I can’t tell you how often a new player tells me that they think they can’t contribute because they can’t yet throw very well (or at all). But this is fallacious thinking, my friends.

Every captain knows that a beginner isn’t going to have perfect throws. Throwing is a skill that simply takes time to develop. In the meantime, there is a long list of qualities and attributes that captains look for in a new player that supersede any throwing ability.

I had a friend, brand new to the game, who played in a LUDA league and believed he was a liability on the field because his throws were terrible. Although it’s true that he couldn’t make a decent throw to save his life, he was absolutely an asset on the field. He hustled like a demon every minute he was out there and used his height and size to terrorize his opponents when on defense, challenging them for every disc throw their way.


On offense, he made good cuts and bid hard for every catch. In fact, he made several clutch catches in tight games (on awful throws that may or may not have come from yours truly). And when he caught the disc, he did pretty much the same thing every time: he dumped it off to a handler.

Sound like a player you’d like to have on your team? Yeah, me too.


The strategy my friend wisely employed is the old cut/catch/dump. A dump is just a short, backwards throw, usually to a handler. Although it may seem as though such a throw is counterproductive to getting the disc downfield, sometimes a dump is the best throw you can make. Not only does it reset the stall count, it often sets up a handler for clear throw downfield. At the very least, it keeps the defense moving, which is paramount for getting an offense to flow.


But first, you need to make a good cut. The end result of a good cut is most likely that you’ll be open. In turn, that means you’ll probably get the disc.

Once you go to the trouble of executing a good cut, catch the disc. Catching is not difficult; mostly, it requires a little hand-eye coordination, and that’s about it. Furthermore, you don’t get style points for slick, one-handed catches, so securing the disc with a bobbly, full-body bear hug is fine. Just don’t drop it. And if you’re willing to get a little dirty and dive for a poorly thrown disc, you’ll get a lot more touches. As soon as you catch the disc, look for a quick dump.

Now, there are two components to making a good dump. One is being aware of where the dump is and looking for it. If you don’t see an easy throw you can make downfield after one or two seconds, start looking for your dump. Usually, the dump will let you know he or she is there, so you won’t have to look very hard.


The other is making sure you time your dump throw correctly. It doesn’t have to be crisp, and it's not a big deal if it wobbles, but you’re probably going to be throwing to a player on the run. (After all, they have to shake their defender first.) Lead the dump a bit to ensure that you make a throw that the defender can get to.

Then, get back in the stack and prepare for another go.


If you aren’t confident in your throws yet, just employ the cut/catch/dump strategy until you polish them up. You’ll be an asset to your team in the meantime, I promise.

Love,
Seth
 
 
Congrats to Horton Hucks a Hammer, winners of the LUDA Cup following the 2009 Summer League!

Horton defeated the top seeded regular season champions, the Squishy Bananas, in the final game of the season to cap off Lincoln's first ever Summer Ultimate League. The end of Summer League was significant for several reasons, marking the one year anniversary of LUDA's formation, and the completion of a third consecutive seasonal league (after Fall 2008 and Spring 2009) with consistent growth from season to season. In LUDA's third league tournament, this was also the first time that the finals matched up the two top seeds from the regular season.

The tournament began with the Squishy Bananas, captained by Scott Frohn, beating Adam's Family, led by Tim Montgomery. While Adam's Family was the fourth seed, they ended the season on a hot streak before falling in the tourney. Horton, captained by a committee of veterans throughout the season by Brad Franklin, Collin Baer, and Ryan Tiedeman, beat Wasabi Spicy Tuna, captained by Scott Curry in the regular season and led by Kyle Orians in the tournament, in the first round of the tourney.

The stage was set for an epic match-up of the two top LUDA Summer teams. The Squishy Bananas had run roughshod through the regular season, losing only to Horton in two injury-plagued games all Summer. Scott Frohn performed masterfully as a captain, teaching his young team well, consistently getting the most out of his players and showing the best overall attendance as a team all season. But Horton, while the oldest team (on average) in the league, was stacked with veteran leadership and enough youthful energy to carry the day.

