, tapes of any music you want played. 4. Massage 3 months to 2 weeks $$$$$ - This may take a number of phone calls, so allow time. - A good karma item. Problem is that masseur(s) will often be sitting around for a while during games, and get overwhelmed between games. This is not such a problem at tournaments such as Nationals where games are staggered. - Best to hit friends in the business first, then look to physio students. The Australian Massage Therapists Association is also worth talking to. If this falls through, contact private masseurs. - The actual number of masseurs required is unpredictable, depending on weather, alignment of planets, etc., but for a ten team tourney you should try getting three at least. 178 5. First Aid 3 months to 2 weeks $$$$$ - Ring St John Ambulance or Red Cross - this should only take one or two phone calls, but should still be done early - then you can forget about it (although a final check ensures peace of mind). - They will usually send someone to sporting tournaments, however they will expect lunch and drinks, and a donation box on the rego table is karmic. It may even be worth adding a bit into the tournament fee to donate to them. - Make sure you have the answers to the following questions before you phone: - o Location of tournament o Times that they are required o Dates of the tournament o Number of competitors (approx) o The contact details of the organisation running the event o Is a covered area or tent available? (Yes/No) o Is power available? (Yes/No) o Are you making refreshments/meals available to the officers? (Yes/No) o The contact details of at least two of the people running the event, including both home and work phone numbers Make sure plenty of ice is always available on the days of the tournament. 6. Media 6 months to 1 months $$$$$ - Don't send the letters until 1-2 weeks away. - This is actually a big job if you don't already have contact addresses and a press release stored on someone's computer. Jonathan Potts has all the media conatacts for Sydney, while John Greenfield has a general press release on the game and its history. - Send out press releases early in the week, and earlier for TV. Apparently Thursday or Friday is not enough notice. Chances are that only the local rag will come, but you never know. - Remember you will probably need to send out scores and a summary of the tourney so access to a fax is needed. 7. Flyers and other handouts 6 months to 1 week $$$$$ - This is the reason everything else should be organised early. Generally you will need two flyers - one to hand out to everyone (flyer), and one to hand out to participants (program). - Flyer should include: o Cost o Friday night info - Pub and golf 179 - o Saturday - Field location and time (at least an hour earlier than when the games are scheduled to begin) o Saturday - Party location and cost o Sunday - Field location and time o FREE fruit o Emphasis that EVERYONE can participate, not just experienced players. Program should include a copy of the flyer plus: o Map of field locations and party spots. o Food info o Golf links map and score sheets o Registration sheets 8. Trophies 6 months to 2 weeks $$$$$ This may or may not be a big deal, depending on how much effort you want to put in and whether there is already a perpetual trophy or not. An example of the types of awards are: - Tournament winners (perpetual trophy plus small individual trophies) - Player of the final - Male and female rookie of the tournament - Spirit of the game - Square disc award - Disc Golf 9. Music/P.A. 1 month to 1 week $$$$$ - Hiring or borrowing a P.A. for the weekend is a good move. Play your own funky music to the games, and plug in a mike to make announcements. - Don't make the music too loud! Also, some tapes sound like distorted mud no matter how much fiddling with the E.Q. you do. Get someone on the field to help you mix the sound. The style of chosen music will affect how you play. Funk, blues and acoustic rhythms seem to go down well (techno makes me play like a robot!). Turning off the music at the end of each game is also nice so that you can think of a cheer with a clear head! - The P.A. also has the advantage of being able to be used for the party on Saturday night. 10. Marquee/Shelter 1 month to 1 week $$$$$ - Get one if possible. It gives you somewhere to store food, have massages, etc. out of the sun. - Make sure it is well pegged and staked. Wind can play havoc with poorly pitched marquees. 180 11. Helpers 1 month to 1 week $$$$$ You will need at least one person to be permanently at the rego table and who is not playing. Remember, they have to handle late arrivals, media, photos, recording scores, time caps, defusing bombs, delivering babies, not to mention drinking all the beer in the eskies. Basically it's a full time job. 12. Food/Drink/Eskies with ice 1 week to night before. Food Try to make sure there is always food and drink available. Don't budget on it being a money spinner either. We mostly sold on an honour system, and even allowing liberal quantities for helpers, lost about $290. Well, actually we lost $130 when we should have made a profit of $160. Luckily we had overbudgeted elsewhere! Making rolls takes a long time, but is good karma. A possible alternative is to supply all the ingredients, but let people put together their own. The rolls cost about $120 for 120 rolls, about $1 per roll, and we sold them at $1.50 each. They would have sold better if we had had a lunch break. The rolls had cheese, carrot, lettuce, tomato, mayonnaise, and optional slice of meat (ham or chicken) and mustard. The most recent fad has been to try and include as much as possible in the cost of the tournament. As a result, we've taken to buying trays of rolls from Subway and supplying them 'free'. This makes life easier for the players, as they don't have to find extra money for lunch, it's served up to them almost on a plate, and it makes life easier for the organisers as we don't have to make 200 rolls, or find people to sell them! Chocolate bars (Mars, Snickers, Milky Way, etc) will sell as well. They are hard to find in bulk - possibly try Campbells Cash and Carry if you can get a Campbells card. They cost about 70c-80c each and sell for $1. We had: - 42 Mars Bars - 18 Snickers - 24 Picnic - 30 Kit Kat That's only just over 1 per person per 2 days. We could have sold more, particularly Mars Bars. Another 20 or 30 chockies would have gone, I think. Fruit Ideally buy fruit on Friday arvo or Saturday morning. Go to a smaller fruit shop on Wednesday or Thursday and tell them what you need - they can give you a good deal on bulk fruit which the supermarket can't, and they will have it ripe and ready to pick up on Friday afternoon or even Saturday morning. Even better, for large tournaments make a trip to the local markets. The prices are less (sometimes half as much), and you can bargain all you like. You can also pick your quality. In Sydney, remember that the Flemington markets tend to start packing up at 9am, and are mostly deserted by 10am. Also remember that 20 cases of bananas usually requires a trailer! 181 With regard to quantities, it depends a lot on the tournament (how long, how many games a day etc), but for 100 people, we went through: - 5 boxes of bananas - 1.5 boxes of oranges - 1 box of mixed apples The total cost for fruit was around $150, or 75c per person per day from a local fruit shop. For 200 people and a 4-day tournament we spent $250 at the markets, or around 30c per person per day. At that price you can sometimes afford to splurge and buy some exotic stuff like watermelon, pineapples and even mangoes. Saturday Night Party We had a sort of party on Saturday Night at the field. We provided beer and pizza (and some soft drink, for the non-beer drinkers), and told people where to meet later on in the evening if they wanted to keep partying. Seemed to work well. We supplied 40 large Pizza Hut pizzas and 8 cases of beer (4 VB, 2 Tooheys Red, 1 Carlton Cold, 1 Reschs), total cost about $500 for 100 people. Actual cost was a little more because of soft drinks. We probably should have ordered another 5 or so pizzas, but numbers worked out pretty well. As a general rule, 1 pizza between 2 results in very few complaints. Just make sure you get the right distribution (vege, Supreme, hawaiian, BBQ chicken, meat lovers). BBQ chicken always seems to be popular, but no-one seems to like hawaiian. BBQ Usually rolls, fruit and chocky bars are fine filling food for the first day, but a BBQ on the Sunday is a good idea. Here's a grocery list for a BBQ to feed 80 hungry mouths: - 2L Tomato Sauce - 2L BBQ Sauce - 30 eggs - 95 small choc bars - 10 plastic knives - 100 paper plates - 1 kg plain flour - 160 cheese slices - 4 kg tomatoes - 5 lettuces - 1 kg margarine - 124 burger buns - 3 pineapples - 3 watermelons - 60 thin sausages - 26 chicken kebabs - 10 kg mince - 40 onions 182 Don't forget big knives, tongs, trays, turners etc. This should come to around $200 (Oct '95 prices). Charging $3/head should cover costs and is very reasonable. If you've got the time, make up a big batch of vegetable patty mix the night before - I don't think you can buy vege patties in bulk. This time round we tried the same thing. For the same stuff for 120 people, we paid $185 (Apr '96 prices). Things didn't go quite as smoothly at the other end however. Problems with the BBQ meant big difficulties preparing the food. The burgers in particular took quite a while to cook, and a fair bit of space on the grill. They also took time to get on the grill, even though the mixture was pre-made. Likewise, the onions also took too long to cook. Next time, I propose: - Ditching the burgers and doing all sausages. - Par-boiling the sausages and pre-cooking the onions. This means we will only need to brown and reheat the sausages and the onions - If we really want burgers, maybe use No Frills self-greasing patties which cook real quick and nasty! - Have salad and coleslaw available - Not sure what to do about vege burgers - Have more rolls/bread - we ran out too quickly. For a big tournament, hire a pro. That way, there's no organising, no mess, no fuss. It costs a bit more, but when all your volunteers are elsewhere it's a blessing. Drink Buy drinks early in the week and ice on the way to the tourney. If you look around, you can usually get cans for under 60c. Get name brand cola and orange drinks(Coke, Pepsi, Fanta, Sunkist) but cheaper lemon squash and lemonade will usually sell just as well. Lemon drinks are generally more popular than the others. Sports drinks are now also very popular. We never really had enough of them. Get the cheapest ones - they all sell equally well. We had : - 97 * Lemon Solo - 24 * Lemon/Lime Solo - 72 * Coke - 34 * Sprite - 24 * Pepsi/Mountain Dew/7-Up - 24 * Sunkist - ...and 98 Sports Drinks Sports drinks cost about $1.30 each and sell for $2. We could have sold 150 to 200 of them, I think. The other drinks averaged about 75c to buy and sold for $1. We could have had 2-3 cases more lemon drinks, and a case less of Coke/Pepsi. For big tournaments, talk to the local distributor of your favourite soft drink. At $14 a case for soft drinks and sports drinks, you can probably save a bit. And it's much easier to buy by the case than at the supermarket. Eskies With Ice Getting enough eskies (coolers, chilly bins, whatever else you call them) is always a problem. One solution buy large cheap recycling bins from your local council, tape up the holes in the bottom and fill them with ice. Our council sells them for $5 each. Maybe you can even get something cheaper/better from your hardware or Big W 183 store. The big styrofoam fruit boxes also work well. You can never have too many of them. Beer, soft drinks, sports drinks, chockies, BBQ stuff all needs to be kept cool. Ice is a must. Don't expect St John's to have any. Having ice with the drinks plus a separate esky with ice only is desirable, the latter for injuries (throw in some plastic bags) and to replace melted ice in the drinks esky. Remember to pick up ice each day on the way to the tourney. For big tournies, consider hiring a refrigerator trailer. We went through about $400 and a lot of hassle with ice one year. The next year we spent $200 and hardly any hassle on the trailer. When you can walk inside, keep 50 cases of drinks cold at a time, and you're not elbow deep in ice cold water fishing around in bins for the last can of Coke, you've got to be a bit happy! Plus it doubles as overnight storage since you can lock it. 13. Cameras / Publicity 1 month to 1 week $$$$$ - A video camera and B&W photos are not essential but are a nice touch. - You may also need to send out photos to lazy journalists who didn't make it to the tourney but want to do a story. Photos provide a good break for the helpers, but a video camera requires an extra hand. 14. Table/Chairs/Cones/etc Things to brings $$$$$ - Rego table - Chairs - Cones - Hooter - to start and finish the games - Bins - to keep drinks in - A sealable money container, preferably something better than an ice-cream container. - Whiteboard or blackboard - Whiteboard pens or chalk - Banners References http://www.afda.com/ 184 Hot Stuff Ten Commandments These Commandments were first published in Flying Disc World Vol II No. 1 in February, 1975. Although put together by Stork, Gary and Flash, the concepts were so universal, the article was by-lined as being written by "everyone who plays". The article was reprinted in the July 1976 issue of Frisbee World magazine and then picked up later in some glossy publication (Esquire, Forbes - Stork isn't sure which one). Anyway, here is the original - and, even though the sport has changed over the years, I think you will all agree that these original Ten Commandments still hold true today. Gary Seubert – WCFM #60086 THE TEN COMMANDMENTS OF THE DISC By everyone who plays There are those who claim that the flying disc represents not a game, but rather a way of life. Below are the rules by which that life is controlled. Together they form a concept of prediscentation upon which the Frisbyterian religion is based. The rules have been widely recognized for many years but only now have they been codefied. We have listed them so that we might better understand the forces that control our play. Hopefully, it will allow players to quickly identify situations in which they are inexorably in- volved and communicate that fact to other players through the use of rule numbers only. A shout of "rule four!" floating across the playing field should now be sufficient to produce an empathetic reaction from all players within earshot. Is it not true that: 1. The most powerful force in the world is that of a disc straining to land directly under a car, just beyond reach. (This force is technically termed "car suck") 2. The higher the quality of a catch or the comment it receives the greater the probability of a crummy rethrow. (good catch - bad throw) 3. One must never precede any maneuver by a comment more predictive than, "watch this!" (Keep 'em guessing) 4. The higher the costs of hitting any object, the greater the certainty it will be struck. (Remember - the disc is positive - both cops and old ladies are clearly negative) 5. The best catches are never seen. (Did you see that? – See what?) 6. The greatest single aid to distance is for the disc to be going in a direction you did not want. (Goes the wrong way - goes a long way) 7. The most powerful hex words in the sport are - "I really have this down - watch." (Know it? Blow it!) 8. In any crowd of spectators at least one will suggest that razor blades could be attached to the disc. ("You could maim and kill with that thing.") 9. The greater your need to make a good catch the greater the probability your partner will deliver his worst throw. (If you can't touch it, you can't trick it) 10. The single most difficult move with a disc is to put it down. (Just one more) 185 Top Ten Rule Changes I Would Like to See in Summer League. Thomas Taylor, Marc Vandra, Mark McKay, Eric Gingold, Daniel Spicer, John Vassalo, Tim Bonn, Christian Hoyt, Amy Mendelsohn, and me. (1) (2) (3) (4) Handicap fast players by forcing them to carry slow players. Each player is allowed one bounce pass per half as long as he/she yells 'skipsies' before throwing. Allow women to carry BB pistols to get the attention of male teammates who repeatedly look them off. During lightning storms one player per team will be picked at random to wear a large metal antenna on his head so that the rest of the players can continue playing without fear. (5) To get the games started by 7 PM schedule the games for 4 PM. (6) Beer relays @ Halftime. (7) The team that is late getting 7 on the line must surrender their beer to the team that's been waiting to start. (8) Strip" Ultimate is allowed. (9) To help get the games started on time, hire a bunch of sheep dogs to herd people. (10)Sheep dogs who do the best job get free bagels References Mark Mittins Mildly Amusing Home Page, http://members.aol.com/mittin/index.html Top Ten Reasons Why Ultimate is Better Than Sex (1) (2) (3) (4) When playing ultimate you are expected to finish up in under ten seconds. You can wear a skirt when you play ultimate and nobody thinks your a pervert. You don't get slapped for saying, "What a beautiful stack!" Much tougher to get a sexually transmitted disease keeping a disc's distance from your defender! (hopefully) (5) It's OK to play a few points and rest until YOU feel ready to go again! (6) Unlike sex, ONE Powerbar is usually enough to get through an Ultimate game! (7) You drink the beer AFTER performing! (8) The deeper you go, the less likely you are to be looked off. (9) Grass stains beat rug burns. (10)Ultimate is to 15; herpes is forever. References http://mm.isu.edu/pipermail/ultimate/2000-March/000194.html Snap Krackle Pop - No Frisbee I'm sitting here wondering how to get over my fear of laying out. I don't know, maybe I should let the bones knit first. I had a hard time explaining to the doctors in the emergency room how I broke my color bone catching a Frisbee. The only doctor that asked a sensible question was my cousin Rich. "Did you catch it?" I told him I was open for an easy flick. The guy threw the flick but the wind caught it. It was coming down like a blade 4 feet out of bounds, the only way to catch it was to lay out with my feet in bounds. I laid out, got my hands on it as I hit the ground, it popped up, I extended a few inches further to grab it, that's when I heard my color bone snap like a chicken bone. That was Sunday at the beach. I went down to Edgley Monday Night to tell my summer league team I was out for the season. My captain, Dave Dillon, was the second person to ask me if I caught the disk. I cheered our team on from the sideline. When the game was over I jumped up, out of habit, to congratulate the other team on a good game. I sat back down, I hadn't played. References http://members.aol.com/mittin/ultidx.htm 186 Disc Drive Forbes Magazine, Dec 13/1999 By Ann Marsh ULTIMATE FRISBEE HAS BEEN VERY VERY GOOD to Steve T. Jurvetson. In 1995 Jurvetson, then a 28year-old partner in the Palo Alto venture capital firm of Draper Fisher Jurvetson, was wondering whether to fund a small e-mail directory outfit called Four11.com. It turned out that Jurvetson and two of Four11's founders shared a passion for ultimate frisbee, or "disc." That's what devotees call the game of ultimate frisbee, and these fans are a devoted bunch indeed. If you plan to make your fortune in the dot.com world but you don't know a scoober from a blade, you'd better learn. Ultimate is the high-tech community's version of golf, but with a lot more heart-attack potential. Jurvetson liked Four11's business plan just fine, but more important, he liked the style Michael Santullo and Larry Drebes displayed during the lunchtime pickup games the three played regularly. It wasn't just their skill, it was also their teamwork and the code of honor that count for as much as athleticism in the sport's New Agey ethos. Vince Lombardi has left the building. Says Jurvetson, "If someone cheats or constantly criticizes, they may not be someone you want to hire." After a particularly sweaty ultimate frisbee face-off, the Four11 founders and the Draper Fisher Jurvetson partners signed paperwork for $825,000 in seed funding on the hood of a car. Two years later Yahoo acquired Four11. Today DFJ's investment is worth around $345 million in Yahoo stock. As they say in discland, that's hot! Ultimate hasn't quite reached golf's critical mass--yet. It's pretty hard to count noses, but supposedly there are at least 100,000 people nationwide who play it regularly. In the Bay Area are some of the country's busiest ultimate leagues--teams have names like Spastic Plastic, Saucy Jack and Feral Cows--but most of Silicon Valley can't commit to a regularly scheduled anything. Games tend to get arranged ad hoc, say, when everyone finishes inventing the latest Web browser. Browse over to www.upa.org for pickup game listings worldwide. "Without sounding melodramatic, this is a game that mirrors a lot of the values of the Valley," says Peter Nieh, 33, a venture capitalist with Weiss, Peck & Greer in San Francisco. Nieh recently invested in Clip2.com after a referral from an angel investor he met on the field (if you happen to run into him there, just call him "Nee"). "It's fast-paced, intense, very dynamic. You never have time to set up. Unlike football, it just goes and goes and goes." In fact, ultimate frisbee came about as an antidote to the oppressive, hierarchical vibes in sports like football. The first game was played in 1968 in Maplewood, N.J. Among the inventors: Joel Silver, who went on to produce such humongous Hollywood hits as the Die Hard and Lethal Weapon series and The Matrix. "I moved in the student council that we investigate getting frisbee onto the high school curriculum," recalls Silver. Silver and his friends spent the next two years in the high school parking lot--the grass field was a later refinement-devising the rules. "At the end of my obit, they'll say, 'He also invented ultimate frisbee,'" Silver predicts proudly. "Without sounding melodramatic, this is a game that mirrors a lot of the values of the Valley." Today's game is played on a football-length field with two teams of seven players each. Players throw the disc past defenders to a teammate who scores by catching it in one of two end-zones at either end of the field. There are no "downs" or requirements for yardage gains, as in football. The team on offense keeps advancing until the defending team can wrest possession of the frisbee by knocking down or intercepting a pass. Play continues nonstop. Players can score by throwing short, crisp passes up the field or by heaving long, dramatic "hucks" that are far more difficult to catch because of the frisbee's varying flight patterns in changing winds. The result is intense sprinting, leaping and volleyball-like "lay outs" for the disc. It's taxing, to put it mildly. Just as important to its partisans is how ultimate departs from the underlying spirit of football, which is probably the reigning corporate sports metaphor. Unlike football, ultimate is the ideal flat-management sport. There are no fixed positions, no highly-specialized roles; everyone is a quarterback and everyone is a receiver. There are no men in gray flannel shoulder pads on an ultimate field. 