First games and the rules
Ready when: Backhand and pancake catch (b1) done.
What you are learning
The real rules of ultimate in a small game: no running with the disc, scoring by catching in the end zone, the stall count, turnovers, and calling fouls fairly without a referee.
Words on this card Disc, Pivot, Marker, Stall count, Turnover, End zone, Spirit of the game, Call
- Disc
- The flying plastic disc. The edge is the rim.
- Pivot
- Keeping one foot on the ground and stepping round with the other while holding the disc.
- Marker
- The defender guarding the thrower, an arm's length away.
- Stall count
- The marker counting aloud from 1 to 10; the disc must be thrown before 10.
- Turnover
- When the disc goes to the other team after a drop, an interception, an out or a stall.
- End zone
- The area at each end of the field where points are scored.
- Spirit of the game
- The rule that players respect each other, play fair and settle calls themselves.
- Call
- A player saying a foul or a rule break happened, so play stops.
Set up
A disc; two end zones marked with cones; two teams.
Weather: dry ground
Show it first for the one teaching
- Walk the field: the two end zones and the sidelines.
- Hold the disc and pivot on one foot while a defender counts "stalling 1, 2, 3" aloud.
- Pass to a team-mate in the end zone: that is a point.
- Drop the disc on purpose: the other team picks it up where it landed.
Your part while they practise
Stay out of the calls; step in only if the players cannot agree, and then the play is replayed.
Step by step
- No moving with the disc in hand; one pivot foot stays down.
- Score by catching in the end zone.
- A drop, an interception or a disc out goes to the other team.
- The marker counts aloud to 10.
- Teams swap direction after each point.
How much: 1 game 20 min a session once a week
Say one thing Pick one line from "What you will see" for today and say only that.
The game: Small ultimate
3 v 3 to 5 v 5 with the real rules; first team to 5 points.
Who plays: two teams of 3 to 5 against each other; the players referee themselves.
How to play, turn by turn
- Turns
- Each team starts in its own end zone; one team throws the disc to the other to start
- Pass the disc toward the far end zone; nobody runs with it
- A drop, an interception, a disc out or a stall gives the other team the disc where it stopped
- After a point, the teams swap ends and the scoring team throws off
- Fair play
- A team with a grown-up plays one player short.
- Points
- 1 point for each catch inside the end zone.
- Fouls
- The disc goes to the other team, or the play is replayed if the players disagree
- Running with the disc
- Contact with another player
- More than one marker on the thrower
- Winning
- The first team to 5 points.
- 1 points for 1 star
- 3 points for 2 stars
- 5 points for 3 stars
Easier or harder
A small field, 3 v 3, no stall count.
Full stall count to 10.
What you will see, and what to say
- a dispute over a call
Talk it out, ask what they saw
Agree, or replay it. - running with the disc
Pivot, do not run
One foot stays down.
Self-check
The team plays 10 minutes with 0 arguments about calls.
Stop and get a coach when
A child is hurt.
Fitness for this
Warm up first: how to warm up, at workonfitness.com. For strength and stretching, its exercise library shows each exercise step by step, with an easier version.
This card trains the rules, self-refereeing, spirit of the game.
awiseathlete.com/sports/flying-disc/flying-disc-b3