The championship game started off as advertised, going back and forth for the first several points. The Bananas took a 4-3 lead early before Horton came back and took half 7-5 (in the game to 13). By halftime, Horton was clicking, with main handlers Tony Savage and Austin Wehrwein asserting their leadership. Wehrwein actually played every point of both games, playing in dominating fashion at times. The Bananas hung tough until the end, until giving up the final marathon point to end the game 13-8 in Horton's favor.

The Squishy Bananas were awarded some sweeeet and well deserved schwag for their dominance in the regular season. The LUDA Cup, the most sought-after trophy of the sporting world, was presented to Horton co-captain Ryan Tiedeman, who was then joined by the rest of his team in celebration.

Meanwhile, Adam's Family knocked off Spicy Tuna in the consolation game to put the wraps on another great season.

Congrats to all LUDA Summer League participants! Many thanks are owed to the Nebraska Lottery for their generous sponsorship of LUDA and Ultimate in Lincoln! Fall League is on the way, along with more events and big plans for the local Ultimate community.

Below is a slideshow of the championship game and video of the awards "ceremony".
 
 

On Sunday, August 2, 2009 at 2:00 p.m. (location to be determined), the Lincoln Ultimate Disc Association will be holding a meeting to discuss the future of Ultimate in Nebraska (especially in the Lincoln area, of course), and we want YOU to come and share your ideas!

LUDA has lots of things on tap for the present and future, and we need more volunteers and leaders to contribute their ideas, time, and effort to help Ultimate continue to grow. This will include possible inclusion in future LUDA Commissioner meetings to help plan and vote on the sorts of things LUDA will try to accomplish in the near and distant future.

This is your opportunity to become involved with the local Ultimate scene and take a stake in its growth. We know a lot of you have a vision and passion similar to ours, so come and share it with us. This will be the single most important meeting of the year for Lincoln Ultimate.

Anyone who has an interest in helping out is invited to come, and you are welcome to invite anyone else who may be similarly interested and can help contribute.

Among our items slated for discussion:
1 - High school clubs (starting, coaching, and organizing - our number one priority moving forward)
2 - Charitable benefits (including an upcoming Cancer Awareness/Research benefit event in the Spring)
3 - Cornhusker State Games (the application is in the works to include Ultimate in 2010)
4 - Future seasonal leagues
5 - Coordination/participation with local club and college Ultimate teams
6 - Promotional/marketing/recruiting ideas to continue to spread the word of Ultimate

We will send another update once a location is determined. If you have any questions or would like to know more, please shoot us an email (ludaleague@yahoo[dot]com). RSVP here if you wish to attend.

Thanks! See you on the 2nd!

-LUDA
(Scott Frohn, Tim Montgomery, Seth Colaner, Collin Baer)

 
 

HISTORY LESSON OF THE WEEK:
The College Division officially separated from the Club Division in 1984 as the UPA continued to promote and organize Ultimate more. The UPA currently has strict eligibility requirements to play on a college team, and although Ultimate is not recognized by the NCAA yet, some similar standards apply, even as Ultimate is basically only a club program at most colleges. Just like the Club Division, the first few college championships were led by east coast teams (most notably UMass and Penn, as Glassboro’s heyday was ending), although Stanford won the first official championship. UC Santa Barbara (remember the Condors?) dominated the College Division for several years, similar to their Club counterpart, winning College Nationals from 1988-1990 and 1996-1998, also making finals or semi-finals 8 other times between 1986 and 2001. Other major programs through the years included Cornell, who made six semi-finals appearances in the late 80s and early 90s, and a few teams from North Carolina, including UNC Wilmington (Champs in 93, making semi-finals or better five times in the 90s), East Carolina (94 and 95 Champs), and even NC State for a short time in the late 90s. From the Central Region (where Cornfed plays), Wisconsin (known as the Hodags) has become a dynasty of sorts, winning Natties in 2003, before winning again in 2007 and 2008. Carleton College out of Minnesota won Nationals in 2001 and maintains a very strong program to this day, winning the 2009 UPA College Nationals to hold the current crown.The other strongest programs of the past few years include Florida, and Colorado’s Mamabird, who are perennially among the National favorites.