187 The founding nerds also enshrined the spirit of tolerance for spazzes and other athletically challenged players. They had felt the sting of rejection often enough themselves. Silver recalls, "The jocks were a clique. In ultimate, everybody played. It was a nonpolarizing game that didn't hold to caste lines." It's not unusual to attend a pickup game where talented athletes share the field with first-timers dropping the disc right and left. Sarah Anderson, 33, the new vice president of marketing at Egreetings.com in San Francisco, just started playing the sport this past summer. You can see her running around Golden Gate Park like a maniac on Saturdays with husband Dante Anderson, 37, a former captain of the Canadian national ultimate team. Turnabout is fair play. In October Dante got a job as director of Web content at Everdream.com, which gives away free PCs while charging steep monthly service fees to technophobes. He went into his Everdream interview expecting to talk about his résumé. "They said, 'Yeah, yeah, but tell me more about frisbee,'" he recalls. "Ultimate embraces the idea of people being many things instead of being a specialized cog in some moneymaking machine," says William (Willie) Herndon, a schoolteacher from Venice, Calif. who's been playing ultimate frisbee almost as long as Joel Silver has. Herndon recently finished his own worshipful documentary on the sport, called Spirit of the Game, which gets shown privately in ultimate circles. Spirit of the Game takes its title from the game's revered code of sportsmanship, painstakingly written by the frisbee founding fathers in the early 1970s. This is a hallowed document; laugh only if don't give a hoot whether or not your startup gets funding. According to Spirit "Highly competitive play is encouraged, but never at the expense of the bond of mutual respect between players. And never with an intention to abuse the agreed-upon rules of the game or destroy the pure joy of play." Bill Gates, you are hereby sentenced to remedial gym class. Players resolve foul calls themselves on the field according to agreed-upon protocols and, ideally, they acknowledge their own transgressions. The sport is set to make its debut at the World Games in Japan in 2001. Without referees. More Than a Simple Fling: Ultimate Frisbee New York Times, November 20, 1998 By JERRY BEILINSON My wife doesn't stroke my ego the way she did before we were married. I told her I was going to play ultimate Frisbee, for the first time since college 10 years ago. She said, "Wait, I wanna buy more life insurance first." Then she felt bad and offered to help me find my moldy old cleats, which hadn't been worn in more than a decade. "I don't need cleats," I said. "This is a mellow game. They even said beginners are welcome." Fran looked at me with what I'm pretty sure was pity and told me to drink plenty of water. Two hours later, I'm in Prospect Park in Brooklyn. I'm not quite wheezing yet but my legs feel like lead and my man is running away from me with ease. He crosses into the end zone and catches the disk with the relaxed air of Michael Jordan shooting over, say, a boiled chicken. This guy I'm failing to guard is named John, I think. And I'm not sure, but there may be two Johns here. Either that or all this panting is making me see double. Ultimate is sometimes called Frisbee football, but it's really more like soccer, especially from a cardiovascular perspective. It was invented by some New Jersey high-school students in 1968 and went on to spread through the country and to some extent through the world. Official games have seven players on each side on a field that is 40 by 70 yards, not counting two end zones that are each 25 yards deep. The teams line up on opposite goal lines and one throws off to the other, as with the kickoff in football. But there the similarity to that game ends. Action is continuous. You can't run while holding the Frisbee, but you 188 do run around like crazy trying to get open so your teammate can throw it to you. If you catch a pass, you stop short, pivot on your heel and pass the Frisbee in turn to another player, one who is preferably further up the field. Drop the disk (slang for Frisbee) or throw an interception and the game continues in reverse: while the other team goes on the attack you switch to defense. To score, a team has to pass the Frisbee across the goal line. Then finally play stops, and the teams return to opposite ends of the field to start another point. This is usually a good time for the paramedics to come in and tidy up the likes of me. Like other team athletes, ultimate players scream. In Prospect Park, one guy is shouting: "Stack! Stack! Stack!" Then, it's: "Force home! Force is home!" and other jargon I don't understand. But when my side is on offense, I cut straight at the defender, pivot and run full speed back at my teammate holding the disk. He gets off a pass and I snag it. Someone calls, "Good cut!" My defender is a few inches from me, shouting the stall count: "Stall one! Stall two! Stall three!" If I don't get a pass off by the time he reaches 10, the Frisbee turns over. I fake right, pass left and bury the disk in the grass. "Don't air bounce!" someone screams. I was trying to throw under the arm of the defender and then make the disk curve sharply up into the hands of my teammate. It used to work in college. Back then, in the days when my friends and I ruled intramural ultimate at our Midwest university. Out on the meadow in front of the old library, we'd spend afternoons tossing the disk around. It was translucent, and it traced long arcs in the sky, pure as mathematics, or blistering straight lines. No football or javelin ever had the beauty in flight of a 175-gram ultimate Frisbee. There were a lot of ponytail and earring wearers, late sleepers and guitar players in that group. On game day we'd show up late, warm up with cigarettes and maybe a beer, and win. And we took pleasure in beating the likes of the football fraternity. That team would arrive wearing identical white T-shirts and prepare with lock-step calisthenics. It was skill over strength, physics over physicality, the triumph of the soul over mere substance. But the fit inherit the world. In Prospect Park, my head feels as heavy as my legs and I've retreated to the grass under a shade tree to drink water and watch the game. This is a pretty spot. The field is called the Nethermead, and it's a short walk from the Third Street entrance on Prospect Park West. The lawn is thick and trees are scattered idyllically around the edges. If I do go back in the game and the worst does occur, this might do nicely as my final resting place. After a couple of hours about 30 players have shown up. The game has been going on every Saturday morning, rain, shine or snow, for years. They even played in the big blizzard of 1996, says Scott Bolden, who is not only tireless on the field but also has a sort of world-culture cool going on. He's wearing a striped soccerlike jersey, green shorts and wraparound sunglasses. While this is a pickup game – beginners welcome and all that – he explains to me that many of these players also compete on club teams. Competitive ultimate is governed by a somewhat anarchic group called the Ultimate Players Association. There are men's and women's divisions, with a recently begun coed division. College and club leagues are separate; the clubs are better. There's no professional play in ultimate and neither sponsorships nor any officiating. Just a lot of players who can't kick the habit. This is what I love about the game: its classic sporting attitude. Baseball was maybe this cool in the 1880s. Sean Castellino, chatting on the sidelines, tells me that a couple of Prospect Park regulars have been on national championship teams. His own club, F Train, is a "scrub Brooklyn team," he says. I saw the team earlier in the day practicing on another field. It's a hefty notch below New York's best team, the name of which seems to morph from year to year. Right now, it's called the Westchester Summer League All-Stars. I go back into the game. The problem with my regular have-another-doughnut conditioning program is that I can really only play one point before I get too tired to run very hard. After that, I resort to a lazy sort of ultimateplaying defense off my man, mainly staying far from the disk on offense. I retreat to the sidelines again after three points. On the other end of the spectrum is Irina Konvickova, who plays hard for 90 straight minutes, it seems to me, before reluctantly taking a break and letting someone else go in for her. A native of what is now the Czech Republic, she hadn't played the game before moving to the United States. The sport was played only in Prague 189 and she had spent her time competing at the national level in judo. Now, at 28, she has been playing three years. She happens to be the only woman playing on the field today. She lives in Manhattan and used to play at a long-running pickup game in Central Park, but gave it up in favor of the games at Prospect Park. She says she finds the level of play lower in Central Park, and because more people would show up she didn't get to play as much. "I don't like to sit down," she says. "I like to play the whole time." A lower level of play? Less time on the field? I'm there. The next afternoon, Sunday, I'm in Central Park on a field aptly called the Dust Bowl, on the Fifth Avenue side just north of 97th Street. So far, the regeneration of the lawn in Central Park has missed this spot. Instead of being the worst player on the field here I'm just in the bottom 30 percent. Enough players have shown up to make three six-person teams. It works like the pool table at a bar: you win, you keep the field, except that one team never plays more than two games in a row. I play better than I did in Prospect Park. I get in on a couple of plays on offense. And on defense, I manage to stay close enough to the player I'm guarding to preserve my dignity. Once I even jump over him in the end zone to swat away the Frisbee and prevent a score. There's some question as to whether the play is broken up by me or some low-hanging branches, but heck, we get the disc. For me, Central Park will do nicely for now. Still, there's got to be a game out there where I can excel. If not, I'm going to start my own pickup game. Maybe I'll recruit my daughter's friends. They're all in nursery school and some of them are really short. It's a week after Central Park and I'm checking out a higher level of play, but this time there's not a chance I'll get in a game. I've come to the regional club championships of the Ultimate Players Association held at the State University College at Purchase, N.Y. The Westchester All-Stars are playing today; eventually the team will place fourth nationally. So is D.O.G. (for Death or Glory), the Boston team that has won the national championship for four years running, and will go on to do it again this year. They rose to the pinnacle of the game after the breakup of a New York dynasty team, New York, New York, which had won five years in a row. Lady Godiva, the best women's team in the region and the eventual winner at the nationals, is here, too, and steamrollering the competition. A lot of players and some spectators have come to Purchase. A lot of dogs are running around, too, chasing Frisbees and one another. I sort of feel as if I'm at a Grateful Dead concert: the mood is welcoming and unpretentious. This makes sense because a critical part of ultimate is the spirit of the game. Players make their own calls, and they do it honestly. Picks and body contact are not only illegal but also rare and genuinely accidental. If these guys had played us in college, they would have won easily. Yet no matter how loud the players scream, how hard they train or how often they make bruising diving catches it's still recognizably the same game I played back on the meadow all those years ago. In those days, it seemed as if grace was at my fingertips. I launched the disk into space, and there it was: glory. Out on the field in Purchase someone from D.O.G. throws a long bomb into the end zone and the players sprint toward it. On the sidelines, we all watch as the disk floats for long seconds against the sky. It's beautiful. Ultimate Frisbee Tests Character, Fitness By Alexandra Robbins Special for USA TODAY. April 2, 1999 When Ultimate Frisbee makes its debut as a medal sport in the 2001 World Games in Japan, it's a safe bet that not one referee's call will be disputed. There won't be any refs. As the only self-officiated team sport in the Games, ultimate frisbee is quickly becoming a popular option for less traditional-minded athletes. Ultimate attracts "an eclectic bunch," says Michael Guiietz, Ultimate Players Association (UPA) managing director. "The people are different a little bit alternative, but they really are athletes." Many ultimate players are drawn to the sport because of its underlying principle: the "spirit of the game," which players use to refer to the fact that they must call their own fouls and boundaries, even in national and 190 international competition. If a player accused of a foul disagrees with the call, the team with possession keeps it. If players cannot resolve a dispute, occasionally they ask an observer to make the call. "There's a saying that ultimate doesn't build character; it reveals character," says Jim Parinella, a five-time open national champion with his Boston based team DoG. "It gives individuals the opportunity to display their personalities on the field, whether they're going to be fair in their dealings with people or weasel their way out of things."During the 1995 World Ultimate Club Championships in England, the DoG squad was losing 19-18 when the opposing, SanFrancisco -based team passed into the end zone. When Parinella dived for a block, the receiver cried foul. "The other team asked me if I had blocked the pass, but I couldn't say for sure," Parinelia recalls. "So I said I didn't the other team scored and won the game 20-18. If I had said I had blocked the shot, my team would have gotten possession instead." The players' responsibility to govern their own actions leads to fewer physical altercations than in other sports, says Kate Coyne, a member of four-time defending national women's champions Lady Godiva. "You're not policed; you police yourselves," she said. "In sports with refs, people try to get away with as much as they can. In ultimate you're accountable to everyone." Guiietz estimates that about 150,000 Americans participate in ultimate, which has counted former and current NFL players Shannon and Sterling Sharpe and Olympians Picabo Street and Eric Heiden among its club players. Ultimate, a high-endurance sport with few basic rules, combines the nonstop movement of soccer, the defensive strategies of basketball and the passing of football, former US. masters team captain Andy Borinstein says. The sport revolves around passing a plastic disc. On a rectangular area shaped similarly to a football field, seven-player squads must complete a pass in the opposite end zone to score. To advance the disc, the player with possession has 10 seconds to pass in any direction. Athletes may not move with the disc or initiate physical contact with another player. Despite its lack of publicity, ultimate is quickly gaining popularity with high school students, says Amherst (Mass.) Regional High School coach Tiina Booth, who oversees one of only a few boys varsity ultimate teams in the country "One of my players made a good analogy. You know when someone shoots a jumper and there's a crackle in the net? He said every time you throw or catch the disc you get that crisp snap, and that's why he found it so addictive," Booth says. Because of the simple rules and the low cost of the sport ultimate requires only a disc and cones or other boundary markers - AmeriCorps, the Boy Scouts and the Boys and Girls clubs of America have incorporated it into their programs, "Ultimate is a team-building exercise we can teach elementary and middle school kids easily without a lot of rules," says Karen Labat of AmeriCorps. "It's something that is low-cost, no-contact, builds self-esteem and encourages physical fitness." Ultimate Frisbee Gets Down and Dirty, And Some Cry Foul ---- Shouting, Spitting, Spiking And Swearing Bring Calls For Referees With Teeth By Ross Kerber - Staff Reporter of The Wall Street Journal After a score by the Port City Slickers in a big ultimate-frisbee game against the Seattle Sockeye team two seasons ago, an exultant Slicker spiked the disk, prompting angry protests from Sockeye defender Ed Avery. What happened then made frisbee history. After players including Slickers veteran Mike Gerics joined the argument, Mr. Avery emerged from the crowd wiping his forehead. "He spit on me!" a disbelieving Mr. Avery shouted, putting the finger on Mr. Gerics. Mr. Gerics later received a one-year suspension that began last summer. It was the first such ban, and to many of the sport's devotees, a disturbing sign of the times. ATHLETICISM OF YORE "In the old days, teams . . . would just throw it deep and beat you with their athleticism," says Kevin Givens, an organizer at the University of California at Santa Cruz. "Now, they'll intentionally foul you, cussing the other players. That's not in the spirit of the game." 191 Mike O'Dowd, a veteran of San Francisco's powerful Double Happiness team, says he may retire rather than play with new teammates who fight and talk trash. "The team I started with was a kinder, gentler team," says Mr. O'Dowd. These days, he says, "any big game becomes a matter of ill will." Founded in the antiauthoritarian 1960s, ultimate frisbee is having an identity crisis. Once played by a few iconoclasts at New Jersey high schools, the disk-hurling game patterned loosely after touch football has grown into a sport of about 65,000 competitors, with amateur leagues, a national tournament and a governing body -the Ultimate Players Association -- that dreams of TV contracts and Olympic recognition. But to purists, the growth has attracted too many people who cheat, argue and hack, leading to proposals for something the sport has never had -- full-fledged referees. Until now, officiating has generally been limited to top tournament games -- and only when both sides agree to it. Even then, the officials usually have no power to intervene on their own and can make calls only when asked by a player. It's time to stop "sociopathic behavior" on the playing field, says Jim Parinella, who plays for the national-champion Death or Glory team in Boston and who leads the call for more referee power. Full-on refereeing faces an uphill battle in a sport where breaks for beer are still common and teams favor names like We Smoke Weed, Lady Godiva and Bovine Intervention. The ultimate mainstream isn't ready for prime time -- and proud of it. Most people who play the game can't even bring themselves to use the word "referee." They prefer "observer." The antiref crowd also notes that the level of bad behavior is still far from that in sports where players choke coaches and bite off bits of ear. They also worry that more officiating would destroy the game's tradition of sportsmanship, which includes a strong honor code whereby players are encouraged to rat on themselves, and a rule book that officially decries a "win at all cost" mentality. But self-regulation doesn't always work. At last year's world-championship tournament in Vancouver, Canada, Kenny Dobyns of the Westchester County (N.Y.) Summer League All-Stars body-slammed Sockeye star Jon Gewirtz -- supposedly in retaliation for obscene taunts. With Mr. Gewirtz pinned, Mr. Dobyns whispered in his ear, "Don't let this get out of hand." At the women's national championship in Sarasota, Fla., last October, two players were benched by their captains to curtail their cursing and pushing. A year earlier, as coach for East Carolina University at the Women's Collegiate Championships, Mr. Gerics, the spitter, alleged that Sarah Savage, coach of the University of California team, was instructing her players to make illegal throws. Ms. Savage says that Mr. Gerics circled her team's huddle, hurling obscenities. "He says, `No wonder you only have eight players, you're a hag and you chase everyone away,'" recalls Ms. Savage. She also says the ECU players were abusive on the field. "The women were literally screaming, blood vessels rupturing in their faces," Ms. Savage says. Mr. Gerics denies he used obscenities or behaved inappropriately. 'INTENT TO MAIM?' UPA head observer Vic Kahmi says more-powerful judges also might deter recklessness. Mr. Kahmi says he recently witnessed a game in Princeton, N.J., where a North Carolina college player dived for a flying disk he had no chance of catching and crashed into the intended receiver, dislocating the poor fellow's shoulder. "Was there intent to maim? I don't think so, but he wasn't playing under control," says Mr. Kahmi. When played as designed, ultimate frisbee combines speed, grace and powerful hurling with a grueling pace. Seven-player teams try to pass the frisbee down the 70-yard field and across the opponent's goal line. Possession switches when the disk is intercepted, thrown out of bounds or touches the ground. Tackling, running with the disk or stripping it away aren't allowed during matches, which typically are played to a score of 15 or 21 and last about 90 minutes. Receivers try to break free for the overhand toss known as the "hammer" or the Hail Mary bomb called the "huck." Hurlers must pass the disk within 10 seconds according to a "stall count" called out loud by defenders. Leagues are springing up in such places as Denver and Los Angeles, adding to established groups in Silicon Valley, Washington, D.C., Boston and elsewhere. With so many talented athletes, top tournaments like one in Fredericksburg, Va., earlier this month include more pirouetting throws than a season at Shea Stadium. 192 But the lack of referees also slows games. A match between a Carnegie Mellon University alumni team and the We Smoke Weed squad from New York featured as much negotiation as scoring. A typical pause came when Carnegie Mellon's Calvin Lin stopped a stall count to suggest that a defender had stepped on his foot. BUD BREAK Another delay came when New York's Mr. Dobyns, now playing for the Weed team, called timeout to pass around cans of Budweiser to his teammates. Some also shared a joint the size of a small flashlight. Afterward, the alumni team pulled away to prevail 12-5. "We're too stoned to argue!" yelled one Weed player after an opponent called a hacking foul. Some ultimate graybeards trace the rise of aggressive behavior to Mr. Gerics, who as an undergraduate at the University of North Carolina at Wilmington and later at East Carolina, helped bowl over and heckle opponents en route to collegiate ultimate titles in 1993, 1994 and 1995. The tactics toppled Ivy League frisbee dynasties because, as Mr. Gerics puts it, "most ultimate players were kind of geeky intellectuals. East Carolina, it's not the hardest school. We're bad---, we're rednecks." After graduating, Mr. Gerics joined the Port City Slickers in Wilmington, for whom he played in the infamous spitting game. Mr. Gerics, who wouldn't admit his infractions at first, now apologizes. "I'm pretty embarrassed about it," he says. But while serving out his suspension, he has found a new love-ultimate officiating at local college tournaments in North Carolina. Players, he says, rarely dispute his calls because "I wouldn't try to get in an argument with me." 193 Stretching Warming Up Why Warm Up? Although there are many benefits to warming up, most recreational athletes spend little or no time getting ready for exercise. As the name implies, warming up raises body temperature. This temperature elevation reduces the potential of muscle and connective tissue injuries. In addition, blood flow to the muscles aids in the delivery of fuels required for muscle performance. Light jogging and easy calisthenics reduce muscle tightness which limits mechanical efficiency and muscle power. Earlier onset of sweating promotes evaporative heat loss and as a result decreases the amount of heat stored by the body. This helps prevent body temperature from rising to dangerously high levels during more strenuous exercise. Warming up properly also prepares the cardiovascular and muscular systems for the upcoming physical activity and provides a transition from rest to strenuous exercise. This may reduce the likelihood of excessive muscular soreness from strenuous activity. Studies have also shown that warming up increases the speed of nerve impulses to muscles, enabling athletes to achieve faster reaction times. This is one reason professional athletes spend more time warming up compared to many recreational athletes -- they know it will prevent injuries and help them compete better. There is no secret to a good warm-up. Begin by exercising slowly for 3-5 minutes or until a light sweat starts. Then slowly stretch the muscles you will be using. Each stretch should be held for 15-30 seconds without bouncing. [1] Stretching Tips A key to avoiding athletic injuries "No pain, no gain" has been a credo of some coaches and athletes regarding warm-up stretches. Here are better words to keep in mind while you stretch: "No pain, no pain." You can do a disservice to yourself when you stretch past the point of pain. You should never hold a painful stretch. You should back off just to where it's not painful, and that's what you want to hold during the duration of the stretch." The goal of routine stretching exercises is to improve flexibility. Flexibility, aerobic conditioning and strength training are the three broad objectives to focus on as you maintain your body for the rigors and enjoyment of sports. Proper stretching actually lengthens the muscle tissue, making it less "tight" and therefore less prone to trauma and tears. A stretching routine also feels good and can be a relaxing period of your day. Don't stretch these rules ... Everybody's different — We all aren't gymnasts. Focus on maintaining adequate flexibility for your sports and activity level. Be sport-specific — Different sports emphasize different muscle groups. Concentrate on the range of motions and the muscle groups that you're likely to use in your sport. Start slowly — Example: A ballet dancer begins slowly, with one hand on the bar, before beginning high kicks out on the floor. Hold your stretch — It takes time to lengthen tissue safely. Hold your stretches at least 30 seconds — and up to a minute with a particularly tight muscle or problem area. 194 Stretch 'heated' muscles —Stretching a cold muscle can strain and irritate the tissue. Warm up first. Walk before you jog, jog before you run, etc. It's most beneficial to stretch after you exercise, when the muscle is heated by blood flow and is more accommodating of a stretch. Do not bounce! — Bouncing can cause microtrauma in the muscle, which must heal itself with scar tissue. The scar tissue tightens the muscle, making you less flexible — and more prone to pain. Think equality — Strive for balance in flexibility on each side of your body. For example, if one hamstring is tighter than the other, you may be more prone to injury. Don't be afraid to ask — A sports medicine specialist, athletic trainer, physical therapist, or health-club advisor may help improve your stretching technique. [2] References [1] Brian Meitner, ATC Meriter Sports Medicine, http://www.meriter.com/living/library/sports/warmup.htm [2] Mayo Foundation for Medical Education and Research, http://www.mayohealth.org/home?id=HQ01448 Basic Stretching Legs, Feet & Ankles Backs, Shoulders & Arms 195 For Your Back Lower Back, Hips, Groin & Hamstring Active Isolated Stretching The earliest form of stretching, called "ballistic stretching," was abandoned several decades ago. Athletes who tried it found that the rapid bouncing into and out of positions caused muscle soreness and sometimes even muscle tears. After ballistic stretching came "static" stretching, which soon reached mass popularity through numerous books, articles and poster charts. In static stretching, the runner eases into a position and then holds that position for 30 to 60 seconds. Because there are no rapid movements, proponents argued, static stretching shouldn't produce soreness. Instead, it should promote flexibility through gradual adaptation to the stretch. Many runners had considerable success with static stretching and similar yogalike postures. Others found that the stretches still caused soreness and didn't resolve their injury problems. A recently published paper in the Research Quarterly for Exercise and Sport also raised questions about the benefits of static stretching. Researchers asked one group of college-aged men to perform a series of 17 stretches ballistically while another group performed the same stretches statically. The results showed that static stretching produced more soreness and higher levels of creatine kinase, an enzyme associated with muscle-tissue injury, than ballistic stretching. 