Our program will teach the fundamentals of Ultimate Frisbee. Ultimate Frisbee is a noncontact, fast paced field sport played with two teams of seven. The object is to throw a frisbee up the field from teammate to teammate until it’s  caught in the opponent’s endzone. The game combines elements from other sports – the running of soccer, the jumping, pivoting, passing and continual turnovers from offence to defense of basketball, and the long bombs into the endzone of football.

Two teams of seven players compete on a playing field that can range from a basketball court size to a football field. At each end of the playing field there is an end zone. Each team defends one endzone. They score a goal if one of their players catches the disc in the opposite end zone.

The player with the disc is called the thrower. The thrower may not run with the disc. Instead they move the disc by passing to team-mates in any direction.

The defensive team gets possession of the disc if an offensive team’s throw is not caught by a player of the same team. Then the defensive team becomes the offensive team and can try to score in the opposite end zone.

Game format:  7v7 mixed gender with rolling substitutions lasting between 10minutes for beginner game.

Competitive play is encouraged, but never at the expense of mutual respect between players and the basic joy of play

The 10 Rules of Ultimate

  1. The Field — A regulation ultimate field is 64m yards by 38 yards. The endzones are 23m deep

  1. Starting Play – There are seven players per team. Each team lines up across the front of their endzone at the beginning of each point. The team with the disc will pull (i.e.

throw) the disc to the other team. This starts gameplay.

  1. Movement of the disc – The offensive team can move the disc in any direction by successfully completing a pass to a teammate. Once a player has the disc they cannot run

with it. Only one defensive player is allowed to guard the handler (i.e. the player who currently holds the disc). All other defensive players must be at least 10 feet away.

  1. The Stall Count -The player with the disc (i.e. the thrower or handler) has ten seconds to throw it. The defender guarding the thrower (i.e. the marker) will establish

this ten count (or stall count).

  1. Change of possession (Turnover) — When a pass in not completed (e.g. out of bounds, drop, block, interception) or a ten count occurs, the defense immediately takes possession

of the disc and becomes the offense. This is called a turnover.

  1. Scoring – When the offense completes a pass into the opposing endzone, this is a point.

  1. Contact – No physical contact is allowed in the game of ultimate. Picks and screens are also prohibited as they often lead to injury.

  1. Fouls – When a player initiates contact on another player a foul occurs. The player who was fouled must immediately yell “foul” and gameplay promptly stops. If a foul

call 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.

  1. Self-Refereeing – Players are responsible for their own foul and line calls. Players resolve their own disputes. There are no referees.

  1. Spirit of the Game – Ultimate’s underlying philosophy is sportsmanship and fair play. Competitive play is encouraged, but never be at the expense of respect between players,

adherence to the rules, and the basic joy of play.

For more information, email us at info@mof.com.sg or whatsapp us at 85769948 !