Next week, I’ll talk about women’s Ultimate.

Bonus Trivia: I'm a huge fan of James Bond and was watching "Thunderball"  when I recalled something I read in the history books: When creating the very first rules of Ultimate, Joel Silver decided to call the opening kick-off a "Pull" because he saw the skeet-shooting scene in Thunderball and thought it sounded cool (and launching the disc to the other team looked similar to launching a clay pigeon).


LINKS OF THE WEEK:
http://vimeo.com/358109  

http://sportsillustrated.cnn.com/video/player/player.html?url=/video/si_video/2008/05/22/full_final_fris.SportsIllustrated  

These videos, produced by ESPN and Sports Illustrated, respectively, are pretty much the extent of mainstream exposure that Ultimate gets* (College nationals is usually broadcast on an obscure sports channel several weeks after the fact, but the main sports leaders have ignored Ultimate so far, even though they air cup stacking, dog shows, and eating contests). Go ahead and watch these videos and laugh, because they are funny, but there are also things to be learned. A lot of people get pissed off that Ultimate is perceived and portrayed this way, as opposed to a legitimate sport, but that is where our culture has brought us, and efforts to change those perceptions have not gained as much traction as they could. That is something that a lot of us are working on, but until then, enjoy the videos. The short, loud-mouthed guy in the Cheap Seats video is Kenny Dobyns of NYNY, who you may recall being mentioned in last week’s history lesson.

Here are some things we can learn from these videos:
1. We have a long way to go toward making our sport look legitimate and respectful.
2. There is a fine line between being a competitive athlete and looking like a jerk.
3. We are playing a game and throwing a Frisbee, let’s remember to have fun!

*UPDATE: I originally wrote this entry before the Oregon scandal broke this Spring, which was subsequently picked up by the Associated Press and mentioned in almost every major and minor news outlet. If you don’t know what happened with Oregon Ultimate this year, you can probably ask around, and we’ll write about it in a future blog entry


RULE OF THE WEEK: Now that we've covered some of the most common calls (fouls, picks, travels, marking violations) you will hear on the field, let's go back to the beginning of the game. Rule VIII.B. covers all the nuances of the Pull, including where to take the disc when the Pull goes out of bounds, dropping the Pull (rookie mistake!), and the rarely called offsides call. Warning: this is surprisingly long.

Pull:

1. Play starts at the beginning of each half and after each goal with a pull.

2. After a goal, the teams switch their direction of attack and the scoring
team pulls.

3. The pull may be made only after the puller and a player on the receiving team both raise their hands to signal their team’s readiness to begin play. A team must have a minimum of two players and a maximum of seven players on the field in order to signal readiness. The pull occurs when the puller throws the disc after signaling readiness.

4. Positioning before the pull:
   a. After signaling readiness, players on the pulling team may move anywhere in their end zone, but their feet may not cross the vertical plane of the goal line until the disc is released.
   b. After signaling readiness, players on the receiving team must be in
contact with the goal line that they are defending without changing location relative to one another.
   c. After the disc is released, it is in play and any player may move in any direction.
   d. If either team fails to maintain proper positioning before the pull, the
other team may audibly announce off-sides and a re-pull ensues. The call must be made before any player on the receiving team touches the disc.
   e. In games where Observers are used, the Observers may monitor and call offsides as appropriate. The first instance of offsides for each team will result in a warning and a re-pull. After a team has received its warning, any further instances of offsides are treated as follows:
      1. receiving team offsides: receiving team starts with the disc at the midpoint of the end zone they are defending, after players set up and a check is performed.
      2. pulling team offsides: receiving team starts with the disc at
midfield, after players set up and a check is performed.

5. A player on the throwing team may not touch the pull in the air before a member of the receiving team touches it. If this violation occurs, the receiving team may request a re-pull immediately.