196 Why? For a possible explanation, we need look no farther than basic muscle physiology. All muscles have an inherent "stretch reflex" that's activated after a strong, rapid movement or after two seconds in a stretched position. The stretch reflex causes the muscle to begin a slow contraction. If you continue stretching while your muscle is trying to contract . . . well, it's like a tug-of-war. In this case, a tug-of-war that invites muscle damage. Enter AI stretching. In AI stretching, you hold each position for only 1½ to 2 seconds. Then you return to the starting position and relax. After resting for 2 seconds, you ease into the stretch again. Beyond the 2-second limitation, AI stretching differs from static stretching in another important respect: AI stretches are "assisted" in two ways. First, you contract the opposing muscle group to help move the stretched area into position. Second, while continuing the contraction, you use a rope or your own hands to gently enhance the stretch. Don't tug, however. The cardinal rule of stretching remains unchanged: Don't ever force yourself beyond the point of light irritation. Stretching is never an instant solution to an injury problem, so take your time. The best results come from consistent, gentle stretching. THE STRETCHES Follow these steps in performing each stretch: 1. Contract the muscle group opposite the area you're stretching. 2. Bring each stretch to the point of light irritation. 3. Hold for 2 seconds. 4. Return to your starting position and relax for 2 seconds. 5. Repeat the stretch. For best results, build up to two sets of 8 to 12 repetitions of each of the stretches, and perform them in the order shown. Exhale during the stretch phase, and inhale during the relaxation phase. Perform AI stretching before and after a run. If time is limited, just do one set of stretches after your run, with fewer repetitions; but even when you shorten the routine, always keep in mind good form, and do the stretches in the correct order. Twist and Stretch Sometimes you can stretch the daylights out of your calves or hamstrings, yet they still feel tight when you run. Could be time to try something new. Call it stretching with a twist. Here's how it works with four important runner's stretches. Do them after your run or after a 5- to 10-minute warmup. Calf Stretch 197 Stand with one foot about 2 feet in front of the other and rest your palms against a wall. Slowly lean your body forward while pressing the heel of your rear foot into the ground. Keep your toes pointed forward and your back knee straight. The Twist: Curl your toes and accentuate your arch as if trying to grab the floor. At the same time, shift your weight to the outside of your rear foot. Slowly shift your weight back and forth between this position and the starting position for 30 to 60 seconds. Deep Calf Stretch In the same position as the calf stretch, shift your weight farther onto your back leg and bend your back knee until you feel your heel wanting to raise off the floor. (Keep your heel on the floor, though.) You should feel the stretch in your Achilles tendon. The Twist: Same as the calf stretch. Hip Stretch From a standing position, put one foot on a chair or step. Lean forward into a lunge position until you feel a stretch along the front of your rear thigh. Keep your back knee straight, with your foot pointed forward. The Twist: Slowly rotate your body from side to side for 30 to 60 seconds. Hamstring Stretch From a standing position, put one foot on a chair. While keeping this foot flat, slowly straighten this knee until you feel a stretch. To increase the stretch, slowly lean forward from the waist while keeping your back straight and chest out. 198 The twist: Slowly rotate your upper body from side to side for 30 to 60 seconds. References http://www.runnersworld.com The Mobility Program Why do mobility exercises? The objective of mobility training is to improve the range of stretch of the antagonistic muscles. What are the benefits? Mobility plays an important part in the preparation of athletes by developing a range of movement to allow technical development and assisting in the prevention of injury. How will I know if I am stretching properly? When you perform a stretch correctly you will feel mild discomfort in the antagonistic muscles. If you feel pain or a stabbing sensation you must STOP What do I need to consider before conducting mobility exercises? The body responds best to a stretching programme when it is warm and the muscles and joints have been exercised through their current range of movement. What types of mobility exercises are there? The various techniques of stretching may be grouped as Static, Ballistic and Assisted. In both Static and Ballistic exercises the athlete is in control of the movements. In Assisted the movement is controlled by an external force which is usually a partner. Static Stretching Static stretching involves gradually easing into the stretch position and holding the position. The amount of time a static stretch is held may be anything from 6 seconds to 2 minutes. Often in static stretching you are advised to move further into the stretch position as the stretch sensation subsides. 199 Ballistic Stretching Ballistic stretching involves some form of rapid movement into the required stretch position. Where the event requires a ballistic movement then it is appropriate and perhaps necessary to conduct ballistic stretching exercises. Start off with the movement at half speed for a couple of repetitions and then gradually work up to full speed. Appropriate preparatory static stretching exercises should be conducted before any ballistic exercises are carried out. Assisted Stretching Assisted stretching involves the assistance of a partner who must fully understand what their role is otherwise the risk of injury is high. A partner can be employed to assist with Partner stretches and Propreceptive Neuromuscular Facilitation (PNF) techniques. Partner Stretches Your partner assists you to maintain the stretch position or help you ease into the stretch position as the sensation of stretch subsides. You should aim to be full relaxed and breath easily throughout the exercise. Partner assisted stretches are best used as developmental exercises, with each stretch being held for thirty seconds. PNF Technique 1. You move into the stretch position so that you feel the stretch sensation 2. Your partner holds the limb in this stretched position 3. You then push against your partner by contracting the antagonistic muscles for 6 to 10 seconds and then relax. During the contraction your partner aims to resist any movement of the limb. 4. Your partner then moves the limb further into the stretch until you feel the stretch sensation 5. Go back to 2. (repeat this procedure 3 or 4 times before the stretch is released.) Which method is best? Static methods produce far fewer instances of muscle soreness, injury and damage to connective tissues than ballistic methods. Static methods are simple to carry out and may be conducted virtually anywhere. For maximum gains in flexibility in the shortest possible time PNF technique is the most appropriate. Where the technique requires ballistic movement then ballistic stretches should be employed. What order should the mobility methods be used? When conducting mobility exercises it is recommended to perform them in the following order - Static, assisted and then dynamic. When should they be performed? Mobility exercises could be part of: 1. The warm up program 2. A stand alone unit of work It is considered beneficial to conduct mobility exercises as part of the warm down program but should not include ballistic exercises as the muscles are fatigued and more prone to injury. 200 The Exercises Shoulder Circles Stand tall with good posture. Raise your right shoulder towards your right ear, take it backwards, down and then up again with a smooth rhythm. Perform this shoulder circling movement eight times, then repeat with the other shoulder. Breathe easily throughout. Arm Circles Stand tall with good posture. Lift one arm forward then take it backwards in a continuous circling motion, keeping your spine long throughout. Avoid the tendency to arch your spin whilst carrying out the circling movement. Perform this arm circling movement eight times, before repeating with the other arm. Breathe easily throughout. Side Bends Stand tall with good posture, feet slightly wider than shoulder-width apart, knees slightly bent, hands resting on hips. Lift your trunk up and away from your hips and bend smoothly first to one side, then the other, avoiding the tendency to lean either forwards or backwards. Repeat the whole sequence sixteen times with a slow rhythm, breathing out as you bend to the side, and in as you return to the centre Trunk Twists Stand tall with good posture. Have your feet slightly wider than hip-width apart, knees slightly bent, hands resting on hips. Keeping your spine long and your hips facing forward, turn smoothly and slowly round to one side, then the other. Repeat the sequence sixteen times, breathing easily throughout the movement. Upper Back Stretch Stand or sit tall with good posture. If standing, bend your knees slightly and tilt your pelvis under. Interlock your fingers and push your hands as far away from your chest as possible, allowing your upper back to relax, whilst at the same time looking down. You will feel the stretch between your shoulder blades. Hold the stretch for 10 seconds and repeat the exercise three times, breathing easily throughout. Chest Stretch Standing, bend your knees slightly and tilt your pelvis under. Place your hands, loosely clasped, on the small of your back and keep your spine long and shoulders back and away from your ears. Without arching your spine, ease your elbows towards each other as far as possible, feeling the stretch in the front of the chest. Hold the stretch for 10 seconds and repeat the exercise three times, breathing easily throughout. Standing Side Bend Make sure that you have a good stable base by placing your feet approximately a metre apart, toes facing forward. Bend your knees slightly and keep your hips facing forward, too. Hold the stretch for 10 seconds and repeat the exercise three times, breathing easily throughout. Repeat on the other side Sideways. Neck Stretch Stand or sit tall with good posture, keeping your spine and neck long and your shoulders down away from your ears. Keeping your neck long, tilt your head to the side. Hold the stretch for 10 seconds and repeat the exercise three times, breathing easily throughout. Repeat on the other side . 201 Front of Shoulder Stretch Sit on a stool or stand tall with good posture, bend your knees slightly and tilt your pelvis under. Place your hands behind you, interlock your fingers and then straighten your arms and try and lift them upwards and backwards as far as possible. Keep your spine long throughout and make sure that your shoulders are back and down away from your ears. You will feel the stretch in the front of the chest. Hold the stretch for 10 seconds and repeat the exercise three times, breathing easily throughout. Shoulder and Side Stretch Sit on a stool or stand tall with good posture, bend your knees slightly and tilt your pelvis under. Place both hands above your head and then place your right hand behind your head, easing the left arm closer towards your head - taking the elbow behind the head if possible. Keep your spine long and your shoulders down away from your ears throughout the exercise. You will feel the stretch along the side of the trunk and shoulder. Hold the stretch for 10 seconds and repeat the exercise three times, breathing easily throughout. Repeat on the opposite side. Half Squat Stand tall with good posture holding your hands out in front of you for balance. Now bend at the knees until your thighs are parallel with the floor. Keep your back long throughout the movement, and look straight ahead. Make sure that your knees always point in the same direction as your toes. Once at your lowest point, fully straighten your legs to return to your starting position. Repeat the exercise sixteen times with a smooth, controlled rhythm. Breath in as you descend, and out as you rise. Standing Calf Stretch Stand tall with one leg in front of the other, hands flat and at shoulder height against a wall or suitable immovable object. Ease your back leg further away from the wall, keeping it straight and press the heel firmly into the floor. Keep your hips facing the wall. You will feel the stretch in the calf of the rear leg. Hold the stretch for 10 seconds and repeat the exercise three times . Repeat on the other side, breathing easily throughout. Calf Stretch Position yourself as for the standing calf stretch exercise. This time, however, flex the knee of the rear leg, whilst still keeping the heel pressed firmly on to the floor. The sensation of stretch should now be experienced lower down in the calf. Hold the stretch for 10 seconds and repeat the exercise three times . Repeat on the other side, breathing easily throughout. Standing Hip and Thigh Stretch Stand tall with good posture in front of a firm chair or stool. Raise one foot up on to the chair back easing your body towards this foot so that chest and thigh come closer together. Rest your hands loosely on the raised knee and keep your spine and back leg straight and your shoulders down away from your ears. Ease as far forward as possible and hold your position. You will feel the stretch along the front of the thigh of the extended leg, and along the back of the thigh of the raised leg. Hold the stretch for 10 seconds and repeat the exercise three times Repeat on the other side, breathing easily throughout. Seated Groin Stretch Sit tall with good posture. Ease your legs up towards your body and place the soles of your feet together, allowing your knees to ease out down towards the floor. Make sure that your back stays long and that your shoulders are down away from your ears. Rest your hands on your lower legs or ankles, or keep them by your sides for support. You will feel the stretch along the inside of your thighs and groin. If you wish to stretch the 202 hamstrings and hip extensors at the same time, from the position above ease forward by hinging at the hip, still keeping the spine long (see lower picture). Hold the stretch for 10 seconds and repeat the exercise three times, breathing easily throughout. Kneeling Hip Flexor Stretch Kneel on a mat or towel with one leg flexed in front of you as illustrated - your weight should be evenly distributed so that your position is stable, although you can use your hands at either side of your body for extra support. Note that the knee at the front leg is positioned directly over the front foot. From this position and keeping your spine long and shoulders down, push your hips forward. You may find that you have to take your rear knee further back before you can feel the stretch along the front of this thigh. Hold the stretch for 10 seconds and repeat the exercise three times, breathing easily throughout. Repeat on the other leg. Lying Hip Abductor Stretch Lie flat on the floor with both legs flexed at the knee. Now cross your legs and use the weight of the top leg to bring the lower leg down towards the floor. Keep your back, shoulders and the foot of the lower leg in contact with the floor throughout the movement. You will feel the stretch along the outside of the hip and thigh. Hold the stretch for 10 seconds and repeat the exercise three times, breathing easily throughout. Repeat with the other leg. Front of Trunk Stretch Lie down on the floor, fully outstretched. Slide your arms to the sides of your body for support, and ease your chest off the floor, keeping your spine long and your hips firmly pressed into the ground. You will feel the stretch in the front of the trunk Hold the stretch for 10 seconds and repeat the exercise three times, breathing easily throughout Seated Trunk Twist Sit tall with good posture, legs stretched out in front of you, spine long, shoulders down away from your ears. Place your right leg over your left leg as illustrated and rotate your trunk, using your left arm against your right knee to help ease you further round. Use your right arm on the floor for support. You will feel the stretch along the length of the spine as well as in the muscles around the right hip. Hold the stretch for 10 seconds and repeat the exercise three times, breathing easily throughout. Repeat on the opposite side. Seated Groin and Hamstring Stretch Sit tall with both legs fully outstretched. Flex your right knee so that the right foot rests comfortably along your left inner thigh, with the right knee as close as possible to the floor. Keeping your spine long and your shoulders down away from your ears, hinge forwards from the hips to reach towards your flexed left foot. Go as far forward as possible, then relax your spine to reach even further forward, holding this stretch position. You will feel the stretch along the back of the outstretched leg, and along the inside and rear of the flexed leg. Hold the stretch for 10 seconds and repeat the exercise three times Repeat with the other leg, breathing easily throughout. Lying Quadriceps Stretch Lie face down on the floor, resting your fore-head on your right hand. Press your hips firmly into the floor and bring your left foot up towards your buttocks, easing it closer to them with your right hand. You will feel the stretch along the front of the thigh. Hold the stretch for 10 seconds and repeat the exercise three times Repeat on the other side, breathing easily throughout the exercise. Lying Hamstring Stretch Lie flat on the floor with your knees flexed to approximately ninety degrees. Raise your left leg, grasping it loosely behind the thigh with both hands. Now ease this leg as close to your chest as 203 possible. You will feel the stretch along the back of the flexed thigh. Hold the stretch for 10 seconds and repeat the exercise three times Repeat with the other leg, breathing easily throughout the exercise. References BAF Senior Coach Coaching Theory Manual - Unit C Mobility Training - N Brook - ISBN 0-85134-079-2 Peak Performance - Issue 46, 47, 53 58 and 102 The complete book of stretching - T Lycholat - ISBN 1-85223-395-8 Peak Performance - Issue 108 page 6 ACL - Knee Deep in Ligaments If you've ever thrown out your knee, you may have more in common with your pro sports heroes. An anterior cruciate ligament tear could mean surgery and months of physical therapy. There aren't any absolutes in avoiding ACL problems, but awareness is the key. The ACL is the smallest of the four main ligaments of the knee, but it is the primary stabilizer. Injuries have a tendency to occur when the foot is firmly planted and the knee is twisted. Any sport that requires acceleration, change of direction and deceleration can increase the chances of suffering an ACL tear. "The majority [of ACL patients] are injured in a competitive sport, and need surgery," says William Levine, M.D., director of sports medicine at Columbia-Presbyterian Medical Center in New York. To help prevent future instability in the knee, surgeons use arthroscopic techniques to replace the torn ACL with a graft of the patellar tendon. As with all injuries, the best way to handle ACL strains is not to get them. Stretching will keep the muslces and tendons flexible so they can help absorb shock. For strength and endurance, a combination of stretching and weight training targeting the quadricepts and hamstrings is essential. Muscles should be warmed up gradually before excertion and stretched thoroughly after your workout. Don't bounce while stretching and always exhale as you go into the stretch. Hold each stretch for 30 seconds to the point of mild discomfort. By concentrating on effective quad and hamstring excercises, you'll keep on sprinting instead of ending up in an MRI tube with your orthopedic surgeon by your side. Sitting Hamstring Stretch Sit on the floor with both legs straight. Press your chest to your thighs and hold. Keep your eyes focused on your feet. 204 Reaching Hamstring Stretch Sit with one leg extended straight in front of you and the other leg bent with the knee flat on the floor. Lean forward over the extended leg until you feel tension in the hamstring. Keep your eyes focused on your feet, reaching your hands towards your toes. Quadriceps Stretch Hold on to a wall for balance, grasp one leg above the ankle, and pull the leg up and back. Move slowly and smoothly. Repeat with the other leg. Lying Leg Flex Lie face down on the floor with your arms under your chin. Flex one leg toward your buttocks and lower slowly. Do three sets of 10 to 15 repetitions with each leg. This exercise can also be done standing; add ankle weights for extra resistance. Or use the leg-curl machine, standing with one set of 10 to 15 reps 205 One-Legged Squat Standing six to 10 inches away from a chair or bench with your back to it, rest one foot on the seat, sole up. Balancing on the other leg, squat slowly. When your thigh is nearly parallel to the floor, push up. Repeat eight to 15 times, then switch legs. Standing squats and lunges can also be performed to increase quadriceps strength. Wall Sit Stand with feet shoulder-width apart and your back against a smooth wall (1). Slowly slide down the wall as though you're lowering yourself into a chair (2). Stop before you reach 90-degree mark. Hold for 30 to 60 seconds, then push back up to a standing position. Perform 5 to 10 reps. References Shari Rosenblum Men's Fitness, June 2000 206 Stretching - Yoga and Athleticism All athletes, no matter their skill level, can benefit from the consistent practice of basic yoga postures. Unfortunately, athletes often have misconceptions about this powerful conditioning tool. They may be misled by watching some types of yoga on television or by participating in yoga classes where the emphasis is on mild stretching, rather than on disciplined practice of the classical yoga poses. How can yoga help athletes? In short: learning and practicing yoga can facilitate and support training and increase athletic capacity. Yoga helps athletes because they often have damaging movement patterns. By focusing on the simple movements of the basic yoga poses and building to more complex movements, athletes can correct old, damaging habits and dramatically increase athletic capacity. Everyone comes to yoga with physical imbalances. For example, endurance athletes -- like long-distance runners or bikers -- may have relative ease of movement in one hip or shoulder and restricted movement in the other. With high repetitions of the same movement, this small difference is magnified, often causing back or knee problems. Similarly, some sports lead to tightness in the front of the hips and shoulders, a condition which may lead to various painful back and rotator cuff problems. Because traditional yoga movements are balanced in every direction and require a full range of motion, they immediately reveal imbalances. By building a symmetrical form, yoga postures permit the intensity of repetition required by athletic activity and help prevent injuries that often occur with training. Athletes can get into trouble while training by compensating for limitations in their range of motion by using momentum and rotation to complete a movement. In the long run, this strategy is counterproductive because the result is either injury or less than optimal performance. Yoga practice demands that one come face to face with one’s present capabilities and learn how to work effectively with those conditions. Yoga uncovers places in the body where, despite strength, there is either instability (loose joints) or lack of suppleness. Suppleness is not flexibility, but rather strong, fluid movement through the full range of the joint. Yoga develops strength, suppleness, awareness and alignment. It is not about stretching. Yoga can help you acknowledge your current capacity, accept it and work to improve it. A good introductory yoga class will provide instruction that enables you to practice the basic, classical poses and to observe your movement patterns with awareness. This process reveals unhealthy and inefficient habits and shows you how to correct them. As an athlete, the purpose is to move in the direction of the poses, not to do them perfectly. Even a modest, regular practice of "imperfect" basic poses will enhance your athletic performance. References [1] Meriter Sports Medicine, http://www.meriter.com/living/library/sports/yoga.htm 207 Nutrition Top 10 Most Powerful Foods 1. Beans They have little fat but heaps of several key nutrients, including the B vitamin folic acid, copper, zinc, magnesium and potassium. They also make a great source of protein (usually found in higher-fat foods), fiber and complex carbohydrates for energy that's much more stable than what you'd get from more sugary foods. Two servings a day of your favorite bean can lower blood cholesterol as much as 27 percent. 