Ultimate Frisbee at Cathedral of Praise Church
(Located in North Charleston, South Carolina)
Sadly, we're no longer playing Ultimate at Cathedral of Praise.
However, some of us still play regularly at other local locations.
The closest place to come play Ultimate Frisbee with some of the old gang is at
Gahagan Sports Complex in Summerville, SC. For directions, just click HERE.
Game time is Sunday from 3:00 PM to 6:00 PM on front Sertoma football field.
NOTICE: During Summer, game time for Sunday pickup is moved to 5:00 PM!
The Field -- A rectangular shape with endzones at each end. A regulation field is 80 yards by 40 yards, with endzones 20 yards deep. (We use plastic cones.)
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.
Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Play is initiated after each score.
Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.
Change of possession -- When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
Substitutions -- Players not in the game may replace players in the game after a score and during an injury timeout.
Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
Fouls -- When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.
Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes.
Spirit of the Game -- Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.
More on "Spirit of the game"
The Spirit of the Game is the central governing principle of ultimate. 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.
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? Naive? In ultimate-land, it works.
In Ultimate, every player is responsible for their own conduct on the field. There's no referees 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 honor system and the belief that no one will intentionally cheat.
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. The Spirit of the game so dominates the sport as to make further disciplinary measures unnecessary.
Types of throws: Backhand, Forehand (two finger), Hammer (overhead, also called Tomahawk)
Types of catches: Clap catch (also called pancake), Two-handed rim, One-handed rim
Terms:
Huck - an extremely long throw
Pivot foot - plant foot that can not be move while in possession of the disc.
Travel - moving or dragging the plant foot while in possession of the disc. This results in a turnover.
Cutting - when an offensive player changes directions quickly in order to get away from a defender.
Pick - when an offensive player(s) intentionally or unintentionally run two defenders into each other. This is illegal!
Marking - when a defensive player covers an offensive man.
Stalling - holding the disc for ten seconds, results in a turn over. If the players do not agree on the call, offense gets the disc and play continues with a "stall 9" count.