6. If the pull hits the ground or an out-of-bounds area untouched, it is put into play as follows:
   a. If the disc initially hits and remains in-bounds, it is put into play
where it comes to rest or is stopped (unless a rolling disc was kicked or hit
forward).
   b. If the disc initially hits in-bounds and then becomes out-of-bounds
before being touched by the receiving team, it is put into play at the spot on the playing field proper (i.e., excluding the end zones) nearest to where it first crossed the perimeter line to become out-of-bounds.
   c. If the disc initially hits in-bounds and then becomes out-of-bounds
after being touched by the receiving team, it is put into play at the spot on the playing field nearest to where it first crossed the perimeter line to become out-of-bounds.
   d. If the disc initially hits an out-of-bounds area, the receiving team may put the disc into play:
      1. at the spot determined by IX.H (where it went out of bounds,
essentially); or
      2. after signaling for a brick or middle by fully extending one hand
overhead and calling brick or middle before gaining possession of the disc,
either at
         a. the brick mark closest to the end zone that the receiving team is
defending if brick was called, or
         b. the spot on the long axis of the playing field proper nearest to
the spot (where it went out of bounds) if middle was called.

7. If the pull is caught, the disc is put into play at the spot on the playing
field nearest to where it was caught.

8. If a player on the receiving team touches the pull before it hits the ground and the disc then hits the ground, it is considered a dropped disc (the same as an incomplete pass) and results in a turnover.

9. After a pull, whichever player takes possession of the disc must put it into play. If a player drops the disc while carrying it to the spot where it is to be put into play and it contacts the ground before the thrower regains possession, the other team gains possession of the disc at the spot on the playing field proper nearest to the drop.

10. There is no stoppage of play when putting the pull into play. If the disc is to be put into play at a location other than where possession was gained, the thrower starts play by touching the disc to the ground after establishing a pivot at the spot on the playing field where the disc is to be put into play.

http://www.upa.org/ultimate/rules/11th
 

 
 

HISTORY LESSON OF THE WEEK: As club teams continued to expand and evolve across the nation, and as the newly formed UPA began organizing an actual championship series for teams to look forward to, the attitude of the game began to change. Differences in styles between the west coast teams and east coast teams reflected the typical personalities of the local regions: California teams were more laid back (yet obviously competitive); New York and Boston had harder edges to them. At the club level, the Condors out of Santa Barbara were dominant in the late 70s and early 80s, while other teams, such as Glassboro State in New Jersey fielded great teams for the era (although Glassboro began to drop off when the college division was organized). Other great but short-lived teams included the aptly named Rude Boys out of Boston and the colorful personalities of the Flying Circus and Tsunami in the San Francisco area. Midwestern teams (Chicago’s Windy City and St. Louis’s Tuna) also had great runs. However, the most infamous team in Ultimate club history was simply known as New York, New York. These guys were crude and tough, and they defied the developing concept of “Spirit of the Game,” which the UPA began to promote in its early days. Legends from NYNY include Kenny Dobyns, Pat King, and Dan Weiss, as they won Club Nationals 6 out of 7 years between 1987 and 1993. Later on, their intensity was rivaled by Boston’s famed club team Death or Glory (whose core still plays at the Masters level). DoG, led by such names as Jim Parinella, Alex deFrondeville, and Eric Zaslow, won Nationals six straight times from ’94 to ’99. Since those legendary teams however, Club Open Nationals has been won by west coast teams, with a new breed of Condors in the early part of the 2000s until the dynasties (and rivalries) of Sockeye (Seattle) and Furious George (Vancouver) took over for most of the past seven years. In 2008, San Francisco’s Jam, who had evolved over the years from the earlier Tsunami teams and had been frequent runners-up in the past decade, won the most recent Club Championship.

LINKS OF THE WEEK:
http://uparules.blogspot.com/

http://groups.google.com/group/UPA_11th_edition_rules

Focusing on the rules a little bit more, the above links will take you to blogs and discussion about the 11th Edition of the rules, as discussed by the UPA Standing Rules Committee. The various topics and questions go over some of the nuances of the rules and how to deal with unique and hypothetical situations that may come up during a game. Remember, the team who knows the correct rules and the correct calls has a distinct advantage!

RULE OF THE WEEK: XIV.B. discusses Marking Violations. At Wednesday\'s practice, some of us briefly discussed some of these (such as the Disc Space rule) and Stall Count issues.