2. Brown Rice Like white rice, it's almost a pure complex carbohydrate, but it packs in the fiber, too. It's also a rich non-meat source of zinc and contains all the minerals white rice lacks. You'll even get protein--five grams per cup. 3. Garlic It contains lots of antioxidants, fights bacteria and maybe viruses and helps lower cholesterol and blood pressure. It may even help prevent cancer. A couple of cloves or four Kyolic garlic gel caps a day should make for a healthful dose. 4. Papaya One of the most nutrient-dense fruits you can find, calorie-for-calorie it beats oranges and apples. One papaya provides 30 percent more than the RDA for vitamin A and 300 times the RDA for vitamin C. It teems with allergy- and disease-fighting phytochemicals, too. 5. Egg Whites With all the essential amino acids, they're about the most perfect protein you can eat. And without the yolk, which contains about 300 milligrams of cholesterol (close to your daily limit), egg whites are the rare no-fat, high-protein food. 6. Chicken Aside from being easy to cook and incredibly versatile, it's the meat for the active guy. White meat has just 370 calories and 18 grams of fat per six ounces (dark meat has 450 calories, 26 grams of fat). It's high in iron, protein, niacin and zinc. Leave the skin on until the bird's cooked to keep in the juices; it'll come off easier when it's cooked, too, taking most of the fat with it. 7. Broccoli Vitamin C, beta-carotene and fiber figure highly in broccoli's nutritional profile. But it's broccoli's high content of the phytochemical sulforaphane that has been making headlines lately because of its powerful anti-cancer effect. 8. Soy Soy is now available in various tasty forms, from soy milk to veggie burgers to fake bacon to tofu (tastes great fried, then mopped off with a paper towel, and in miso soup). It features high-quality protein, is low in saturated fat and contains the heart-healthy omega-3 fatty acids most people only get from fish. It might even reduce cancer risk, lower cholesterol and help prevent heart disease. 9. Sweet Potatoes We love these in part because they're so delicious and easy to cook. Each potato also has a whomping 8,285 IU of vitamin A (one-and-a-half times your RDA), 50 percent of the RDA of vitamin C, and decent amounts of three essential minerals: calcium, magnesium and potassium. 10. Water Hey, don't scoff. You're probably not drinking enough; few people do. Eight eight-ounce glasses a day are the bare minimum. If you're active, you can sweat away two pounds of water surprisingly fast. All your organ systems need the stuff in order to function. You also need the crucial minerals water provides, including sodium, potassium, calcium and phosphorus. A healthy water intake will help prevent kidney stones (which afflict men way more than women) and keep your urinary and gastrointestinal tracts functioning better. References Men's Fitness, http://www.mensfitness.com/ 208 Fluid Intake Running during these scorching summer months can leave you parched as a lizard in the Mojave Desert. And, yes, you probably know you need to drink a lot of liquid during these times, but you may not realize just how vital it is. Taking in too little fluid can be disastrous for your running and your health. Drink the right amount of the right beverages, and you'll feel great and run fast. Here's a look at how water works to keep your body running smoothly, with some tips on when, how much and what kinds of fluids to drink. Plus, I've provided a rundown of many of the sports beverages on the market. Charting a Fluid Course You're All Wet Brand Calories Carbos (grams) All Sport 70 19 Body Fuel 750 70 17 Break Through 80 20 CytoMax 83 19 Endura 60 15 Everlast 60 15 Exceed 70 17 Excel 71 18 Gatorade 50 14 Hydra Fuel 66 16 Icopro 80 21 Innergize 70 17 Isostar 70 16 PowerAde 70 19 Power Surge 75 18 PR Fuel 60 15 Pure Power 80 20 Q.E.M. 45 11 Recharge 72 18 Sporta Lyte 70 16 On average, the human body is more than 50 percent water. Runners and other endurance athletes average around 60 percent. This equals about 120 soda cans' worth of water in a 160-pound runner! A runner's watery physique results from physiological adaptations brought about by running. For one, running builds lean muscle tissue and reduces body fat; lean tissue contains more water than fat tissue does. (Fat tissue contains the least water of all body tissues, even less than bones.) Another reason for your waterlogged state is your expanded blood volume. This occurs as you become physically fit and serves to improve oxygen and nutrient delivery to working muscles. The extra blood also helps remove wastes produced by muscles during exercise. Sweat It During running, muscles generate heat--lots of it. A typical 5-mile run burns about 500 calories, and 70 percent of this heat must exit the body to keep muscle tissue from literally cooking. The body stays cool by producing sweat, the evaporation of which rids your body of unwanted heat--roughly 600 calories of heat for every quart of sweat that evaporates. And during an hour of running, you can easily lose more than 2 quarts of sweat. How much you sweat depends upon several factors. Warm weather and high humidity both increase sweat production. And the faster you run, the more heat you generate, so the more you sweat. Sweat rate is also influenced by your fitness level: the sweat glands in a fit body enlarge and increase in number, so you sweat more. All these bodily adjustments create more efficient cooling while you run. Running Dry When mapping out your training program, include a sports drink in the mix. Here are some to choose from: 10-K 60 15 So sweating keeps you cool, but losing all that fluid lessens the efficiency of the internal operations of your body. Most runners fall short on fluid replacement and only manage to replace about half their sweat losses. If you don't take in fluids as you sweat, your blood actually thickens. This makes your heart pump harder and slows oxygen and nutrient delivery to exercising muscles. Result: Your body suffers. As you dehydrate and your pace slows, you may become dizzy, weak or nauseated. Eventually you may cramp up, get chills or even hallucinate. Some of these same symptoms may even occur at the office or at home, as your unmet fluid need doesn't always conveniently show up on your run. 209 Drink Up The old rule that you need eight glasses of water or fluid daily is just that--old. Your fluid needs depend on many factors, including body size, fitness level, training schedule and dietary factors such as caffeine and alcohol consumption, both of which increase fluid loss from the body. So how much fluid you need is an individual matter. Your best bet is to monitor urine color and frequency of urination. Pale yellow urine is a good sign that plenty of fluid is on board for waste excretion. (But don't judge your urine color within a few hours after taking vitamin supplements, since the unused vitamins, particularly the B vitamin riboflavin, turn your urine a bright yellow.) Frequent urination is another good sign that you're getting enough fluid. Spread out your fluid intake over the day to keep body water levels steady and to ward off the threat of dehydration. And remember to drink past the feeling of thirst, since that sensation shuts off quickly once you begin drinking. In fact, it actually turns off before you've replenished lost fluids. Water Your Options? Choices, choices. The beverage aisle in any grocery store overflows with drinks: bottled waters (spring, mineral and sparkling), bottled teas, juices and many other concoctions. And there's always . . . plain tap water. So what's best? Tap water is fine, and it's cheap. Plus, local municipal water supplies must follow strict safety regulations, so if the water out of your faucet tastes okay, by all means drink it. Many consumers opt for bottled water, which generally tastes better than tap water because bottlers use ozone as a disinfectant instead of chlorine. And though the general perception is that bottled water is better for you than tap water, the fact is, safety regulations are higher for municipal water than bottled. Some bottled water may offer minerals such as calcium and magnesium, but if you live in an area that has hard water, your local water probably has more minerals than bottled does. For instance, a quart of tap water from my hometown supplies about 10 percent of my magnesium needs. (If you're not sure if you have hard water, just check your water faucets for mineral deposits.) Bottled teas and juices are tasty, thirst-quenching options, but watch for caffeine, which can increase body water loss by increasing urine production. And you may be taking in unwanted calories, as many of these beverages have a high content of sugar or corn syrup. Fluid On The Run During exercise, your body needs fluid--fast. And during longer runs, a supply of carbohydrates also becomes crucial for maintaining energy levels. As you run, both fat and carbohydrates are burned for energy, but glycogen, which is the form that carbohydrate takes when stored in the muscles, runs low after about 90 minutes of running. When this happens, you'll weaken and your pace may turn sluggish. The solution is quite simple: drink a sports beverage. These are formulated to supply a steady stream of energizing carbohydrates and to maximize fluid absorption. Sodas and juices don't work as well as fluid-replacement solutions during exercise because their relatively high carbohydrate concentrations of 10 to 14 percent slow fluid absorption in the intestinal tract. Most sports drinks contain half the carbohydrate content of these other beverages, or about 50 to 80 calories per 8 ounces. Small amounts of electrolytes (sodium) added to many sports drinks also boost fluid absorption. Since your fluid losses amount to over a quart an hour, drink about 1/2 to 1 cup of sports drink every 15 minutes. In other words, aim for around 100 calories of carbohydrates every 30 minutes, which is ideal for keeping you energized. Even on runs lasting less than an hour, drinking helps prevent overheating, especially during tough, warm-weather workouts. If you haven't yet, give a sports drink a try during your next training session. 210 Sports Drinks Aplenty Sports drinks have become a billion-dollar-a-year industry. Several new products have appeared on the market over the last few years, and they're filling the shelves in supermarkets and convenience stores, even popping out of soda machines. But what's best to buy? That's pretty much determined by your personal preference, but do select one that contains around 50 to 80 calories per 8-ounce serving; any more and the carbohydrate concentration will inhibit fluid absorption. Test different brands during training, particularly on long runs, and see what works best for you. Some are slightly carbonated, which is fine if that's your preference. Whatever you choose, a sports beverage can be a valuable part of your refueling and rehydrating regimen. [1] Suggested Guidelines During activity, you can lose up to two cups (one pound) of sweat for every 300 calories burned, depending on the weather conditions. Again, stay ahead of the game by drinking fluids before, during and after your workouts. Suggested guidelines for fluid consumption are: - Drink two to three cups two hours before the activity - Drink one to two cups 10 to 20 minutes before the activity - Drink 1/2 to 3/4 cups (four to six ounces) every 15 minutes during the activity - Drink two or more cups within one to two hours after the activity - Continue drinking fluid after exercising until urine is clear To measure fluid loss, weigh yourself before and after a workout. Replace each pound lost with two cups of fluid. Water is best, but sport drinks may be helpful for activities lasting longer than 60 to 90 minutes. The most important point is to drink fluid, whether it’s water or a sports drink. [2] References http://www.runnersworld.com 211 The Role of Meat KEY POINTS 1. In the typical Western diet, meats such as beef, lamb, pork, veal, poultry, and fish are the predominant sources of protein, B vitamins, iron, and zinc. 2. Iron and zinc are the two nutrients most often deficient in vegetarian or modified-vegetarian diets. Also, iron and zinc are the most cited nutrients that may be deficient in the diet of athletes. 3. Athletes who choose to exclude meat from their diets must carefully plan diets to enhance nutrient availability, particularly for iron and zinc. INTRODUCTION Generations of athletes have consumed a diet centered around meat. In the 6th century B.C., a famous Greek athlete, Milo of Crotona, was the wrestling victor in five Olympian games and in many other sacred festivals. In what is probably an apocryphal account, he applied progressive resistance training by lifting a growing calf daily. When the calf was four years old, he carried her the length of the Olympian stadium, killed, roasted, and ate her. It was reported that Milo's normal daily intake of meat was about 20 pounds (Ryan, 1981). Times have changed. As scientific evidence has solidified the link between high-fat, meat-based diets and increased risks of chronic diseases such as cancer and heart disease, more people are turning to a vegetarian style of eating for health reasons, rather than moral or ethical reasons. Almost seven percent of the American public, or about 12.4 million people, consider themselves vegetarians (Havala, 1994). Athletes, too, are becoming attracted to a more plant-based style of eating. Although most athletes do not eliminate all animal foods from the diet, increasing numbers of athletes avoid beef and other red meats on a fairly regular basis. (Snyder et al., 1989; Raben et al., 1992; Lyle et al., 1992). A survey of nationally competitive female runners showed that more than 40 percent avoided red meat for "health reasons" (Clark et al., 1988). Other reasons for avoiding meat include fat content, calorie content, and financial cost (Steen, 1991). In some cases athletes limit animal foods based on misconceptions, such as the erroneous association of milk with fluid retention (Kleiner et al., 1994). Can an athlete achieve peak performance on a meatless diet? Can plant foods supply the right nutrients in adequate amounts to replace nutrients depleted during intense physical activity? The purpose of this review is to summarize the factors that influence the adequacy of a meatless diet for athletes and to provide practical guidelines to assist with the healthy planning of such diets. THE ROLE OF MEAT IN THE DIET Typical Western diets are made up of the following food groupings: • Vegetables; Fruits; Breads, cereals, rice, and pasta; • Milk, yogurt, and cheese; • Meats, poultry, fish, dry beans and peas, eggs, nuts, and seeds; • Fats, oils, and sweets. In the typical Western diet, meats (including beef, lamb, pork, veal, poultry, and fish) are the primary staple around which meals are designed, and are the predominant sources of protein, B vitamins, iron, and zinc. Just as no single vegetable or fruit can provide all of the critical nutrients common to its food group, no single type of meat can provide all of the protein, B vitamins, iron, and zinc necessary for a healthy and well-balanced diet. It is the variety of types and cuts of meats that provide the total array of nutrients necessary for an adequate diet. For example, beef is only an average source of niacin, riboflavin, thiamin, and vitamin B6 (1 serving provides 1024 percent of the RDA for adults and children over 4 years of age). But most cuts of beef are excellent sources of zinc (1 serving provides 40 percent of the RDA for adults and children over 4 years of age). Likewise, 212 pork is an excellent source of thiamin and iron, a good source of niacin (1 serving provides 25-39 percent of the RDA for adults and children over 4 years of age), and only an average source of riboflavin, vitamin B6, and zinc. Because vitamin B12 is a byproduct of animal metabolism, virtually all types of meats are good or excellent sources of vitamin B12 (USDA, 1990). Generally speaking, red meats like beef and the dark meat of poultry are better sources of iron and zinc than are white meats like fish and light meat of poultry. However, there are some exceptions. Pork is an excellent source of iron, as are clams and oysters. Oysters are also an excellent source of zinc (USDA, 1990). The elimination of some or all meats from the diet does not mean that a wellbalanced and adequate diet is impossible. Dry beans and peas (legumes) and nuts are somewhat similar to meats in providing protein and most vitamins and minerals. But there are some significant nutritional differences between plant and animal food sources of proteins. Protein The quantity of protein in the diets of athletes is rarely a concern, regardless of whether they are meat eaters or nonmeat eaters. For example, an average of 21-25% percent of the energy in legumes comes from protein calories (Geil & Anderson, 1994), and protein constitutes 34% of the energy in soybeans. There is, however, a limitation to the quality of the protein from most legumes. With the exception of soybeans, legumes do not contain a full complement of the essential amino acids required for the efficient manufacture of protein by the human body. Wellprocessed soybean protein is equal in quality to animal protein (Young, 1991). Previous vegetarian dietary guidelines recommended that a variety of plant protein sources (such as grains and beans) be combined simultaneously at one meal to complement each other and provide a complete protein source. Current research supports the notion that by eating a variety of legumes, as well as all other food groups throughout the day, one can obtain the full array of essential amino acids required for efficient protein metabolism. According to World Health Organization (1985) recommendations, protein digestibility is reduced by about 10% in a vegetable-based diet due to the high fiber content of the diet. Accordingly, it is suggested that those who eat such diets should consume 110% of the calculated protein requirement to ensure adequate protein intakes (WHO, 1985). B Vitamins In spite of the fact that meats are a major source of B vitamins in the Western diet, whole and enriched grain products, eggs, legumes, nuts, seeds, fruits, vegetables, and dairy products are good and reliable sources of B vitamins and can fully supply the dietary requirements for B vitamins. An exception to this rule is vitamin B12, which is available only from animal products. A B12 supplement must be used if animal products are completely eliminated from the diet. Iron In absolute amounts, it is surprising to note that most meats are only average sources of iron when compared to many grains and legumes. However, the bioavailability of iron from meat versus vegetable foods makes a significant difference in the value of meat as a source of iron in the diet. There are two forms of dietary iron, heme iron (from animal tissue) and nonheme iron. Heme iron is absorbed with the iron still contained within hemoglobin or myoglobin molecules. Absorption of heme iron is affected by the body's stores of iron, but it is not affected by intestinal factors or by meal composition. However, absorption of nonheme iron is very dependent on iron stores, intestinal factors and meal composition. Furthermore, heme and nonheme iron are absorbed from the intestine at differing rates. In the ironreplete individual, as little as 15% of heme iron that reaches the intestine is absorbed, whereas up to 35% may be absorbed in an individual with little or no iron stored in the body. Absorption of nonheme iron can range from 2% in the iron-replete individual consuming a meal of low iron availability to 20% in the person with minimal stores of iron who consumes a meal 213 that contains highly bioavailable nonheme iron (Monsen & Balintfy, 1982). Intestinal factors and meal composition factors that affect absorption of nonheme iron are discussed later under "Practical Considerations." Zinc Meats, particularly red meats and oysters, are good or excellent sources of zinc and are the major sources of zinc in the Western diet. The bioavailability of zinc varies with the food source; some foods contain factors that inhibit zinc absorption. Factors that inhibit zinc absorption include fiber, phytic acid, oxalic acid, ethanol, tannins, iron, calcium, and tin. These constituents are found in varying amounts in soy protein, whole wheat, tea, coffee, celery, milk, cheese, corn tortillas, and beans (Shils & Young, 1984). Zinc from animal sources is generally regarded as more bioavailable than zinc from vegetable sources (Mares-Perlman et al., 1995). INCIDENCE OF DIETARY DEFICIENCIES AMONG ATHLETES Potential iron and zinc deficiencies are the two most noted drawbacks of vegetarian or modified-vegetarian diets, and are the most common dietary deficiencies among athletes (Dallongeville et al., 1989; Lamanca & Haymes, 1992; Nutter, 1991; Pate et al., 1993; Snyder et al., 1989; Telford et al., 1992, 1993; Williford et al., 1993). Iron Iron is an essential trace element required for the formation of hemoglobin, myoglobin, the cytochromes, and iron-containing enzymes critical in immune function (Haymes, 1987). Numerous recent studies have documented a prevalence of iron deficient conditions in both male and female athletes, but more commonly among women (Dallongeville et al., 1989; Lamanca & Haymes, 1992; Nutter, 1991; Pate et al., 1993; Snyder et al., 1989; Telford et al., 1992, 1993; Williford et al., 1993). Iron depletion, the first stage of iron deficiency, is the most common iron deficiency condition documented among athletes, and is indicated by low serum ferritin values (<12 ug/dL). The next two stages of iron deficiency, iron-deficient erythropoiesis and irondeficiency anemia, are much less commonly observed. Plasma volume expansion (which reduces the concentration of iron in plasma), low dietary iron intake, low bioavailability of dietary iron, and increased rates of iron excretion (Clarkson & Haymes, 1995) are suggested as possible reasons for the high prevalence of iron depletion in athletic populations. The Recommended Dietary Allowance (RDA) for iron is 15 mg/d for women and 10 mg/d for men. The average iron intake among U.S. women is only 6 mg/1000 kcal or 10.6 mg/day. Most males consume more than the RDA for iron (Clarkson & Haymes, 1995). The results of studies investigating iron status of athletes and exercising individuals indicate that athletes with decreased iron stores generally consume less dietary iron and fewer servings of meat on a regular basis. Subjects with low iron stores eat significantly less heme iron than do those with normal iron stores. However, no performance decrements have been demonstrated in these subjects (Lyle et al., 1992; Dallongeville et al., 1989; Pate et al., 1993; Snyder et al., 1989; Williford et al., 1993). Some studies that indicated lower iron intakes among subjects with decreased iron stores failed to demonstrate a correlation between heme iron intakes and serum or plasma ferritin values (Lamanca & Haymes, 1992; Telford et al., 1993). Iron Supplements versus Iron From Meat Several researchers have studied the influence of the dietary source of iron on iron stores. Lyle et al. (1992) studied the effect of oral iron therapy versus increased consumption of meat in women participating in a moderate exercise program for 12 weeks. The additional meat was more effective in protecting hemoglobin and ferritin status than was iron supplementation. In contrast, a similar study repeated by the same researchers failed to find improved iron stores with extra meat consumption but did show increased iron stores with a daily supplement of 50 mg ferrous sulfate supplement (Rajaram et al., 1995). Thus, there is no clear choice between these two approaches to increasing iron intake. 