No.92
Ultimate: An Introduction
Japanese name: アルティメット(入門)
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Diagram key
- A
- Team A’s zone
- B
- Team B’s zone
- C
- Score 1 point by catching a teammate’s pass in the opposing zone.
Materials
- One soft flying disc
- Cones marking end zones
- Bibs
How to play
- Mark an end zone at each end of a rectangle; for example, a 20 × 10 m court with 3 m end zones. Make two teams and choose attacking directions and first possession.
- Start passing from in front of your own end zone. The holder may pivot on one foot but must not run. Defenders avoid body contact.
- A drop, interception or out-of-bounds changes possession. Restart at that spot, or just inside the nearest boundary for an out-of-bounds disc.
- Here, failing to throw within 10 seconds also changes possession. Defenders stay at least an arm’s length away and never snatch the disc. For contact or disputed calls, stop and replay from the previous pass.
- Catch a teammate’s pass inside the opposing end zone for 1 point. Both teams return to their own areas and the conceding team restarts.
- Play 3 minutes, rest and play again. Compare the two-round totals; equal totals are a draw. Change scorekeepers and strategy roles for another attempt.
Ways to adapt
Younger primary school children: a smaller area, teams of three and adult support for passing turns.