“Marker” is officially defined (in II.K) as: The defensive player within three meters of the thrower’s pivot or of the thrower if no pivot has been established. If the disc is not in play, a defensive player within three meters of a spot on the field where the disc is to be put into play is considered the marker. (There are also more specific rules regarding being the marker, which I encourage you to read about, and we can also discuss those later.)

Marking Violations:

1. Fast count:
1. If the marker does not say stalling to initiate or resume a stall count, counts at intervals of less than one second, or skips a number in the count, it is a fast count.
2. If a fast count occurs in such a manner that the thrower does not have a reasonable opportunity to call fast count before the first utterance of the word ten, the play is treated as a contested stall.
3. If this occurs in the same possession following a contested stall, the stall count resumes at six.

2. Double-team: If a defensive player other than the marker is within three meters of any pivot of the thrower without also being within three meters of and guarding another offensive player, it is a double team. However, merely running across this area is not a double team.

3. Disc-space: If a line between any two points on the marker touches the thrower or is less than one disc diameter away from the torso or pivot of the thrower, it is a disc space violation. However, if this situation is caused solely by movement of the thrower, it is not a violation.

4. Vision blocking: If the marker deliberately blocks the thrower\'s vision, it is a vision blocking violation.

5. Fast count, double team, disc space, and vision blocking are marking violations.

6. Only the thrower may call a marking violation, and to do so must call out the name of the specific marking violation.

7. When a marking violation is called, play does not stop. The violation must be corrected before the marker can resume the stall count with the number last uttered before the call minus one (e.g. stalling one…two... fast count ...one…two…). If the marker resumes the stall count before correcting a marking violation, it is another instance of the original marking violation, which may be called by the thrower.

8. If a marker commits a marking violation after being called for a marking violation during the same stall count but before the thrower is in the act of throwing, the thrower may choose to either call another marking violation or to treat the marking violation as a general defensive violation. To treat it as a general violation, the thrower must call violation.

By the way, rule XIV.A.5 says: \"If a stall count is interrupted by a call, the thrower and marker are responsible for agreeing on the correct count before the check. The count reached is the last number fully uttered by the marker before the call. The count is resumed with the word stalling followed by the number listed below:
1.General Rules:
1.Uncontested defensive foul or violation: 1
2.Uncontested offensive foul or violation: Count reached plus 1, or 9 if over 8
3.Contested foul or violation: Count reached plus 1, or 6 if over 5
4.Offsetting calls: Count reached plus 1, or 6 if over 5
5.Unresolved calls: Count reached plus 1, or 6 if over 5

(This rule tells you where to reset the stall count after a marking violation.)

Since we are sort of bouncing around the rule book, some of these terms and concepts may be confusing. If so, please bring up any questions or potential situations to discuss. Even veterans and nerds like us get confused by certain rules (frequently!).
http://www.upa.org/ultimate/rules/11th 

 
 

Every now and then—I hesitate to assent to an exact writing schedule—I’ll be posting tips for newcomers to this wonderful game of ours. My claim to expertise is the fact that because I’m naturally terrible at virtually everything ultimate Frisbee-related, I’ve had to learn all my ultimate skills one embarrassing miffed pull, failed D, and badly shanked forehand at a time. Thus, I can explain how to learn each skill to newbies in exquisite detail. Look for more entries in the coming weeks with tips, hints, and ideas on how new ultimate players can help their teams win as they’re learning the ropes and developing throws.

Ultimate Frisbee is a unique game in that almost all of its players, devotees, and apologists started playing it as adults. This puts it at an odd juxtaposition with more readily recognizable (American) team sports such as baseball, basketball, softball, volleyball, football, and soccer.

How many of us played most or all of those sports as children? Most of us? Yet almost no one plays ultimate as a youth. Sure, occasionally you might encounter ultimate in gym class in school, but it only lasts for one or two periods. Then—poof, you don’t hear of it for another decade or so.

Thus, ultimate can be an intimidating sport to take on. As adults, most of us are relieved to be past the point where we look foolish and clueless all the time (Read: 6th through 10th grades. Can I get an amen on that?). But suddenly we find ourselves on a field with a group of other adults and teens, holding a plastic disc and feeling that same awkward what-am-I-doing-here-I-look-like-an-idiot terror we last experienced at our first junior high dance.