214 Iron Depletion and Performance Although it is certain that iron-deficient erythropoiesis and iron-deficiency anemia will impair physical performance, whether or not iron depletion affects performance is uncertain. Most studies (Dallongeville et al., 1989; Dressendorfer & Sockolov, 1980; Dressendorfer et al., 1982; Haralambie, 1981; Janelle & Barr, 1995; Lyle et al., 1992; Pate et al., 1993; Singh et al., 1990; Snyder et al., 1989; Williford et al., 1993;) have shown no negative performance effects due to decreased iron stores; however, Telford and colleagues (1992) showed that improving low plasma ferritin levels (<30 ng/mL) in males was associated with an increase in performance during a 10s maximal exercise test. Zinc Zinc is one of the most widely distributed metals in the body and is an important co-factor for more than 100 enzymes involved in metabolic pathways, endocrine function, and immune integrity (Clarkson & Haymes, 1994). Carbonic anhydrase III, AMP-deaminase, and lactate dehydrogenase are zinc-dependent enzymes that serve important functions in energy metabolism during exercise. Zinc status is difficult to measure. Although most studies measure levels of zinc in the serum, this is a relatively poor indicator of overall zinc status in the body. For example, a recent study suggested that prolonged, vigorous physical activity increases the content of zinc in mononuclear cells, but does not change the content of zinc in serum and red blood cells (Dolev et al., 1995). At least one study suggested that training status may not affect bodily zinc stores. Deuster et al. (1989) reported no differences between fasting concentrations of plasma zinc, serum albumin, alpha2-macroglobulin, and erythrocyte zinc content between highly trained and untrained women. The highly trained women did, however, have significantly higher urinary zinc excretions after a 25 mg oral zinc load. On the other hand, many studies of the zinc status of athletes have reported lower than normal levels of serum or plasma zinc (Dressendorfer & Sockolov, 1980; Dressendorfer et al., 1982; Haralambie, 1981; Singh et al., 1990). Possible reasons for this hypozincemia in athletes include low dietary zinc, low bioavailability of dietary zinc, excessive zinc loss during exercise, dilution of zinc by plasma volume expansion, and redistribution of zinc in the body (Clarkson & Haymes, 1994). The RDA for zinc is 12 mg/day for women and 15 mg/d for men. The average zinc intake of both the sedentary and the athletic populations of U.S. women is approximately 10 mg/d, and that for men slightly exceeds the RDA (Clarkson & Haymes, 1994). In a recent study of vegan and lactovegetarian women zinc intakes were lower than recommended (8.5 mg/d and 8.2 mg/d, respectively) (Janelle & Barr, 1995). Animal versus Plant Sources of Zinc The lack of meat sources of zinc in the diet may contribute to or increase the potential for the development of hypozincemia in athletes. Among the 25 major sources of zinc in the U.S. diet, meat or dishes containing meat comprise the top 10 (Mares-Perlman, 1995). Zinc bioavailability from some plant sources is limited by their contents of fiber and/or phytate. Although fractional absorption of zinc from plant-based diets can be similar to that from animal sources, the low zinc content of plant foods tends to result in a low net absorption (Janelle & Barr, 1995). Zinc Supplementation and Performance A true clinical deficiency of zinc would certainly impede physical performance. Due to the critical role of zinc in regulating lactate dehydrogenase activity, among other clinical symptoms, zinc deficiency results in decreased muscle strength and endurance (Krotkiewski et al., 1982). Whether or not mild hypozincemia is an impediment to peak performance is uncertain, but appears unlikely. Zinc supplementation is common among athletes, but other than in cases of correcting a long-standing zinc-deficient diet, there is little evidence of a performance benefit from zinc supplementation. In fact, diet supplementation with 50 mg of zinc interferes with copper status in men. Furthermore, zinc intake in amounts 10 times the RDA can significantly reduce lymphoctye function and phagocytosis of bacteria by polymorphonuclear leukocytes, decrease HDL cholesterol levels, and increase LDL 215 cholesterol. It is therefore recommended that zinc supplementation not exceed 15 mg/d. (Clarkson & Haymes, 1994). PRACTICAL CONSIDERATIONS Whether to include or exclude meat in the diet of an athlete is obviously a matter of personal choice; however, if the choice is made to decrease the amount of meat in the diet, then careful dietary planning is necessary to enhance nutrient availability, particularly for iron and zinc. Diets that Increase Iron and Zinc Absorption Include heme iron sources in the diet. All types of meat contain this more-easily-absorbed form of iron. If only red meat has been eliminated from the diet, heme iron is still available from poultry and fish. The "MFP Factor": Meat, fish, and poultry also contain a special quality called the "MFP Factor" that helps the body absorb more nonheme iron. When meat and vegetables are eaten together at the same meal, more nonheme iron is absorbed from the vegetables than if the vegetables had been eaten alone. Include vitamin C sources: Fruits, vegetables and other foods that contain vitamin C help the body absorb nonheme iron. For example, if citrus fruits are eaten along with an ironfortified cereal, more iron will be absorbed from the cereal than if it had been eaten alone. Avoid constituents that block iron and zinc absorption: Some food constituents, e.g., tannins, polyphenols, phytates, and oxalates, can block the absorption of iron and zinc by the intestine. Coffee and tea (regular and decaffeinated), whole grains, bran, legumes, spinach, and a high fiber intake in general, are a few examples of foods that contain iron and zinc absorption blockers. These foods are best eaten with heme iron sources and/or vitamin C sources to help the body absorb more iron. Include Good Sources Of Iron And Zinc In The Diet There are good meatless sources of iron and zinc, as shown in the table on the following page. Because iron and zinc intake may be low or marginal in a completely plant-based diet, an extra effort must be made to include these sources in the diet on a daily basis. Iron and Zinc Supplementation Due to the rigorous demands of athletic participation, those who choose to completely eliminate meat from the diet may find it difficult to plan, prepare, or consume the quality and quantity of food required to meet recommended guidelines. Despite the fact that dietary supplements do not entirely replace food, when key nutrients are insufficient in the diet it is wise to use a supplement rather than face a potential nutrient deficiency. Daily supplementation of iron and zinc at the level of 100% of the RDA is a safe method of ensuring adequate intake of these nutrients. CONCLUSION As vegetarian styles of eating become more popular among athletes, the risk of poorly planned diets leading to nutrient insufficiencies and deficiencies increases. Suboptimal dietary intakes of iron and zinc resulting in decreased nutritional status have been observed in athletes who have eliminated meat. Marginal iron or zinc status may negatively affect exercise performance. Full-blown iron or zinc deficiency will definitely have a negative effect upon exercise performance. 216 It is possible to obtain all essential nutrients by eating a completely plantbased diet. However, the planning and execution of the diet is critical to both the health and performance of an athlete. Practically speaking, because vegan diets are also typically high in fiber, it may be difficult for an athlete to consume enough food to satisfy nutrient and energy needs without feeling so full that exercise performance is inhibited. Athletes must learn that it is not sufficient to merely cut meats out of the diet; these foods contain essential nutrients that must be carefully replaced by adding other foods to the diet. If the decision to consume a meatless diet is not based upon moral or ethical principles, it may be more practical to encourage the athlete to include some meat in their diet. It is also important that athletes base their dietary decisions on scientific evidence, rather than on myths and misconceptions. References Susan M. Kleiner, Ph.D., R.D. High Performance Nutrition Vegetable Matter Many runners tell me they'd like to try a vegetarian diet, but they think it's hard to do. Vegetarian food costs more, it takes longer to prepare, you need to use specialty cookbooks, you're always worried about getting complete proteins, and so on. At least, that's the perception. None of these drawbacks is necessarily true, however. Fact is, you can fix simple, great-tasting vegetarian meals in minutes. Do it right, and they'll be loaded with protein, too, not to mention energizing carbohydrates, vitamins and minerals. Which is good news, as we've known for years that vegetarians live longer than meat eaters. This has something to do with lifestyle, of course, as vegetarians are more likely to exercise and less likely to smoke and abuse alcohol than non-vegetarians. Nevertheless, your typical vegetarian fare also happens to be high in fiber, low in fat and chockful of antioxidants and phytochemicals-a diet that will lower your risk of heart disease, cancer and other chronic ailments. A Day in the Vegetarian Life Here's a nutrition-packed, one-day vegetarian menu. Preparation time for each meal: under 10 minutes. Breakfast • 1 cup quick oatmeal, topped with • 1 cup fat-free vanilla yogurt and • 2 tbsp raisins • 2 slices hearty grain bread with • 1 tbsp peanut butter • 8 oz orange juice Lunch • 1 garden burger on a whole • grain bun, with sliced tomato and onion • 1/2 cup pasta and bean salad • Handful of baby carrots dipped in yogurt salad dressing Snack • 1 cup calcium • fortified soy milk • 1 soft pretzel Dinner • 1 cup black bean chili, over top of • 1 cup cooked Aztec rice and corn mix • Dark green salad with 1 tbsp low-fat dressing • 1 cup frozen yogurt with • 1/2cup fresh or frozen strawberries The day's tally: 2,660 calories; 100 g protein; 400 g carb; 74 g fat; 40 g fiber. 217 So take it from me: If you've contemplated becoming a vegetarian - or if you simply want to add more vegetarian dishes to your repertoire - it isn't difficult. Here are some tips for getting started. Vegetarianism 101 All of us require approximately 40 different nutrients. When you go meatless, you must make up for the nutrients you normally would've gotten from meat. Most can be obtained easily enough, but the one you really need to keep track of is protein. If you continue to eat dairy products and eggs, getting adequate protein won't be a problem. These animal sources provide all the essential amino acids (the building blocks of protein) you need to make new proteins for the body. However, vegetable sources of protein do not contain all the essential amino acids. That's where combining proteins comes in. The easiest way to do this is to combine grains such as wheat, barley or rice with legumes such as chickpeas, black beans, pinto beans or lentils. It is not necessary to create these combinations at each meal. As long as you do so each day, and as long as you also get between 60 to 100 total grams of protein daily (depending on your body size), you'll be fine. To put this in perspective, the standard 3-ounce serving of lean beef or chicken contains about 21 grams of protein. The vegetable equivalent of this would be a generous cup of cooked beans along with a cup of cooked grain. That is, you'll get those 20-plus grams of protein with a cup of curried chickpeas over a cup of saffron-flavored rice. The Joy of Soy Now that I've said you should combine grains and beans for complete protein, I'm going to make one exception: soybeans. Technically a legume, soybeans are in a class of their own. Ounce for ounce, soybean protein is just as good as milk or meat when it comes to both protein quality and amino-acid profile. In other words, no combining required; soybeans offer complete protein. There's another big reason to start making soybeans a regular part of your eating plan. Several recent studies have shown that soybeans help protect against agerelated diseases such as cancer and heart disease. (They even curtail certain menopausal symptoms.) Many of these chronic ailments aren't nearly as prevalent in Asian countries as they are here, and many experts believe the soybean-rich Asian diet is the reason why. Researchers believe the phytochemicals in soybeans (especially one called genistein) act as antioxidants. As such, they may slow the progression of certain age-related processes in the body. Vegetarianism 102 Although protein is the main nutrient to monitor, vegetarians need to be vigilant about several others that are harder to come by in a meatless diet: iron, zinc, calcium and vitamin B12. Meats contain a more absorbable form (and a greater quantity) of iron than vegetables do. Still, you can get a good dose of iron from lentils, kale, collard greens, dried fruit and fortified breakfast cereals. Hint: Include a vitamin C source when you eat these foods, as this improves iron absorption. As for zinc, good vegetable sources include wheat germ, beans (miso is especially good), nuts and fortified cereals. Calcium won't be any problem if you consume dairy products. (Two to three servings of milk or low-fat yogurt daily will do the trick.) If you don't eat dairy foods, you'll have to work a little harder to meet your calcium needs. Consider calcium-fortified soy milk (one more way to get this "superfood") and use it the same way you would milk. Calcium- fortified soy products normally contain about 30 percent of the RDA for calcium. More options: bok choy, broccoli and other leafy greens. If you eat no animal products-no meat, milk or eggs-you may have trouble getting enough vitamin B12. This essential vitamin keeps blood cells healthy and maintains the covering around nerve fibers. Fermented vegetable products, such as miso and tempeh, contain some B12 because of the fermenting bacteria. Still, they probably don't provide enough of this vitamin. My recommendation to strict vegetarians ("vegans") is to get in the habit of eating fortified breakfast cereals or taking a vitamin supplement. Time to Shop Putting together nutritionally balanced meatless meals is a relatively simple matter once you get the hang of it. Especially with all the new, ready-to-eat vegetarian products available at the grocery store. Also, check out the 218 local health food store or food co-op for the easy- to-prepare items they might have. Here are some foods to look for: Frozen foods: This may be the best (read: easiest) place to start if you're just getting into vegetarian eating. In any grocery store's frozen food section, you'll find the old standards (cheese lasagna and vegetable pot pie), as well as new ethnic treats such as Moroccan bulgur wheat and lentils or Thai-style curried chickpeas and rice. If you're looking for meat substitutes, try soy hot dogs, veggie pepperoni (for pizza), or garden burgers. Five minutes in the microwave with any of these, and you've got a good start on a no-fuss meal. Canned foods With all the canned beans available-chickpeas, black beans, navy beans, pinto beans-long soaking and boiling simply aren't necessary anymore. You can also get "meals in a can" such as vegetarian chili, which comes with 14 grams of protein and 14 grams of fiber in a totally nonfat, 1-cup serving. Canned vegetable soups are good, too, as long as you get the low-sodium varieties. (My favorites are split pea, lentil and vegetable minestrone.) Packaged mixes: Keep an eye out for a line of products called Tofu Classics. I call them the "hamburger helper" of the tofu world, as all you do is add tofu. These dishes are tasty, low-fat, and loaded with protein and fiber. Then there are the just-add-water products (again, beware of sodium). Put them in a saucepan, add hot water and presto: couscous with lentils, bean curry, even fettucini. Take them to work for a light lunch or afternoon snack. Or try packaged, stove-top risotto, couscous, or wild rice pilaf served with cooked beans or with an entrée from the frozen foods section. Okay, now you have no excuses. If you've been thinking about "the vegetarian thing," maybe it's time to try it out. Jot down some of the items I mentioned so you can look for them the next time you go to the grocery store. See how it goes for a week or two. If eating vegetarian seems like it's going to take too much time and effort, you'll at least have learned about some new, tasty, low-fat dishes. References Liz Applegate, Ph.D., is the Nutrition Editor for Runner's World. She is a member of The National Triathlon Training Camp Elite Team, and teaches at the University of California at Davis. Nutritional Program 40-30-30: The Nutritional Program That May Dramatically Improve Your Athletic Performance For more than two decades, athletes have diligently followed a high-carbohydrate, low-fat dietary regimen. And why not? It has been recommended by an infinite number of coaches, trainers and sports nutritionists for years. But things are changing. The typical diet-which consisted of 60 to 70 percent carbohydrate, 15 to 25 percent rotein and 10 to 15 percent fat has come face-to-face with a more balanced ratio of 40 percent carbohydrate, 30 percent protein and 30 percent fat. That's right. Thirty percent fat. If you are a high-carb advocate who is ready to skip this story, hold on. Sit back and read this with an open mind. Scientific reasoning definitely plays a role, but common sense is a major factor in understanding why the 40/30/30 ratio may dramatically improve your athletic performance. An Athlete's Nightmare Have you ever felt mentally or physically tired in the middle of the day for no apparent reason? Welcome to the not-so-wonderful world of hypoglycemia, which, as you may know, can really put a damper on your training. What is Hypoglycemia? It is a condition that occurs when your blood glucose (sugar) concentrations fall to abnormally low levels. Symptoms include fatigue, restlessness, and unclear thought and hunger cravings. 219 The hormone insulin is the culprit behind hypoglycemia. Secreted from the pancreas, insulin's job is to regulate blood glucose levels. When the levels rise, insulin is needed to transport excess glucose into various parts of our bodies. Ideally, a meal will produce a mild rise in blood glucose. Insulin is secreted and either redirects glucose into our body's cells for immediate energy or stores it as glycogen (future energy) in the liver and muscle tissue. In an unfavorable situation, a meal produces a surge of blood glucose and the pancreas counters by secreting extra insulin. With more of the hormone in circulation, blood glucose concentrations are effectively lowered-but too rapidly. Energy levels plummet, leaving you listless and suffering from a classic case of hypoglycemia. Furthermore, when insulin needs to quickly react in compensation for excess blood glucose, it converts a high percentage of the glucose into fat. Insulin is very proficient at doing this-to the point that it can make you fat. As an athlete, you do not want to be hypoglycemic, and you definitely do not want to be fat. Based on the information above, it is obvious that meals stimulating an overwhelming amount of insulin should be avoided. Ironically, the very same high-carbohydrate, low-fat diet followed by millions of athletes induces the hormone in abundance. To Enhance Performance To enhance athletic performance, you must properly manage insulin and control your blood glucose level. To do this, you'll need to have an awareness of the glycemic index. The glycemic index is a measure of how fast carbohydrates break down into blood glucose. High-glycemic carbohydrates, such as rice cakes and bread, spike blood glucose levels and rapidly induce insulin secretion. Low-glycemic carbohydrates, such as most fruits and vegetables, break down much slower and require less insulin. Furthermore, the addition of protein and fat to your meals lowers the overall glycemic response. This is optimal for sustaining energy levels and avoiding insulin's fat storage effect. Better yet, when carbohydrates are moderated, your body will utilize a higher percentage of body fat for energy. This is especially good because glycogen storage is limited. The average individual can only store 1,200-2,000 calories in the form of glycogen. Body fat, on the other hand, can supply even the leanest athlete with a minimum of 10,000 calories. Those on a high-carbohydrate diet will burn a much lower percentage of body fat because increased concentrations of insulin will block the secretion of glucagon. Working adversely to insulin, glucagon is a mobilizing hormone that is stimulated by protein. One of its functions is to release stored fat (in the form of fatty acids) into the bloodstream where it is made available to muscle cells for energy. Let's now take a closer look at the 40/30/30 nutritional program. The 40/30/30 Diet Carbohydrates: 40 Percent Carbohydrates are still an important part of the 40/30/30 ratio, but quality takes a back seat to quantity. The bulk of your carbohydrate consumption should come from those with a low-glycemic index. This includes most fruits, vegetables and legumes. High-glycemic carbohydrates such as breads, cereals and pastas should be eaten sparingly. Besides, they are so processed they virtually have no nutrients. Even minimally processed "whole grains" must be fortified and enriched to replace nutrients that have been stripped out. Because of their weakened structures, these types of carbohydrates digest very quickly and spur on insulin secretion. 220 Protein: 30 Percent With the popularity of the high-carb, low-fat diet, many athletes are not getting enough protein. Many are getting 90 percent of their calories from carbohydrates! You must understand that carbohydrates are utilized chiefly as an energy source and cannot be converted into essential amino acids. Supplied by protein, amino acids are hugely responsible for the making of a complete athlete. Not only do they aid in the building and repair of muscle tissue, but they are the foundations of our organs, hormones, enzymes and immune system. The best sources of protein are derived from chicken, fish, eggs, low-fat dairy products and lean cuts of beef. For those of you who are strict vegetarians, invest in a high-quality protein powder. It's difficult to consume enough protein on a vegan diet (especially while training), because proteins from vegetable sources are not utilized as efficiently as those from dairy or animal products. The main reason for this difficulty is that grains and vegetables are primarily carbohydrates, while nuts and seeds are essentially fats. Some of these foods may contain a significant amount of protein, but their fiber content inhibits proper bodily absorption. Fat: 30 Percent No longer to be avoided like the plague, fat should be included in a balanced athletic diet. Aside from being a superior source of energy, fats provide bodily insulation and act as a shock absorber for internal organs and skeletal joints. Moreover without an appropriate fat intake, the body is ineffective at transporting the fat-soluble vitamins A, D, E and K. One of the biggest deficiencies that you face on a low-to-no-fat diet is getting an adequate intake of essential fatty acids. The body can synthesize (produce) many types of fats, but is unable to produce linoleic or linolenic polyunsaturated fatty acids. Linoleic acid is from the omega-6 family and is found primarily in vegetable oils, nuts and seeds. Linolenic acid is a member of the omega-3 family and is found in fish and flaxseed oil. These essential fatty acids are necessary for the manufacture of a series of hormones called Prostaglandins. Controlling virtually every cell of the body, Prostaglandins promote injury recovery, immune defense and regulate inflammation. Choice fats are found in cold-water fish (salmon), cold-pressed vegetable oils (canola and olive), nuts, seeds and avocados. Keep saturated fats to no more than 10 percent of total fat intake and avoid hydrogenated oils. These are chemically processed fats found in food items such as commercial baked goods, chips and margarine. Hydrogenated oils contain highly unfavorable trans-fatty acids, which our bodies metabolize with extreme difficulty and can block your arteries. Base Your Meals on Protein The key to putting together a 40/30/30 meal is to base it around a protein source. Using grams as a measurement, carbohydrates should be approximately 1.33 times greater than the total protein. Fat can be determined by multiplying total protein grams in the meal by four (calories per gram of protein). This sum divided by nine (calories per gram of fat) is equivalent to the number of fat grams that should be present in your meal. Following is an example of a balanced dinner, which has 47 grams of carbohydrate, 36 grams of protein and 16 grams of fat: 4.5 ounces baked or broiled chicken breast, 1/2 baked red potato, one cup broccoli, one large dinner salad, and two teaspoons of olive oil. The Key Word is Balance In just about everything we do, balance is the key. So why should our nutritional habits be any different?Consuming a diet with 60 percent plus carbohydrates is hardly a balance. The secret to this program, which does not require expensive sports supplements, is the 40/30/30 macronutritional balance. So if you follow a high-carb, low-fat diet, compromise on the carbohydrates and add more protein and dietary 221 fat. You'll find that is a simple and effective way to avoid low-energy levels, maintain a favorable body composition, and improve your overall health and athletic performance. References Philip N. LeClair, C.N., CFT, staff nutritionist at Biofoods, Inc., the makers of Balance nutritional products. He is also the editor of The In Balance Health and Fitness Newsletter. For Women Only The lament comes from my friend Shelly, but it could've come from thousands of other women: "I know my diet isn't perfect," says Shelly. "But between my family (including a newborn), my work and my running, I just feel tired a lot. I don't know, maybe there's something missing in my diet that would give me the energy I used to have." Busy women like Shelly often find themselves skipping meals, eating "empty" snacks, skimping on vitamins and overstuffing with fat-free foods. Women also have to realize that what works for men may not work for them. We have different nutritional requirements. To help you meet those requirements, here are eight nutrition tips. Follow them, and your stamina and performance should improve, plus you'll be getting the nutrients you need to fight the chronic diseases that are of increasing concern to women. Eat Often Take it from me, eating frequently during the day is good for you. Research shows that women who keep their weight steady are usually those who eat at least four times a day and who don't skip meals. This "grazing" may improve your work performance, too, as one study of men and women showed that eating a snack of a few hundred calories in the afternoon improved memory and cognitive skills later in the day. On the other hand, skipping meals can leave you feeling drained, unable to concentrate and lackluster about your evening workout. Also, missing meals earlier in the day often leads to overeating in the afternoon and evening. At that point, you'll be more likely to select foods that are high in fat, sugar