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August 18, 2008 Posted by
Emily
2008 Fall Clinic
Missouri State Womens Ultimate is hosting a clinic for any and all girls interested in learning the fun and exciting sport of Ultimate Frisbee. You are all invited to come out and have some fun regardless of skilll level. The clinic will run from 6-8pm on August 26,27,28th and Sept 2,3,4 on Glass Hall Fields. You are welcome to attend any and all that you are able.
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| PLAYER SPOTLIGHT |
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 | Name: | Hannah Mendelson | | Alias: | ??? | | Year: | Sophomore |
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| PHOTO GALLERY
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10 Simple Rules of Ultimate Frisbee Courtesy of the UPA
- The Field -- A rectangular shape with endzones at each end. A regulation field is 70 yards by 40 yards, with endzones 25 yards deep.
- 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.
Advanced Rules
The UPA has put out the latest and greatest set of rules decided on by its members. Download the rules in Adobe Acrobat file below to look over the advanced rules.
UPA 10th Edition Rules

These throws are rated in order of importance. 5 stars means you need high fluency with this throw, so practice it a lot.
1 star means that you better have the other throws down; and if you use it, it better be a completion or you will be shot.
Basics of the Backhand
Straight Throw
    
Duh. Just make sure there's spin. The more wind you're working against, the more spin you'll need to stabilize
the disc. Remember, it's all in the wrist.
Regular Curve (From Left to Right)
    
When throwing a backhand, this is what you'll use much of the time. This will curve into your
receiver who is running from right to left.
Airbounce
    
This will make disc to hang a bit, or make it a slow throw. Either push down with the thumb on release, or throw
with a slight downward motion with the front of the disc slightly angled up. Just lay it out there and make them run to get it. This is also
good for when your receiver is close and making a cut away from the disc.
High Release
    
This is a backhand throw that's good for breaking the mark (since we're all taught to defend a handler by keeping
our hands low). The momentum of the upward motion and the slight flick of the wrist make this a short, but effective, throw. Release
it flat and above your head, and it'll just fall into the hands of the receiver (hopefully).
Push Pass
    
This is good for those of you who tend to throw a bit hard to a receiver who is in the general range of two yards away.
Just like the name hints, you push it toward the receiver, giving it a little spin at the very end (almost a swatting motion at the very end).
Grip the disc along the outside edge with two or more fingers and push your arm forward and move your fingers out and towards your body. Have
someone show you if you don't understand.
Inverted Backhand
    
This is the backhand that curves to the left. This is what beginners use instead of a forehand, and it's scary.
In order to use it, the disc will have to travel across your body, thus making it very easy to defend and difficult to throw. However, it can
be useful if there's a hard mark forcing your backhand and your receiver is cutting from your left to right.
Firsts of the Forehand (The Flick) and Similar Throws
Straight Forehand
    
This one's obvious. Just remember that a disc cannot fly if there is no spin, and step out with the same foot as the hand you're
using (i.e. If you're right handed, you're stepping out with your right foot).
Regular Curve (From Right to Left)
    
Just like the regular curve of the backhand, this will be used most of the time when throwing the forehand. This will curve from the right to
the left, into your receiver's cut.
Inverted Flick
    
This is a bit more popular than the inverted backhand. The throwing motion doesn't travel much differently than the regular
flick, so it's just as difficult to defend. Here again, the invert is usually needed for a great break-mark throw. If your defender is forcing the flick
and your receiver is making a cut to the left, this would certainly prove to be a killer pass.
Hammer
    
This is basically thrown like a flick, but over the head, and you would use more arm than wrist. Release vertically (slightly angled
upside-down), and it'll travel in a quick arc to a receiver who is running away from the disc and is not heavily guarded. The idea is that it'll turn
over to where it is completely upside-down the last ten to fifteen feet of its parabolic path. It should then fall a bit slower and in front of the
receiver. It's an effective throw to get over the crowd and looks cool, but the other throws need to be mastered first.
Scoober
    
The disc is held just like a hammer and is thrown like one, but it's all wrist, no arm. Like the high release, it is good for breaking the
force over the right shoulder of your marker/defender. However, it is not good for more than 8-10 yards or into the wind.
Blade
    