Let’s be frank: Ultimate is as much a social endeavor as it is a sport, (what isn’t?) and it can be downright terrifying to go through the awkward process of learning a new sport.

Take heart! You may think you’re making a fool of yourself, but I can guarantee you that even the saltiest old veteran sees your bobbled catches and laughable flicks and thinks, “I remember when that was me.” Because guess what? Those players most likely started playing seriously as adults, too.

All that being said, you won’t be floundering for long. I know it can seem impossible to develop a firm understanding of the game or become proficient at throwing, but it’s not. Anyone can learn these things, and with some practice, you will too. And it won’t take as long as you might think.

When you’re at LUDA (or any field full of ultimate players, for that matter), look around and try to guess how long each person has been playing. You’d be shocked at the brevity of the experience of some of the best players out there. Sure, a few of the gang have been playing for 10-20 years, but the majority have been playing for a few years or less.

One returning LUDA leaguer I was chatting with recently told me that he considered not coming back at all after his first game, that it was intimidating and frustrating at first. Now he has a few months of organized ultimate under his belt and is developing into a fine player.

What’s my point? Hang in there. You’ll develop some serious ultimate skills very, very soon. In the meantime, rely on your captains and other more experienced players on your team for pointers. Don’t be afraid to ask questions, even if they seem dumb. Other than the fact that ultimate is the greatest sport devised by anyone this side of Valhalla, it’s also the most open and welcoming sporting community you’re likely to find.

Jump in with both feet, and you’ll be swimming like a champ in no time.

Love,
Seth

 
 

When the four guys who would become the Commissioners of the Lincoln Ultimate Disc Association first got together, we discussed the potential of the sport of Ultimate in our local community. At the time, Lincoln was home to the University of Nebraska-Lincoln collegiate Ultimate team: Cornfed, and a bunch of people who got together on occasion to play pick-up. Omaha was home to the Summer Omaha Ultimate League, where many Lincoln players went to play once per week form May to July, but otherwise, the community was rather fragmented. Those who played pick-up in Lincoln, true to the sport’s hippie roots, often played with bare feet and undefined endzones, yet displayed remarkable athleticism, and there was enough turnout and interest in something more that Scott, Seth, Tim, and Collin decided to plan Lincoln’s first league in the Fall of 2008.

LUDA was fortunate enough to gain a generous sponsor in the Nebraska Lottery, who, much like us, had an interest in fostering positive growth in the community. Since LUDA’s first Fall League, we have continued with a successful Spring League and an ongoing Summer League. The new people we see every season, along with the veterans whose game has blossomed, gives us encouragement to go even further. Of course, Ultimate is good for the community in terms of being a safe, friendly outlet for physical exercise, meeting new people, and encouraging good spirit and sportsmanship.

Since the beginning, LUDA has discussed ideas and goals for the future of Ultimate in Lincoln and the entire Nebraska community. Our continued vision for local Ultimate includes:
 ·         Unity and cooperation between all members of the Nebraska Ultimate scene, including Lincoln and Omaha league players and organizers, college players (UNL, UNO, Creighton), club teams (Omaha’s Rigor Mortis and Lincoln’s Fire At The Circus), and any of the various other folks who play pick-up or enjoy tossing the disc. Cooperation between all these groups will increase everyone’s ability to recruit, draw sponsors, organize tournaments, and play at any level that anyone wants.
       ·   Growth in the youth/high school ranks. We have spoken with many people who are in high school or have connections to high schools who would like to see Ultimate organized to a greater extent at the youth level. This will further increase the future talent and knowledge of the sport and will make for better leagues and better clubs. We are in current conversations with the UPA’s Regional Youth Director about jump-starting the youth Ultimate scene in Nebraska.
       ·   Participation in the Cornhusker State Games. We are also in the application process for Ultimate to be considered in the 2010 Cornhusker State Games. This will give all Ultimate players in Nebraska a chance to showcase their game in a local tournament atmosphere and further thrust the sport toward the legitimacy and recognition that Ultimate is looking for!
       ·   Outreach/charity opportunities. We are always looking to make a positive mark in the community. Several LUDA members participated in an attempt to set a Guinness World Record (see Seth’s earlier blog post), by which the proceeds went to a very good cause (awareness and prevention of child abuse). As we grow, we will continue to seek out other opportunities to contribute to the community, including donations to schools and hosting tournaments for charitable causes. LUDA hopes to team up with other local organizations (the Omaha Ultimate community, the Nebraska Lottery) to make these goals a reality.