and calories. Try to eat around five times a day—that's three meals and two snacks. If you have a busy schedule, you'll need to plan ahead. Get in the habit of stowing snacks in your workout bag, or bring healthful munchies to work for midmorning and midafternoon snacking. Dried fruit, energy bars, canned vegetable juice and small boxes of ready-to-eat breakfast cereal are all good choices that are high in carbohydrates, fiber, vitamins and minerals. Boost Your B2 Vitamin B2, or riboflavin, assists in the breakdown of carbohydrates and fats for energy for working muscles. It's no surprise, therefore, that this vitamin plays a crucial role during endurance exercise. Because research on women shows that 30 minutes of daily exercise lowers riboflavin levels in the body, you should try to get at least the RDA (1.3 milligrams for women). You might want to talk to your doctor about whether or not you need more than the RDA, especially if you do high-mileage training. Most dairy products are good sources of riboflavin. Go for 1 percent or skim milk, nonfat yogurt or other low-fat dairy foods. Breads, cereals and other grain products are also good sources. Bone Up On Calcium Getting enough calcium and protein is particularly crucial for women, who are susceptible to osteoporosis. Though activities such as running and weight training help build stronger bones, if you are amenorrheic (you 222 frequently miss your menstrual period), you can lose bone mass despite regular exercise. That's because amenorrheic women have lower levels of estrogen, a hormone that plays a key role in building and maintaining bone calcium. An estimated 25 percent of women runners become amenorrheic at some point. Some are helped only by estrogen-replacement therapy. In other cases, a simple dietary change does the trick--especially if you've been skimping on calcium and protein. Research suggests that the calcium RDA of 800 milligrams for women over the age of 24 is insufficient, particularly for amenorrheic athletes. Around 1,200 milligrams, the equivalent of four servings of milk, looks to be more appropriate. As for protein, women vegetarians should know that a low intake may put them at higher risk for amenorrhea. So be sure you get regular servings of dairy products, calcium-rich tofu and greens, and calcium-fortified orange juice. Also, eat lean meat and/or high-quality protein combinations such as pinto beans and rice. Avoid fiber supplements: these bind calcium and other minerals in the intestinal tract, thus decreasing the absorption of essential nutrients. Vegetarians, Watch Your Vitamins Many women have found that being a vegetarian is a good way to reduce fat intake, boost carbohydrate intake and improve health. Further, research shows that vegetarians are generally healthier than meat-eaters, that they have a lower incidence of cancer and heart disease and that they have leaner bodies. But being a vegetarian doesn't guarantee improved health. A recent study of vegetarian women showed that compared to nonvegetarians, they took in less calcium, zinc and vitamin B12. Those in the study ate less than half the RDA for B12, a vitamin crucial for healthy red blood cells and nerve fibers. Since B12 is found only in animal products (red meat, fish, shellfish, eggs and milk are good sources) strict vegetarians (or "vegans") must look for foods, such as soy milk, that are fortified with this vitamin. Zinc, which is needed for a strong immune system, is found almost exclusively in meat (oysters are an especially rich source). An exception is whole grains (once they get refined they lose their zinc content). Wheat germ is one of the best zinc sources; add a tablespoon or two to hot cereals, casseroles, soups or blender drinks. Eat Greens Green, leafy vegetables such as broccoli, kale and certain dark-green lettuces are loaded with folate, another B vitamin. Most women don't get enough of this vitamin, and the deficiency is linked to severe neural-tube defects in newborns. This connection is so strong that the Centers for Disease Control and Prevention and the U.S. Food and Drug Administration now recommend that women take in 400 micrograms of folate daily, which is more than twice the current RDA. There's also talk by the FDA of fortifying grains with folate (as is already done with the B vitamins thiamine, riboflavin and niacin). Adding folate to breads and pastas would boost folate intake by an estimated 30 to 70 percent. Until this happens, try to eat good sources of folate daily. In addition to leafy greens, citrus fruits are also high in this vitamin. A 6-ounce glass of orange juice contains 120 micrograms of folate. Add Soybeans To Your Routine One of every two women will die of cardiovascular disease. And although women on average are a decade older than men when the disease first strikes, it kills as many women as it does men. (Ten times more women die of heart disease than die of breast cancer each year.) Fortunately, research has shown that people who eat regular servings of soybean products such as tofu and miso are at a lower risk of heart disease. Soybeans contain substances called phytoestrogens, which research has shown can significantly lower "bad" LDL cholesterol and raise "good" HDL cholesterol. 223 Add soybeans to soups and casseroles as you would other dried beans. Tofu works well in salads, pasta dishes and sandwiches. And though soybeans are somewhat higher in fat than other beans, that fat is primarily the cholesterol-lowering monounsaturated and polyunsaturated types. Pump That Iron Studies show that more than 50 percent of all women runners are deficient in iron. Sagging iron levels result in fatigue and poor endurance, since the blood is unable to carry oxygen as efficiently to working muscles. Feeling chilled or cold may be another sign that iron is low. Though losses of this important mineral occur during menstruation and in a few other small ways, lack of iron in the diet is the most likely cause of deficiency, as studies show that women distance runners usually get less than the RDA of 15 milligrams. The solution is simple: eat more iron-rich foods. Lean red meat and dark poultry are two of the best sources, in part because the form of iron they contain is easy to absorb. Women often shy away from red meat due to its fat content, but by choosing lean cuts you can get your iron while still maintaining a low-fat diet. Two good nonmeat sources are lentils and iron-fortified breakfast cereals. Another point to remember: the tannins that are in coffee and tea block iron uptake from food, so drink these beverages between meals, not with them. Before turning to supplementation as your source, check with your doctor. Too much iron has its drawbacks: it can limit the absorption of zinc and may also cause constipation. Better to increase your iron intake with 2 to 4 ounces of lean meat a day. Count Calories When Cutting Fat Thousands of fat-free and reduced-fat products have hit the market in recent years. But this fat-free frenzy has a downside. Many people think that because a food is fat-free they can eat as much of it as they want. Not true. Fat-free doesn't mean calorie-free. Many of these foods are loaded with sugar and calories, so gorging on them will cause weight gain. Loading up on fat-free goodies may also starve you of important vitamins and minerals, since many fat-free products are refined and therefore low in key nutrients. Many are also lower in fat-soluble nutrients such as vitamin E, an antioxidant that protects against age-related diseases. Research shows that women who switch to a low-fat diet (less than 30 percent fat calories) often fall below their requirement for vitamin E. To beat the fat-free nutrition blues, make sure you're getting several servings of fresh fruits and vegetables a day. To get your vitamin E, eat plenty of whole grains, and try to use small amounts of vitamin E-rich oils, such as corn oil or walnut oil, for cooking or on salads. Check food labels for calorie amounts even when you're buying fat-free foods. And remember, if it's weight loss you're after, you simply need to take in fewer calories than you burn. References Liz Applegate, Ph.D., is the Nutrition Editor for Runner's World. Member of The National Triathlon Training Camp Elite Team, teaches at UC Davis. 224 Brain Drain Feeling bushed at the end of a hard run is perfectly normal. In fact, it's inevitable. After all, we're not machines, and fatigue is your body's way of telling you enough is enough. But if fatigue has been hampering you lately, maybe there's more to it than physical exhaustion. Could be you're experiencing "brain fatigue," and certain foods can help you fight back. Researchers have long pondered the origin of exercise fatigue, and they now agree that several factors contribute to it, including spent stores of muscle glycogen, overuse of specific muscle groups through repeated contractions, and lactic acid buildup. These are what exercise physiologists call peripheral fatigue mechanisms. That is, they originate in the muscles themselves. However, recent research shows that exercise fatigue is also caused by mechanisms in the brain. Specifically, scientists are looking at neurotransmitters--brain chemicals responsible for (among other things) mood and alertness. According to the "brain theory," levels of the neurotransmitter serotonin rise during exercise and cause fatigue. Further research indicates that eating certain foods may inhibit this mechanism. But first, let's look more closely at brain fatigue. It's All In Your HeadThe brain theory, or "central fatigue hypothesis," of exercise exhaustion was developed by Oxford University biochemist Eric Newsholme, Ph.D. It begins like this: When you run for long periods, you drain your muscles of glycogen, which is the form that carbohydrates take when stored in muscle tissue. When glycogen stores run low, fatty acids (released from fat cells) become a primary energy source. Now it gets tricky. Fatty acids require a special carrier to take them through the bloodstream. The problem is that there's another substance that rides this same carrier. That other substance is called tryptophan, an amino acid that the brain converts to serotonin. What happens is that during endurance exercise, increasing numbers of fatty acids bump tryptophan off its carrier. The free-floating tryptophan enters the brain (it has a biochemical "preference" to do this), where it converts to serotonin. The result? Serotonin levels increase, and you feel tired. This fatty acid-tryptophan-serotonin chain of events isn't the only mechanism responsible for brain fatigue. There's a second biochemical interaction that brings on fatigue. It involves substances called branch chain amino acids (BCAAs), which compete with tryptophan for entry into the brain. During a long bout of exercise such as a marathon, your muscles use BCAAs for fuel. This lowers the amount of circulating BCAAs, which means that more tryptophan can get into the brain, as it doesn't have to compete with as many BCAAs to do so. The result: more serotonin is produced, and fatigue sets in. Theoretically, if you could maintain higher levels of BCAAs in your blood during exercise, more BCAAs and less tryptophan would get into the brain, and this would help fight fatigue. Food For Thought The key to fighting brain fatigue is to prevent tryptophan from getting into the brain. Certain foods can help accomplish this--in particular, carbohydrates. When you take in carbohydrates just before or during exercise, as with a sports drink, your muscles use the carbohydrates as fuel, and a signal is sent to fat cells to slow the release of free fatty acids. When fatty acid release slows, this decreases the amount of tryptophan going to the brain. To examine this carbohydrate/brain connection, University of South Carolina exercise physiologist Mark Davis, Ph.D., put trained cyclists to the test. Two groups of cyclists were asked to pedal on a stationary bike at twothirds of their maximum effort until exhaustion. While cycling, they drank a cup of fluid every 30 minutes. The first group drank a placebo beverage that contained no carbohydrates, while the second group drank a carbohydrate sports drink. The cyclists who drank the placebo stopped pedaling after about 3 hours. The carbohydrate drinkers lasted a full 45 minutes longer. Furthermore, researchers discovered that the levels of free fatty acids and tryptophan climbed over 500 percent of normal in the placebo group and were highest at the time of exhaustion. Those who took in carbohydrates had far lower levels of both. 225 "The carbohydrate beverages clearly boosted performance in these cyclists," says Davis. "And while some of the improvement may be from increased fuel for the muscles, our results show that carbohydrates also play a role in delaying fatigue through central mechanisms." In other words, carbohydrates do this by holding down levels of fatty acids and tryptophan. The Chain Gang And what about the branch chain amino acids? Can we take a dose of BCAAs while running, so that less tryptophan reaches the brain for serotonin production? The theory sounds plausible, but studies have been inconclusive. According to Davis, the amount of BCAAs needed to lessen the amount of tryptophan entering the brain would be poorly tolerated and perhaps even dangerous. BCAA beverages taste awful, for one, and they slow fluid absorption, which increases risk of dehydration. Heavy doses could possibly even bring about toxic levels of ammonia in the body. Yet, inevitably, sports drinks containing BCAAs have hit the market. While testimonials from endurance runners suggest that these beverages ward off fatigue, the amount of BCAAs in these products--less than 1 gram per serving--is small and would have negligible effect. Until we learn more about BCAAs and fatigue, you should avoid taking supplements containing these amino acids because of their potentially harmful side effects. Brain Pleasers To help fight brain fatigue, here are several tips for before and during your workouts and races: • About 2 to 3 hours before a long run, eat high-carbohydrate foods such as cereal, bread, low-fat muffins or fruit. The carbohydrates will be released into your bloodstream during your run. They'll serve as fuel for exercising muscles and help stave off brain fatigue. • Avoid fasting. Skipping meals shortly before a workout or race not only can leave you short on fuel but can lead to brain fatigue. What happens is that glycogen stores become depleted, so the body compensates by increasing the circulation of fatty acids for fuel. As fatty acid levels go up, so does your level of tryptophan, and, well, you know the rest. • Keep away from high-fat foods before your workouts. Doughnuts, fatty meats or high-fat dairy products may cause early fatigue by increasing the levels of circulating fatty acids. • During a long run, eat foods that have a high glycemic index (GI). The GI is a measure of how quickly a carbohydrate food is processed, releasing sugar into the bloodstream. High-glycemic foods are exactly what you need to fuel muscles and keep fatty acid levels from climbing. Good high-glycemic choices include sports drinks, raisins, bread, potatoes and cookies sweetened with molasses • Be sure to get adequate rest. Early fatigue during workouts or races may simply be a sign that you're not getting adequate rest and recovery. If you do high mileage on a daily basis, make sure to get plenty of sleep. Also, schedule a day off or light cross-training activity once a week or so to give your muscles--and mind--a break from hard training. References Liz Applegate, Ph.D., is the Nutrition Editor for Runner's World. She is a member of The National Triathlon Training Camp Elite Team, and teaches at the University of California at Davis. 226 Game Day Heat Heat can be a serious problem especially during August practices and during the first several weeks of the season. If you listen to your body you can prevent most problems with heat. If you fail to listen, you can have serious problems. The first step in avoiding heat problems is to drink plenty of liquids. The three major problems that heat can cause are: heat cramps, heat exhaustion, and heat stroke. If you get in trouble, stop exercise, get out of the sun, get fluids, and cool off. Heat related problems • Heat cramps. These occur in the voluntary muscles and are usually the first sign of trouble. If you get heat cramps, quit exercise and get out of the sun. Message usually helps as does drinking water or sports drink. • Heat exhaustion. This is brought on by fluid loss and partly by the fact that the body's cooling system has sent so much of its blood supply to the skin. This reduces blood flow to the brain and can produce confusion and even unconsciousness. A person with heat exhaustion has a wet skin. If you get heat exhaustion stop at once, get out of the sun, lie down, raise your feet, and cool off. Drink plenty of fluids. • Heat stroke. Heat stroke is life threatening. In heat stroke the body temperature is extremely high and the skin is usually (though not always) hot and dry. Other symptoms are dizziness, vomiting, diarrhea, and confusion. Immediate medical attention is required. The body temperature must be reduced at once with cool water, rubbing alcohol, or by putting the victim into a tub of cold water. Listen to your body. When you start to feel overheated stop exercising. If you are in the middle of a game, drop to the ground to let the referee know that you need to come out of the game. As soon as you get of the field, pour water on your head, get out of the sun, and drink plenty of fluids. You can prevent most heat related problems by drinking plenty of fluids before, during, and after exercise or a game. Hydration Failure to drink adequate fluids leads to dehydration. Dehydration can lead to fatigue, headaches, and even muscle cramps. Even if you don't have any of these symptoms, you still need to be sure that you get adequate fluids. This is especially important during the August practices and the early games in the season. This year the American College of sports Medicine (ACM) released advise on fluid intake for health and performance. The day before practice or a game, eat well and drink plenty of fluids Drink more fluids than you think you need. Thirst is not a good indication of needing fluids. Drink fluids before practice or a game. During practice or during a game, drink plenty of fluids. Be sure to drink at least one glass of water or sports drink at half time. Remember to drink at half time even if you are not thirsty. Thirst is NOT a good indication of need for fluids. Keep your beverage cool. Studies show that cooled beverages are more palatable and that you will tend to drink more. Try to drink a sports drink during games--especially the first game of the day. Studies show that if exercise lasts over an hour (a soccer game is90 minutes for U18), a drink with electrolytes and carbohydrates is better than plain water. For shorter periods of exercise, water is just as good as sports drink. Avoid drinks that are too high in electrolytes or carbohydrates. Consume carbohydrates at the rate of 120 to 240 calories per hour during exercise lasting over an hour. This will delay fatigue. Drink 5 to 12 ounces of a typical sports drink every 15 to 20 minutes during a game to meet both fluid and carbohydrate needs. Sports drinks with some sodium are recommended for exercise lasting over an hour. If you suffer from cramps, drink several glasses of sports drink the day before a game or practice. 227 Sports Medicine Rumor Control From the NCAA Sports Sciences Education Newsletter (Fall 1996). The article is from the Sports Medicine meeting May 29 - June 1 in Cincinnati. Eating before endurance exercise greatly improves lasting power. A British study suggests that eating 1.1 grams carbohydrate/ lb. of body weight (700 calories/150 lbs.) three hours before, plus consuming a sports drink during an endurance run significantly extends running time to exhaustion. The subjects ran 147 minutes with the prerun meal and sports drink; 125 minutes with no breakfast and only sports drink; and 115 minutes with no calories before or during the run. Sports drinks improve not only endurance but also performance of high intensity exercise that lasts less than an hour. When 19 trained cyclists consumed a sports drink (about 240 calories per hour) during a time trial, they improved their performance by 2.3%. This knocked more than one minute off their approximately one-hour event. Exercise induced muscle cramps are thought to be caused by dehydration and loss of sodium and potassium, but that may not be true. Runners who suffered muscle cramps after a 35 mile race had similar serum sodium, potassium and glucose levels as well as similar hydration status compared to a runner with no cramps. But the runners with cramps had a higher EMG (electromyograph) activity, suggesting that the cause may be malfunctioning nerves. Drinking alcohol after exercise results in reduced muscle glycogen storage when athletes displace carbohydrate calories with alcohol (that is, they drink beer, but don't eat enough food). If you are going to drink alcohol, be sure to eat a high carbohydrate diet. Recovery carbohydrates are important not only for endurance athletes, but also for those who train for strength. When eight healthy men (age 22) consumed .5 carbohydrates/ lb. body weight immediately after performing heavy resistance exercise and then again one hour later, they had significantly less muscle protein breakdown than when they ate nothing. For all you Breathe Rite fans, three researchers reported no performance benefits with using these nasal strips. This demonstrates yet another example of how we should not believe every ad we see in popular sports magazines. What to do about cramps? Leg cramps can bring even the best player to the ground in pain. There are several suggestions for avoiding cramps. The most common suggestions are: Drink plenty of fluids before exercise. Eat high potassium foods such as bananas. Recent research in South Africa suggests that the best way to avoid cramps is to spend 15 minutes stretching before competition with emphasis on the problem area. Although everyone stretches before competition, most don't spend 15 minutes. The South African researchers reported that cramp-prone athletes can greatly reduce the chances of cramps with a stretching program. References http://www.gaia-ultimate.com 228 Training Strength Training Weight Training Better performances can be the product of a number of factors. This product is primarily the outcome of efficient technique, the progression of speed and the maturing competitive attitude on a sound basis of general endurance, all round strength and general mobility. The development of all round strength is best achieved via circuit training and then progressing this through strength training. Weight training is the most widely used and popular method of increasing strength. How do we get stronger? A muscle will only strengthen when forced to operate beyond its customary intensity (overload). Overload can be progressed by increasing the: • resistance e.g. adding 10kg to the barbell . • number of repetitions with a particular weight. • number of sets of the exercise • intensity, i.e. reducing the recovery periods. Which weight training exercises? The exercise must be specific to the type of strength required, and is therefore related to the particular demands of the event (specificity). The coach should have knowledge of the predominant types of muscular activity associated with the particular event, the movement pattern involved and the type of strength required. Exercises should be identified that will produce the desired development. Although specificity is important, it is necessary in every schedule to include exercises of a general nature - e.g. • Power Clean • Bench Press • Back Squats • Sit Ups • Shoulder Press • Chest Press • Lat Pull downs • Lower Back Extensions • Tricep Press • Calf Raise • Bicep Curls • Leg Curls • Leg Extension These general exercises give a balanced development, and provide a strong base upon which highly specific exercise can be built. How Much? The amount of weight to be used should be based on a percentage of the maximum amount of weight that can be lifted one time, generally referred to as one repetition maximum (1RM). The maximum number of repetitions performed before fatigue prohibits the completion of an additional repetition is a function of the weight used, referred to as repetition maximum (RM), and reflects the intensity of the exercise. A weight load that produces fatigue on the third repetition is termed a three repetition maximum (3RM) and corresponds to approximately 85% of the weight that could be lifted for 1RM. 229 How Many? The number of repetitions performed to fatigue is an important consideration in designing a strength training programme. The greatest strength gains appear to result from working with 4-6RM. Increasing this to 12-20RM favours the increase in muscle endurance and mass. Three sets of 8-12RM performed 3 days a week is a typical strength training programme. The optimal number of sets of an exercise to develop muscle strength remains controversial. In a number of studies comparing multiple set programmes to produce greater strength gains than a single set, the majority of studies indicate that there is not a significant difference. Handling heavy weights in the pursuit of strength will require a recovery of 3-5 minutes between sets, but only minimum recovery should be taken if strength endurance is the aim. The majority of athletic events are fast and dynamic, and therefore this quality must be reflected in the athlete's strength work. How often? This is really linked with recovery since the body must be allowed to recover from the strenuous demands of strength training. As a 'rule of thumb' 48 hours should elapse between sessions. If training strenuously, any athlete will find it extremely difficult to maintain the same level of lifting at each session, and the total poundage lifted in each session would be better to be varied (e.g. a high, low and medium volume session) each week. What sort of weight lifting equipment? There are variable resistance machines and free weights. Variable resistance machines are effective tools for building strength and muscle tone and are designed to work the target muscle in isolation, without the assistance of the surrounding muscles. Free weights (barbells, dumbbells and machines that provide the same equal resistance to a muscle) allow you not only to target a particular muscle group but to engage other muscles that assist in the work. Once they are conditioned, these assisting muscles help you to increase the weight you use in training the target muscles in order to stimulate the most growth in muscle fibers. The assisting muscles help stabilize the body, support limbs and maintain posture during a lift. Lifting free weights improves your coordination by improving the neuromuscular pathways that connect your muscles to the central nervous system. Training Systems Simple Sets: e.g. 3 x 8 with 70% - meaning three sets of eight repetitions with a weight of 70% of maximum for one repetition. This is the system that all novice lifters should work on, because the high number of repetitions enables the lifter to learn correct technique, and thereby reduce the risk of injury. Pyramid System: Here the load is increased and the repetitions are reduced (e.g. 100kg x10, 120kg x 5, 130kg x 4, 140kg x 3, 150kg x 2, 160kg x 1). Pyramid lifting is only for experienced lifters who have an established good technique. Super Setting: This consists of performing two or three exercises continuously, without rest in between sets, until all exercises have been performed. The normal 'between sets' rest is taken before the next circuit of exercises is commenced. Training Programmes Use the above notes to assist you in the preparation of a general weight training programme, to develop your general strength, and a specific weight training programme to develop your specific strength to meet to the demands of your event/sport. 