This is an extreme version of the hammer. It is released vertically instead of slightly tilted to the underside, and it travels over the
crowd very quickly. Though effective for getting to a poached receiver who is beyond any defenders, it is difficult to catch and hard to control in
the wind.
Miscellaneous Throws After MASTERING the Others
Thumber
    
This throw doesn't bring anything new to the game and it's hard to explain. Ask someone if you don't understand. Start out with the disc resting on
your wrist, with your thumb underneath and placed along the farthest edge of the disc. Then thrust your arm forward in a straight motion while
twisting your thumb to make the disc spin.
Falafel
    
Hold disc with thumb and pinky along outside edge, other three fingers on top (tricky, but can be done... sort of like palming a
basketball). Throw in backhand motion. Very similar to a push pass. This is used between games as a joke, unless your name is John Sackreiter. If used
in a game and it is not a completion, you'll get your head pounded.

The game is a lot easier to play if you know what people are saying. So we've providing a simple thesaurus of terminology
to help you understand what's being said. They are listed in order of importance.
Spirit of the Game
Spirit of the Game is "good sportsmanship" taken to another level. Ultimate frisbee is a unique sport that attracts an even
more unique clientele. Referees are not used, as it is a player-officiated sport. Dirty tricks and cheating do not cross the
minds of ultimate frisbee players because of the inherent respect for ultimate frisbee and players thereof. Without Spirit of
the Game, ultimate frisbee would not be able to exist. Examples of Spirit of the Game violations would be disrespecting
opponents, tripping, fighting, and yelling before an opponent catches the disc. Of course, the list of possibilities is endless,
and the judgement call is up to the players.
Cut
Sprinting to become open to receive a throw.
High Percentage Throws
These are throws that you know you have control over and will more than likely be a completed pass. Going for the glory by
throwing a hammer across field into the end zone for a score can be a rush, but high percentage, short throws are highly
encouraged. You don't want to be labeled "the guy who throws it away all of the time," and the short fast game razzle-dazzles
the defense.
In Front Of / Behind
Defensive lingo. "In front of" means you should be playing in between your man and the disc. "Behind" means letting your
opponent be in between you and the disc.
Stack
Offensive setup. The stack is a straight line of offensive players. Most common stack: first, there's the person with the disc,
then the other two handlers, next are the two middles, and finally are the two longs. The stack sets up in an angle toward
the middle. See Basic Plays for more details.
Away
The side of the field opposite to where your team has piled its gear. To "force away" would be to force the thrower to throw
toward the away side of the field.
Home
The side of the field where your team has piled its gear. To "force home" would be to force the thrower to throw toward the
home side of the field.
Force
When a defensive player positions in such a way as to allow the thrower to only be able to throw the disc to one part of the
field. The direction you want them to throw is the direction of the force.
Dump
To pass the disc to a teammate behind you.
Swing
To pass the disc to a teammate on either side of you.
Go Through
Called out to advise a player not to pick up the disc off the ground after a turnover but to run forward and allow the disc to be
picked up by a player further back.
Give 'n Go
When two players pass the disc back and forth repeatedly as they move forward.
Bid
An impressive attempt to catch a disc.
Layout
A bid that is caught, making the play a completion. Usually referred to when a player dives and catches the disc and does not
land on their feet. Alternate wording: go ho (horizontal), pull the trigger.
Poach
The act of leaving your opponent during man-on defense in order to cover an area of the field. The opponent may yell, "I'm poached!"
in order for his teammate to throw it to him because he has been left open.
Clog
To prevent good cuts by standing in the way of your teammates and not clearing out.
Huck
A long throw, equivalent to a long bomb in football.
Up Call
When a player yells "Up!" to inform other players of an incoming long pass. Usually yelled by the defense.
Brick
The rule allowing the receiving team to start from the middle of the field after a pull at the point where the disc went out or a point ten
yards upfield from the goal line they are defending if the disc landed out of bounds. The receiver must call "brick" before the disc hits
the ground or signal by clapping his hands above his head.
Callahan
When the opposing team makes an interception in the other team's end zone, scoring a goal; they receive two points instead
of one.
The Greatest
Where a player leaps from in-bounds and while in the air catches and throws the disc to a teammate before landing out of
bounds, and by doing so the receiver's team maintains possession. As the name implies, it is "the greatest" play in Ultimate.
NOTE: Some definitions came from us; others came from
UltiLingo.
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