We have a lot of ideas and a lot of work to do! If you have any other suggestions for how LUDA can contribute to the community and continue to grow the local Ultimate scene, please let us know. Even better, ask us how you can help further our goals. We are always looking for more active participants in the community, to include planning and working (not just playing)?

What is your vision for Ultimate?

 
 

HISTORY LESSON OF THE WEEK: As Ultimate continued to spread, the concept of manifest destiny took hold in a big way when the sport reached Santa Barbara, California. UCSB began playing Ultimate in 1974, eventually coming to be known as the Condors. In 1977, the Condors won an early “National Championship” in one of the first tournaments to feature nationwide competition. To this day, the Condors are still a force and are one of Ultimate’s greatest dynasties, having won multiple Championships at the Club level, as recently as 2001, and are still making regular appearances at Club Nationals. When the Ultimate scene finally reorganized into Club and College divisions (around 1984), UCSB was and is still a force, winning College Nationals a number of times with both the Open and Women’s teams. One of the Condors’ founders was Tom Kennedy, who went on to found the Ultimate Player’s Association in 1979 in an effort to unite the growing Ultimate community under a standard ruling and organizing entity. Of course, the UPA remains as the national governing body of the sport. One of Kennedy’s and the UPA’s earliest accomplishments was to organize the various Ultimate teams into competitive regions and turn the championship series into a collection of regional champions.

LINK OF THE WEEK: This week, we're posting two links:

The Ultimate Handbook:
http://www.ultimatehandbook.com/wordpress/     
This is an older website that is undergoing some recent updates. This is one of the first places I ever found to explain strategic concepts in Ultimate. They diagram plays, drills, and formations using Flash animation. Since parts of the site are apparently still going through changes, here is another site:

Zip's Tips:
http://www.brown.edu/Athletics/Mens_Ultimate/zipstips/index.html  

Josh Ziperstein won the Callahan Award his senior year at Brown University in 2005 as the top college player in the country that year, taking his team to the Finals of College Nationals. He now plays for Chain Lightning in Atlanta, a frequent Club Nationals participant. Earlier in his college career, he began posting daily tips for his Brown teammates so they could become better Ultimate players. The page became popular nationwide and is still up today, with some tidbits that are informative and sometimes funny.

RULE OF THE WEEK: Rule XVI.I. is the "Pick" rule. In addition to travels and fouls, the calls on the field that you are most likely to hear and call are picks. The rule exists mostly for safety reasons, with the intent of avoiding collisions. Basically, when you make you cut, you can't lead your defender into another player.

By the way, "Guarding" as used below, is defined in Ultimate (according to II.G) as: "A defender is guarding an offensive player when they are within three meters of that offensive player and are reacting to that offensive player."

Picks:

1. A pick occurs whenever an offensive player moves in a manner that causes a defensive player guarding an offensive player to be obstructed by another player. Obstruction may result from contact with, or the need to avoid, the obstructing player.

2. A pick can be called only by the obstructed player and must be announced by loudly calling pick immediately after it occurs.

3. If play stops according to XVI.C, players reposition according to XVI.C.4. In addition, the obstructed player is then allowed to move to recover the relative position lost because of the pick.