230 Safety in the Weight Room Strength training is safe when properly supervised and controlled. Every weight room should have a set of of rues and regulations pertaining to safety and they should be on public display. Rules may vary from one weight room to another but some very basic rules apply to them all: • Train only when a qualified coach is present • Follow your training schedule • Work in pairs - one lifting the other spotting • No horseplay • Wear the correct clothing and shoes • No eating, drinking or smoking • No personal stereos with headphones • Help and respect other athletes • Only athletes who are working out should be in the weight room • Make sure you and your athletes are fully aware of the safety rules applying to the weight training room(s) you use. Remember: Weight training requires supervision to ensure sound technique in pursuit of safety and efficiency. Conditioning One of the misconceptions in the sports world is that a sportsperson gets in shape by just playing or taking part in his/her chosen sport. If a stationary level of performance, consistent ability in executing a few limited skills, is your goal then engaging only in your sport will keep you there. However, if you want the utmost efficiency, consistent improvement, and balanced abilities sportsmen and women must participate in year round conditioning programmes. The bottom line in sports conditioning and fitness training is stress. Not mental stress, but adaptive body stress. Sportsmen and women must put their bodies under a certain amount of stress to increase physical capabilities. Exercise scientists have identified nine elements that comprise the definition of fitness. The following lists each of the nine elements and an example of how they are used: • Strength - the extent to which muscles can exert force by contracting against resistance (holding or restraining an object or person) • Power - the ability to exert maximum muscular contraction instantly in an explosive burst of movements (lumping or sprint starting) • Agility - the ability to perform a series of explosive power movements in rapid succession in opposing directions (ZigZag running or cutting movements. • Balance - the ability to control the body's position, either stationary (e.g. a handstand) or while moving (e.g. a gymnastics stunt) • Flexibility - the ability to achieve an extended range of motion without being impeded by excess tissue, i.e. fat or muscle (Executing a leg split) • Local Muscle Endurance - a single muscle's ability to perform sustained work (Rowing or cycling) • Cardiovascular Endurance - the heart's ability to deliver blood to working muscles and their ability to use it (Running long distances) • Strength Endurance - a muscle's ability to perform a maximum contracture time after time (Continuous explosive rebounding through an entire basketball game) • Co-ordination - the ability to integrate the above listed components so that effective movements are achieved. Of all the nine elements of fitness, strength and cardiac respiratory qualities are the most important to develop because they enhance all the other components of the conditioning equation. 231 Plyometrics Speed and strength are integral components of fitness found in varying degrees in virtually all athletic movements. Simply put the combination of speed and strength is power. For many years coaches and athletes have sought to improve power in order to enhance performance. Throughout this century and no doubt long before, jumping, bounding and hopping exercises have been used in various ways to enhance athletic performance. In recent years this distinct method of training for power or explosiveness has been termed plyometrics. Whatever the origins of the word the term is used to describe the method of training which seeks to enhance the explosive reaction of the individual through powerful muscular contractions as a result of rapid eccentric contractions. Muscle Mechanism The maximum force that a muscle can develop is attained during a rapid eccentric contraction. However, it should be realized that muscles seldom perform one type of contraction in isolation during athletic movements. When a concentric contraction occurs (muscle shortens) immediately following an eccentric contraction (muscle lengthens) then the force generated can be dramatically increased. If a muscle is stretched, much of the energy required to stretch it is lost as heat, but some of this energy can be stored by the elastic components of the muscle. This stored energy is available to the muscle only during a subsequent contraction. It is important to realize that this energy boost is lost if the eccentric contraction is not followed immediately by a concentric effort. To express this greater force the muscle must contract within the shortest time possible. This whole process is frequently called the stretch shortening cycle and is the underlying mechanism of plyometric training. Choose the method to fit the sport The golden rule of any conditioning programme is specificity. This means that the movement you perform in training should match, as closely as possible, the movements encountered during competition. If you are rugby player practicing for the line-out or a volleyball player interested in increasing vertical jump height, then drop jumping or box jumping may be the right exercise. However if you are a javelin thrower aiming for a more explosive launch, then upper body plyometrics is far more appropriate. Circuit Training Circuit training is an excellent way to simultaneously improve mobility and build strength and stamina. The circuit training format utilizes a group of 6 to 10 strength exercises that are completed one exercise after another. Each exercise is performed for a specified number of repetitions or for a prescribed time period before moving on to the next exercise. The exercises within each circuit are separated by brief, timed rest intervals, and each circuit is separated by a longer rest period. The total number of circuits performed during a training session may vary from two to six depending on your training level (beginner, intermediate, or advanced), your period of training (preparation or competition) and your training objective. Improving Your Vertical Leap Here is an 8-week program for improving your vertical leap! Use the calendar to find when you will be training and a what intensity. Refer to the Drills Chart to find what drills you will need to do. Always do drills at maximal speed! Always warm-up before doing drills. Warning! Plyometrics can be very stressful on joints and ligaments Use a padded surface like carpet or use padded insoles in your shoes to help absorb stress on body 232 Training Calendar Day . Week Sun . . 1 . 2 . 3 . 4 . 5 . 6 . 7 . 8 . Mom . . Easy plyos Easy plyos Easy plyos Med plyos Med plyos Med plyos Hard plyos Hard plyos Tue . . Wed . . . . . . . . . . . Easy plyos Easy plyos . Med plyos Med plyos Hard plyos Hard plyos Thu . . Easy plyos . . Med plyos . . . . Fri . . Sat . . . . Easy plyos Med plyos . . . . Med plyos Hard plyos Hard plyos Hard plyos . . . . Drill Intensity ntensity -> No Arm Hop Laundry Jump Split Leg Hop Double Leg Hop Single Leg Bounding Power Skip Rim Jump Ankle Hop Accelerations Backward Throw Easy Medium Hard . 0 0 1 15 0 0 2 15 1 30 yd 1 30 yd 2 10 3 20 1 5 1 10 1 10 2 15 1 30 yd 0 0 1 30 yd 2 30 yd 1 10 0 0 2 5 2 10 2 10 3 15 1 30 yd 0 0 2 30 yd 2 30 yd 0 0 0 0 3 5 3 10 Sets Reps Sets Reps Sets Reps Sets Reps Sets Reps Sets Reps Sets Reps Sets Reps Sets Reps Sets Reps 233 The Drills No Arm Hops A very intense series of hops. No arm hops help to increase explosiveness within calf and hip flexor muscles. Description: 1. Place hands on head 2. Begin by jumping up and lifting legs upward 3. Lift legs up until they touch chest, explode legs downwards until legs touch the ground. Laundry Jump Enhances the explosiveness of lateral movements, especially cutting ability and high velocity change of directions. Description: 1. Begin by using a cone, paper bag, or some other break-away object at and elevated level 8 to 24 inches high 2. Jump laterally over object 3. Strive to jump as high and far as you can back and forth over object 234 Split Leg Hop Helps to improve single leg explosiveness. Split leg hops use an exaggerated jumping / running motion in order to work most of the lower body's muscles explosively. Description: • Split leg hop is a simple bounding exercise that uses an exaggerated motion • When landing have leg in near 90 degree angle • Strive for maximum distance and height Double Leg Hop Similar to single leg hop but less stress is placed upon body. Description: • Use illustrations for reference on how to do double leg hop • Strive for maximum distance when doing this exercise 235 Single-Leg Bounding Somewhat similar to the split leg hop, but emphasizes horizontal jumping / acceleration to a greater extent. Description: • Simply an exercise that consists of multiple long jumps • Strive for maximum distance and explosiveness Power Skip Good low impact introductory plyo. Works hip flexor and calf muscles explosively. Similar to a single leg take off needed to dunk on the run. Description: • To power skip use an exaggerated skipping motion • Bring leg up to chest when skipping • Both arms swing upwards when leg is brought up • Alternate legs 236 Rim Jump Introductory low intensity plyo. Works the muscles needed for vertical jumping explosively. Description: • Rim jump is a simple jumping exercise utilizing a backboard or other high object • Begin by jumping up in a maximal static jump reaching for the highest point with one hand • Alternate hands Ankle Hop Perhaps the simplest and safest of all plyometric exercises. Ankle hops emphasize the calf muscles exclusively. Description: • Jump upwards using calf muscles only • Use full upward range of motion 237 Accelerations Accelerations consist of running at ¾ of maximum sprint speed then accelerating to max speed and then back to ¾ speed Description: • Begin by sprinting at ¾ maximum speed, accelerate to full speed • As soon as full speed is hit slow to ¾ speed and repeat • Each time full speed is hit equals 1 rep Backward Throw Emphasizes explosiveness in deltoids. Backward throw helps to improve upward arm speed that is turned to thrust when jumping. Description: 1. Grasp plyo ball, fill old basketball with water(5lbs) or use sandbag (5lbs), grasp with both hands 2. Begin by squatting over, use a short counter movement before initiating throw 3. Throw ball upwards and or backwards References [1] VerticalJump.com, http://www.verticaljump.com/html/trial.html 238 Injuries Ankle Advice By Dana Lynn Varon, Seattle WA Ultimate First Aid (http://www.discnw.org/firstaid/index.htm) It doesn't take a survey to know that sprained ankles are the most common injury in Ultimate. Attend one night of league play and watch the players hit the potholes and drop like flies. On-Field Management When an ankle injury occurs, the player should stop immediately. The player should not try to walk or limp on the ankle until it has been evaluated. The sock and shoe on each foot should be removed so swelling, color, and temperature can be assessed and compared to the uninjured foot. If severe swelling occurs immediately, the ankle is unstable, the area below the ankle is pale or bluish, cold or numb, or the ankle appears deformed or bent the wrong way, the player should immediately be helped to the nearest medical facility. Every care should be taken that the player avoids putting weight on the affected ankle. If compromised circulation or an obvious break is not suspected, and the player is not in too severe pain to have the ankle touched, an ACE bandage should be applied. Wrap the ACE two times around the ankle, apply an ice pack to the bandage, and continue to wrap the ankle and ice pack. The ACE should be wrapped upward, in the direction of the heart, to encourage return circulation. The ACE bandage should be snug, but not tight. You should be able to easily fit two fingers under the ACE wrap. Be careful to reassess the wrap frequently to make sure ankle swelling doesn't cause the bandage to be too tight. After the ankle has been wrapped with the ACE and ice, the ankle should be elevated and the player should be offered some water and either ibuprofen or acetaminophen (Tylenol). Aspirin should be avoided immediately following an injury as it can lead to increased bleeding. Keep in mind that the player may be dazed or confused, and make sure to ask directly if he/she has ever had an allergic reaction to the medication you are offering. If there is swelling, the player should remain with the ice in place and the ankle elevated for ½ an hour. Then the player should attempt to stand and shift weight slowly onto the ankle. If absolutely no weight-bearing can be tolerated, the player should be assisted off the field. If able to tolerate weight-bearing, the player should remain out of play for the rest of the game and begin home care measures. (See home care for ankle injuries). If there is no swelling and the player can bear weight without pain, the player can slowly begin testing the ankle to decide if the ankle is stable enough to return to play. The player should try hopping up and down on the affected ankle. If this does not cause pain, the next test is to try jumping from side to side, then running and cutting. If none of this produces pain, the player can return to regular play. If, however, any discomfort is noted, the player should leave the game, and home care measures initiated, until the ankle can withstand regular play without pain or discomfort. Home Care for an injured ankle RICE treatment is the hallmark of home care for an injured ankle. RICE stands for rest, ice, compression and elevation. Anti-inflammatories are also an important part of the healing process. Rest, in terms of ankle rehabilitation and management, means avoiding activities that cause pain or discomfort. With a severe sprain, ankle immobilization may even be necessary. This is done either with a cast or a brace. Ice helps reduce pain and swelling and promotes healing. Ice should be used in place of heat as long as 239 swelling persists. Ice should be applied for 20 minutes on then 40 minutes off either every hour or several times a day, depending on the extent of the swelling. Ice should not be applied directly to the skin. A pillowcase or a T-shirt or over two wraps of the ACE bandage are a good thickness between the ice and the skin. Compression is used to support and immobilize the ankle. An ACE bandage or an ankle brace works well. When using either, make sure that at least two fingers can easily be slipped between the compression device and the ankle. Elevation: the ankle should be elevated at or above the level of the heart whenever possible as long as swelling persists to minimize swelling and encourage circulation return to the heart. Anti-inflammatory and/or analgesic medication can assist in decreasing swelling and pain. Ibuprofen is good for both pain and swelling, but is hard on the stomach and can cause kidney damage if used in large doses or for long periods. Make sure you don't exceed 2400 mg/day unless advised to do so by a medical professional, and it should not be used regularly or for longer than 4-6 weeks. Aspirin, acetaminophen (Tylenol) and naproxen sodium (Aleve) can also be used for short periods for pain and/or swelling. Aspirin should be avoided for players under 21 years of age due to the potential risk of Reye's Syndrome. The amount of time it takes for an ankle injury to heal depends on the severity of the sprain. Ankle sprains are categorized by three grades of severity. • Grade 1: the ligament is either stretched or there is a very minor tear without any instability of the ankle. Characterized by minor swelling and pain. With RICE therapy, a Grade 1 sprain usually resolves within 2 weeks. • Grade 2: the ligament is partially torn with some resulting instability. Swelling and bruising often occur immediately. A Grade 2 tear can take from 3-6 weeks to heal and requires RICE therapy and rehabilitation exercises to strengthen the ankle and ensure full range of motion of the ankle. If the ankle is not rehabilitated properly, a Grade 2 sprain often leads to a weak ankle with recurrent sprains. • Grade 3: a complete tear of the ligament with complete instability. There is severe pain and a complete inability to bear weight. This is a serious injury requiring complete immobilization of the ankle, usually with a cast, and rarely may even need surgical repair. A Grade 3 sprain can take up to a year to heal completely. Ankle Rehabilitation Strengthening and flexibility exercises are crucial in the treatment of an ankle sprain. Without them, a sprained ankle has a tendency to become stiff and weak and can sprain again easily. These exercises should be initiated as soon as they can be done without causing pain or discomfort. Flexibility exercises are aimed at restoring and maintaining range of motion and should be done at regular intervals throughout the day. • Move foot up and down as if pressing on a gas pedal • Place the heel of the injured ankle on the ground and use the big toe to draw the letters of the alphabet in the air, making the letters as big as possible. • Make circles in the air with the toes, both clockwise and counterclockwise. Strengthening exercises should be done two to three times a day and should continue until you are able to return to your normal level of play. If any of the exercises cause pain, they should be stopped immediately and should not be added to the rehabilitation routine until they can be performed without causing any discomfort. • Stair stepping: Stand facing the stair with the ball of your injured foot on the stair. Rise up on the ball of your foot. It may help to lean against the wall or hold onto the rail. Repeat 10-20 times. 240 • • Walk on your heels for about 20 feet, and then on your toes for about 20 feet. Hop up and down with both feet together 10-20 times. • Hop side to side with both feet together 10-20 times.When the above exercises can be tolerated without pain, progress to hopping on just the injured foot, without the stability of the other foot. • If the above exercises can be done without any discomfort, you can begin jogging on the ankle. This should be done on a flat surface and jogging should be done only in a straight line. Alternate jogging with walking every 1/4 mile for the first few days and increase jogging time as tolerated. Keep in mind that these exercises may not hurt at the time, but if your ankle is sore afterwards, you are progressing too quickly. • From jogging, progress to sprinting in a straight line every 1/4 mile or so. From this point, rehabilitation starts to include cutting and side-to-side actions. You may want to wear a lace-up ankle brace for the next few months when doing activities that include cutting or side-to-side actions. And wellfitting shoes! After a few days to a week of intermittent sprinting, running in figure eights and cutting at 45 and 90 degree angles can be added. If all of the above can be done without causing any discomfort during or after the exercises, you can attempt to return to regular Ultimate play. Make sure substitute players are available and make sure you utilize them if you experience any discomfort. Trying to speed recovery only ends up prolonging recovery time! When to Seek Professional Care Many Ultimate players are either uninsured or underinsured and are reluctant to seek professional care and advice. Although few ankle injuries will require surgical repair, many may need stabilization. Severe sprains, some Grade 2 and all Grade 3, require professional medical advice and intervention, as home care may result in improper healing and a resulting weak or stiff ankle. You should seek immediate medical care if: • Severe swelling occurs immediately, especially if accompanied by a loud pop. • The ankle appears pale, blue, cold and numb. • The ankle is obviously deformed or bent the wrong way. Medical care should be sought within 24 hours if: • You cannot tolerate even the slightest weight on the ankle immediately and several hours after the injury. • The skin over the injury is hot, red and swollen and/or you have a fever. Consult with a provider within 3-5 days if: • The sprain is not improving after 3 days of home care. • Pain or swelling increases after 3 days of home care. • You have questions or concerns about how to care for your injured ankle. 241 Injury Prevention Like most athletes, you undoubtedly want to lower your chances of incurring an injury while participating in your favourite sport. Injuries decrease the amount of time you can spend in leisure activities, lower your fitness, downgrade competitive performance, and can lead to long term health problems such as arthritis. There are some general rules for injury avoidance which apply to all sports. Sports scientists suggest that injury rates could be reduced by 25% if athletes took appropriate preventative action. Common Misconceptions Coaches and athletes believe that males have higher injury rates than females. Male and female athletes have about the same injury rate per hour of training. Among runners it is considered that training speed is the cause of injuries (Speed Kills) but research indicates that there is no link between speed and injury risk. Do Not Overdo It The amount of training you you carry out plays a key role in determining your real injury risk Studies have shown that your best direct injury predictor may be the amount of training you completed last month. Fatigued muscles do a poor job of protecting their associated connective tissues, increasing the risk of damage to bone, cartilage, tendons and ligaments. If you are a runner, the link between training quantity and injury means that the total mileage is an excellent indicator of your injury risk. The more miles you accrue per week, the higher the chances of injury. One recent investigation found a marked upswing in injury risk above 40 miles of running per week. The Two Best Predictors of Injury If you have been injured before you are much more likely to get hurt than an athlete who has been injury free. Regular exercises has a way of uncovering the weak areas of the body. If you have knees that are put under heavy stress, because of your unique biomechanics during exercises, your knees are likely to hurt when you engage in your sport for a prolonged time. After recovery you re-establish your desired training load without modification to your biomechanics then your knees are likely to be injured again. The second predictor of injury is probably the number of consecutive days of training you carry out each week. Scientific studies strongly suggest that reducing the number of consecutive days of training can lower the risk of injury Recovery time reduces injury rates by giving muscles and connective tissues an opportunity to restore and repair themselves between work-outs. Psychological Factors Some studies have shown that athletes who are aggressive, tense, and compulsive have a higher risk of injury than their relaxed peers. Tension may make muscles and tendons taughter, increasing the risk that they will be harmed during work-outs. Weak Muscles Many injuries are caused by weak muscles which simply are not ready to handle the specific demands of your sport. This is why people who start a running programme for the first time often do well for a few weeks but then, as they add the mileage on, suddenly develop foot or ankle problems, hamstring soreness or perhaps lower back pain. Their bodies simply are not strong enough to cope with the demands of the increased training load. For this reason, it is always wise to couple resistance training with regular training. 242 Make It Specific Resistance training can fortify muscles and make them less susceptible to damage, especially if the strength building exercises involve movements that are similar to those associated with the sport. Time should be devoted to developing the muscle groups, strength training, appropriate to the demands of your sport. If you are a thrower then lots of time should be spent developing muscles at the front of the shoulder which increases the force with which you can throw, but you must also work systematically on the muscles at the back of the shoulder which control and stabilize the shoulder joint. Injury Prevention Tips • Avoid training when you are tired • Increase your consumption of carbohydrate during periods of heavy training • Increase in training should be matched with increases in resting • Any increase in training load should be preceded by an increase in strengthening • Treat even seemingly minor injuries very carefully to prevent them becoming a big problem • If you experience pain when training STOP your training session immediately • Never train hard if you are stiff from the previous effort • Introduce new activities very gradually • Allow lots of time for warming up and cooling off • Check over training and competition courses beforehand • Train on different surfaces, using the right footwear • Shower and change immediately after the cool down • Aim for maximum comfort when travelling • Stay away from infectious areas when training or competing very hard • Be extremely fussy about hygiene in hot weather • Monitor daily for signs of fatigue, if in doubt ease off. References Coaching Focus - No 34 page 3 Peak Performance - February 1994 Peak Performance - Issue 41, 46, 47, 50, 52, 55 and 56 Peak Performance - Issue 65, 66, 71, 84 and 88 Peak Performance - Issue 95, 97, 98 Peak Performance - Issue 99 page 1 & 9 Peak Performance - Issue 102, 104 243 R.I.C.E. No matter how hard we try, we sometime have to deal with injuries. If the injury is minor, such as a minor strain (injury to muscles) or a minor sprain (injury to ligaments), it can be treated with RICE--Rest, Ice, Compression, and Elevation. If the injury is severe, if there is severe pain, if there is persistent pain, or if there is severe swelling, it's time to see a doctor. Also if there is a major drop in your performance, see a doctor. The rest of what follows explains RICE and what you need to do. When you are injured, fluid accumulates in the injured area causing swelling. Swelling limits motion of the injured area and may contribute to paint if it is severe enough. RICE is important because swelling is hard to reverse once it's been there awhile. You want to prevent it in the first place. Rest is necessary to keep an injury from getting worse. This doesn't mean you have to totally stop. You can try continuing an activity if pain allows. If the pain persists stop the activity. Ice can effectively decrease pain from an injury. Icing deadens pain and increases blood circulation to the skin which is OK and decreases circulation to deeper areas where bleeding may be occurring. Apply ice as soon as possible. Ice for 20 minutes and then remove the ice. Place a thin layer of material between the ice and the bare skin. Repeat icing for 20 minutes every two hours. If the skin turns white or blue during icing stop at once. Compression can prevent fluid from accumulating (prevent swelling). Use an elastic wrap or stocking. Compression should be applied at once. Compression needs to be firm but not too tight. If the part of the arm or leg farthest from the heart throbs, the wrap is too tight and should be loosened. Ice over compression. Reapply compression wraps every four hours. Elevation of the injured area limits swelling by draining the fluid. Once the injury is under control, you need to get back in shape. Remember that just because the injured area doesn't hurt doesn't mean that everything is OK. You need execute a conditioning program to restore motion and strength to the injured area. Until you do, you risk further injury. What about heat? Because there is controversy about applying heat, I've looked at several sources on the web for information on when to use heat and when to use cold. Heat promotes healing because it promotes blood flow. It also relaxes muscles and eases pain. The disadvantage of heat is that it can increase swelling. That's why cold is recommended right after an injury. Heat is recommended for later when swelling is gone. Heat can be useful after about 48 hours. Remember that this information is not a substitute for medical advise. If the pain is severe or persists see a doctor. Once the injured area begins to heal, do M.S.A. techniques. M.S.A. stands for movement, strength, and alternate activities: • M --- Movement - Work at establishing a full range of motion as soon as possible after an injury. This will help maintain flexibility during healing and prevent the scar tissue formed by the injury from limiting future performance. • S --- Strength - Gradually strengthen the injured area once the inflammation is controlled and a range of motion is re-established. • A --- Alternate Activities - Do regular exercise using activities that do not strain the injured part. This should be started a few days after the injury, even though the injured part is still healing. References http://www.gaia-ultimate.com 244 Shin Splints Definition Inflammation of the tendons on the inside of the front of the lower leg. (Sports-medicine specialists don't like to use the the term "shinsplints" because it commonly refers to several lower-leg injuries. We'll use it anyway but focus on the specific problem that is the most common: tendinitis of the lower leg.) Symptoms An aching, throbbing or tenderness along the inside of the shin (though it can radiate to the outside also) about halfway down, or all along the shin from the ankle to the knee. Pain when you press on the inflamed area. Pain is most severe at the start of a run, but can go away during a run once the muscles are loosened up (unlike a stress fracture of the shinbone, which hurts all the time). With tendinitis, pain resumes after the run. Causes Tired or inflexible calf muscles put too much stress on tendons, which become strained and torn. Overpronation aggravates this problem, as does running on hard surfaces, such as concrete sidewalks. Beginning runners are the most susceptible to shinsplints for a variety of reasons, but the most common is that they're using leg muscles that haven't been stressed in the same way before. Another common cause of shinsplints among beginners is poor choice of running shoes, or running in something other than running shoes. Runners who have started running after a long layoff are also susceptible to shinsplints because they often increase their mileage too quickly. Self-Treatment Many runners experience mild shin soreness, which usually can be tolerated. If shinsplints hits you at the beginning of a season, a certain amount of running through it will help the body adapt, but if it's a persistent problem, you shouldn't run through it. If it does persist, ice the inflamed area for 15 minutes three times a day and take aspirin or ibuprofen. Ice immediately after running. To hasten recovery, cut down on running or stop altogether. Recovery time: two to four weeks. Medical Treatment If the injury doesn't respond to self-treatment and rest in two to four weeks, see a podiatrist, who may prescribe custom-made orthotics to control overpronation. Ultrasound and anti-inflammatories may also be prescibed. Surgery is rarely required. Alternative Exercises Nonimpact exercises such as swimming, pool running, walking, cycling in low gear. Preventive Measures: To stretch and strengthen the tendons and muscles in the front of the leg, sit on a table or chair and loop an ankle weight around your foot. Without bending your knee, move your foot up and down from the ankle. Or have a partner grasp the foot to provide resistance. You can also strengthen the lower leg with band exercises. Anchor one end of an exercise band to a heavy object, such as the leg of a sofa. Stretch the band, then loop it around the end of the foot. Move foot up and down and side to side against the band's resistance to exercise different muscle groups. The band can be ordered from a doctor or bought at some sporting goods stores. Ask for "tension tubing." Finally, make sure to wear motion-control shoes--and orthotics if your doctor says you need them. Don't run in worn-out shoes. Warm up well and run on soft surfaces. Avoid overstriding, which puts more stress on shins. References http://www.runnersworld.com 245 Down But Not Out Let me clarify something right away: This article isn't going to be a sympathetic, touchy-feely treatise on getting in tune with the five stages of grief when you're injured and, boo-hoo, unable to run. If you're looking for compassion, don't talk to me. I don't want to hear it. Don't get me wrong; being hurt stinks. I've been injured plenty of times-once for about two years-and have been forced to learn how to deal with it. The easiest thing to do when you're hurt is to get bogged down in funereal gloom and moan about the unfairness of it all. Which, of course, does you no good at all (just the opposite, in fact). Recovery is your goal, and what you need is an effective way to bridge that depressing gap between the day you're forced to stop running and the day you can start again. It's your choice. Wallow in self-pity, lose your aerobic base, put on weight and make yourself and everyone around you miserable-or get busy! No Whining If you love to run, there's no denying that injury downtime can be brutal. But try to keep some perspective. Most running injuries are relatively minor and will heal in due time. It may seem catastrophic when you can't run, but a bad case of shinsplints is nothing when you compare it with friends who have real problems, real illnesses and real pain. Some of those friends may not recover; you will. So don't complain, because no one wants to hear it. Not your spouse, not your kids, not even your running friends. Besides, complaining is counterproductive to getting healthy again. The payoff: You'll stay positive during the layoff, thus speeding your recovery. Be Patient Every runner I've known has been injured at one time or another. And every one of those runners-even a 72year-old friend who broke his hip-was able to run again. My point is simple: There's a cure for practically every running injury, and most injuries heal with time. Unfortunately, no magic pill will instantly cure you. Nor is a simple change of shoes the likely answer. Instead, be confident that regardless how bad your injury may seem, it's only temporary. You will run again, if you're patient enough to allow the healing process the time it needs. The payoff: You'll give the injury adequate time to heal. If You Have a Routine, Stick To It That is, if you normally run at lunch, continue to get some sort of exercise at lunch. If you're an early-morning runner, go for a walk early in the morning. I'm so anal about my routine that I try to maintain the same daily pattern even when I can't run. Particularly on Sundays. No one enjoys a long run more than I do. I love to get up early, hit the trail at dawn and cruise for 2 hours. When I'm injured, I still head to the same trail and hike for a couple of hours (being more attentive to the hawks, deer and occasional wild turkeys). I follow this with my postrun ritual: some stretching, a session with the ice pack, a shower, warm bagels and the Sunday paper. From a psychological standpoint, this ritual is almost as important to me as the run itself. Is this walk as satisfying as my long run? No way. But maintaining my routine is a whole lot better for my mind and body than doing nothing. The payoff: By sticking with some semblance of your exercise ritual, you'll reap many of its mood-boosting benefits. 246 Do It Outdoors Especially when you're injured, you need fresh air. You can scoop up a lot of it on a bike ride. If it's winter, or if the weather's too lousy to cycle, I walk. Or go for a hike. Or grab cross-country ski poles and pole-walk up and down some hills. Processing lungfuls of oxygen is one of the things that makes you feel good when running, and you'll get a similar effect by doing just about any other vigorous outdoor activity. The payoff: Checking out the world around you will take your mind off your injury, and you'll get your accustomed dosage of fresh breezes and sunlight. Sweat If you normally run 45 minutes a day, make sure you do some activity vigorous enough to keep you aerobic for 45 minutes a day. This is critical for hanging on to your sanity, not to mention your aerobic fitness. It doesn't matter too much what you do as long as it doesn't aggravate the existing injury. The only problem with things like fast-paced walking or even hard hiking is I don't sweat. Working up a big sweat is so ingrained in me that I desperately need the feel of a wet T-shirt after a workout. If only from an emotional standpoint, I must do something to jack up my heart rate and work up a lather every day. If I do, I've accomplished something. If I don't, I can feel myself slipping into that dark, gloomy abyss of worthlessness. Swimming doesn't do it for me. Neither does running in a pool. Inline skating looks too dangerous. If I could play tennis without aggravating my strained hamstring, I'd do that. But I can't. So I'll hit the stationary bike or, better still, use a new device called an "elliptical trainer." An indoor exercise machine, the elliptical trainer is something of a hybrid: part cross-country ski machine, part treadmill, part stairclimber. There's virtually no technique involved in using it properly, and it simulates the running motion to some degree, without any jarring. Therefore, it doesn't seem to irritate any of the common overuse running injuries. I guarantee that if you put in 45 minutes on an elliptical trainer, stationary bike, stairclimber or rowing machine, you will be drenched in sweat. More important, several studies suggest that if you do these aerobic alternatives properly and with high enough intensity, they can maintain and even increase your fitness level. Even so, it's mindless, boring stuff, so treat your cross-training activity like you do your running. For instance, I know every flat section, hill and pebble on my favorite 6-mile loop, so I try to simulate each section of this run on whatever machine I'm using. I start with an easy 10 minutes on the "flats," then pick it up over a series of three "hills." I'll recover for a bit, then go really hard at the point when I'd be hitting that steep hill on my run. You get the idea. The payoff: You'll end up with a puddle of sweat and a saturated shirt-tangible evidence that you've done something to burn calories and maintain your aerobic base. Strength Train I don't know about you, but when I'm gearing up for a marathon, the last thing I want to do is throw lead around in the gym. I barely have enough time to do all the running and stretching I need, much less mix in weight lifting. But when I'm hurt, weight lifting can be a real buzz. Since I'm often at the gym anyway riding a stationary bike or working the elliptical trainer, it's not a big deal to spend another 20 minutes with weights. And because I'm not running, I'll do more legwork than usual, along with some abdominal and upper-body stuff. The payoff: You'll burn calories and maintain overall fitness and muscle tone. Stay Connected For me, one of the worst aspects of being injured is not being able to run with my friends. The only time I ever see some of them is when we run together. So when I'm out of action, I make an effort to stay in touch and at least feel like I'm still part of the running scene. A good way to do this is to volunteer at races or go to club meetings. 247 I also try to hang with my family in better ways. Normally, they make all sorts of concessions to my running idiosyncrasies, so when I'm injured I do the activities they want to do. During layoffs, I no longer have convenient running excuses ("I'm too tired, I'm resting for a long run tomorrow") for begging out of things like playing soccer with the kids, going to a late party or visiting the aquarium. The payoff: Instead of becoming too self-absorbed, you'll keep lines of communication open with friends, family and the running community. Do Something Every Day To Get Your Running Health Back While injuries can be markedly different, most of them respond extremely well to rest and self-treatment. If there are things I can do-see a chiropractor or podiatrist, get a massage-I do them, even if they seem like a hassle. If all I need to do is ice the injury or take anti-inflammatories, I do it religiously. If muscle inflexibility or imbalance may have contributed to the problem, I make a point of stretching carefully twice a day. The payoff: By taking action, you'll speed recovery and achieve peace of mind. Eat Properly When I'm running, I tend to eat large quantities of anything that gets in the way of my face. When I'm not running, I can gain an extra 10 pounds in a hurry. A layoff calls for exerting a little more control over what I eat. That's not to say I recommend going on a crash diet; reduced nutrition lessens the body's ability to repair itself. It's inevitable that I'm going to gain weight during an enforced layoff, but by focusing more on low-fat goodies and fruits and reducing my intake of a few staples (namely, beer, chips and salsa), I can exercise some control and keep from blimping out. When I start running again, the few pounds I put on will come off quickly. The payoff: Staying lean will keep you out of a self-image slump. Focus On Today Don't set an arbitrary deadline for when you'll be ready to run again, and then start, whether you're healthy or not. With any luck, you'll only be out of action a few weeks, but you never know how quickly you'll heal. Simply because an injury took four days to heal last time doesn't mean that same injury will take four days to heal this time. The older you get, the longer it takes your body to heal. You may also have to forget about that upcoming race (particularly if it's a marathon) you'd planned on running. Just because you signed up for it doesn't mean you'll recover by then. And if your injury does heal before the race, be prepared to lower your expectations on race day. Be happy you're on the starting line and in one piece, and enjoy the race. The payoff: By not setting strict deadlines, you won't get frustrated when you miss them. More important, you won't start running before you're ready. Back in Action Keep the following in mind when you're ready to start running again: • If a serious injury prevented you from running for more than a few weeks, start like a beginner. That is, intersperse slow running with walking, and, as weeks go by, gradually reduce the walking breaks. Run every other day for the first two weeks. • If the injured area hurts or you're limping, stop. You're doing further damage and are not ready to resume running. 248 • • Avoid downhills. If that's not possible, then just walk down the hills, since they pound the legs more than level or uphill surfaces. Be careful running with your buddies. After your layoff, they're probably much fitter than you and may pull you along faster or farther than you should go. • Try to run on soft surfaces, such as dirt trails or flat, grassy fields. A treadmill works well, too; the surface is relatively easy on your legs, and if you start to hurt, you aren't miles from home. Avoid sidewalks and cambered roads. • Wear your heaviest, most protective training shoes. (Make certain you aren't wearing a worn-out pair. If your shoes are shot, buy new ones.) • If you're returning from an overuse or muscle-inflammation injury (shinsplints, Achilles tendinitis or plantar fasciitis, for example), ice the trouble spot after every run. • Stretch gently but thoroughly after each run. • Troubleshoot the injury you just suffered. Why were you injured in the first place? Did you run too much? Too fast? Was it due to a change in shoes? Consult your training log for clues. Whatever caused the injury, avoid it next time. References http://www.runnersworld.com 249 Links ULTILINKS - This is your first stop in finding web sites related to the sport of ultimate. In addition, there are interviews with players from around the world, photos, a search engine to help you find what you're looking for and much more, http://www.ultilinks.com UPA - The Ultimate Players Association serves to promote and support the sport of Ultimate and to serve the needs of members, http://www.upa.org Women's Ultimate - The Women's Ultimate web site was created by Cindy Fisher. The web site was created because there was no "forum for women players to share ideas, exchange information, promote the women's side of the sport, and just plain old focus on women's ultimate", http://www.upa.org/women Stephen Chiang - The best site I've seen for Ultimate photography. Check it out! http://www.stephenchiang.com Ultimate Web Sites Referenced George Ferguson's Ultimate Page, http://www.cs.rochester.edu/u/ferguson/ultimate/ Virginia Dynamics, http://www.virginiadynamics.com/ultimate.htm The Vancouver Ultimate League, http://www.vul.bc.ca Scientific American - Flight of the Frisbee, http://www.scientificamerican.com/1999/0499issue/0499working.html Hong Kong Ultimate, http://www.nunan.com/ultimate/ Learn2.com - Throwing a Flying Disc, http://www.learn2.com/04/0469/0469.asp Georgia Tech Ultimate, http://cyberbuzz.gatech.edu/ultimate/ University of Iowa Ultimate, http://www.cs.uiowa.edu/%7Ewillemsn/ultimate/ Ultimatum Online, http://www.ultimatum.demon.co.uk/ Ebb & Flow, http://www.menalto.com/EbbAndFlow/ Frisbee Australia, http://www.afda.com/ Jim Parinella's Home Page, http://www.tiac.net/users/parinell/disc.htm Goz's Page on Ultimate "Frisbee", http://www.sunnybrook.utoronto.ca:8080/%7Eliu/ultimate/ The Ultimate Playbook for Conjugal Visits, http://www.iam.ubc.ca/%7Espiros/playbook/ Aaron's Tips on Starting or Improving Ultimate Teams, http://www.cranfield.ac.uk/public/ca/ad943925/bufscot1.htm 250 A Glossary of Ultimate Jargon Descriptions presuppose a right-handed thrower! • air bounce: a backhand or forehand throw that is aimed slightly downward, but is buoyed by a cushion of air • backhand: a standard throw; right-handed player places thumb on top of disc, curls fingers underneath, extends arm to left side of body • bid: an impressive (but failing) diving attempt to catch the frisbee. Often used in a positive way, ex. "Nice bid" • blade: a forehand throw that goes high in the air and curves left; an extreme version of the reverse curve • chilly: slow it down, be patient, wait a moment for the game to get reorganized again • clog: to prevent good cuts by standing in the way of your teammates • corkscrew: (see "hammer") like a hammer throw but the frisbee is held in a backhand grip rather than a forehand grip, so the frisbee flattens out and curves the opposite way from the hammer • cut: a run by a receiver to shake his defender • D: defense • deep: a receiver who cuts for hucks • disk in: signals that the disk is in play • force: guarding on only on one side of the thrower to make them throw to the other side. The direction you want them to throw is the direction of the force. Types of force: - force in: force to the middle of the field - force out: force to the outside of the field - force sidelines: force to the near sidelines - force home/away: force to the home or away side - force forehand: force the thrower to use a forehand throw - force backhand: force the thrower to use a backhand throw • forehand: a difficult but useful throw; thrower leads with middle finger along rim, with index finger supporting disc; looks similar to a sidearm pitch in baseball; also called a flick • hack: a foul • hammer: an overhead throw with a forehand grip in which the frisbee is relesed at an angle so that it flattens out and flies upside down 251 • handler: one of a team's primary throwers • high release: a backhand throw held and released over the thrower's head; very difficult to block • huck: a long throw; equivalent to a bomb in football • inside out: as a backhand, a throw to the right that curves left; as a forehand, a throw to the left that curves right • layout dive: "If you didn't catch it, you should have laid out" • mid: a receiver who cuts for shorter passes than a deep • O: offense • pick: an intentional or unintentional block (like basketball) where a player gets between you and the plyer you are covering • pull: like a kickoff in football, the throw that begins the possesion. • reverse curve: as a backhand, a throw to the left that curves right; as a forehand, a throw to the right that curves left • run: through what you shout to tell another player to run past the disc without picking it up • scoober: a fast, difficult-to-intercept throw; similar to a hammer, a scoober is held overhead, but with a backhand grip. • sky: jumping to catch the disc • stack: offensive strategy in which all the players line up down the middle of the field and alternately make cuts to the side. • stall count: The defensive player counts up to 10 while defending the offensive player: The offensive player must throw the disc before the 't' of ten otherwise it's a turnover • swill: a bad throw • up: what you shout to alert players that the disk is in the air 252
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