XVI.C and XVI.C.4 refer to the "Continuation Rule," which applies to just about any violation and basically says that if a call (such as a pick) is made when the disc is in the air (or if the thrower tosses it before realizing the call is made), then play continues until the disc stops. If you hear a travel or pick call, don't throw the disc, and if the disc is thrown, you better hope it's caught, or it's a turnover! Please read more about the continuation rule on the rules page, and we will be sure to discuss it in future weeks.

http://www.upa.org/ultimate/rules/11th


 
 

HISTORY LESSON OF THE WEEK: Ultimate began to spread when the group of Columbia High School students in New Jersey who had written the first set of rules went off to college. Ultimate games were soon seen in the early 70s at places such as Princeton, Yale, and Rutgers. At the same time, the next generation of CHS students, led by Irv Kalb (whose name is also listed in early editions of the rule book and later came to be known as the “Johnny Appleseed” of Ultimate) began sending copies of the rules to other high schools in New Jersey. The first interscholastic Ultimate game occurred when a rival high school played against CHS in their now legendary parking lot. The first inter-collegiate Ultimate game was played between Princeton and Rutgers on November 2, 1972, the 103rd anniversary of the very first intercollegiate football game (between the same schools on the same site). By the mid-70s, Ultimate had spread to dozens of colleges (still primarily in the northeast), and in 1975, Kalb organized the first major college tournament at Yale (which was won by Rutgers). Also in 1975, Dan “Stork” Roddick, one of Kalb’s college teammates, was hired as marketing director at Wham-O (the only source for discs at the time) and began using his position to promote the young sport. Kalb continued to oversee the development of the rules until the early 80s. 

LINK OF THE WEEK: http://www.the-huddle.org/issues/  

The Huddle came on the scene last year as probably the best collection of Ultimate journalism and information on playing the game that I have seen. Their collection of Issues covers various topics, written by a panel of experts, each giving their valuable perspectives on strategy, technique, and skills. This is good stuff! 

RULE OF THE WEEK: Section XVI.H discusses Fouls. Of course Ultimate is technically a non-contact sport, but in the same mold as basketball, where contact happens from time to time. 

Fouls are defined (according to II.E) as: “Non-incidental contact between opposing players. In general, the player initiating the contact has committed the foul.” Incidental Contact is defined (according to II.H) as: “Contact between opposing players that does not affect continued play.”

Fouls: It is the responsibility of all players to avoid contact in every way possible. 
1. A foul can be called only by the fouled player and must be announced by loudly calling foul immediately after it occurs. 
2. Contact resulting from adjacent opposing players simultaneously vying for the same unoccupied position, is not in itself a foul. 

There are several complicated nuances to when a foul can and should be called (XVI.3), and it is written with much length, so I won't post it all here, but if you would like to know more about this very important aspect of the game, read about it here: 
http://www.upa.org/ultimate/rules/11th#XVI 


 
 

As an added feature for the benefit of LUDA's members and fans, we will regularly be posting the following History Lessons, Links, and Rules of the week to further your knowledge about Ultimate.

Much of this has been sent to Fire At The Circus members in the past, but now it will be accessible to all (and FATC members, I'll continue to write new editions in the near future).

For you Ultimate nerds out there, I may be glossing over some of the details in these lessons, so feel free to add comments as appropriate if we miss anything or get something wrong.

Thanks - CB

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HISTORY LESSON OF THE WEEK: Most sources trace the founding of Ultimate to Columbia High School in Maplewood, New Jersey in 1968. A team-based Frisbee game was introduced to Joel Silver during a summer camp, and he took it to school with him that year (Wham-O had only patented Frisbees since the 50s). In Fall of 1968, Silver, as a joke, proposed to CHS’s student council that a committee be formed to explore adding Frisbee to the school curriculum. The motion passed, of course. Silver and his friends developed the game, initially playing in the school parking lot with unlimited endzones. Silver called it “the ultimate sports experience,” and the name Ultimate Frisbee stuck around. Silver, along with Jonny Hines and Buzzy Hellring, developed the first set of rules that we now call the First Edition of the official rules (we are now on the 11th Edition). CHS is still listed as the first copyright in 1970 in the rulebook, if you have a copy. The game spread when the kids from CHS went off to college, and so on. Joel Silver, by the way, is now one of biggest movie producers in Hollywood, having produced the Lethal Weapon, Die Hard, and Matrix franchises, among others.

LINK OF THE WEEK: http://upa.org  
The Ultimate Players Association is the national governing body for the sport and currently runs the championship series, which Fire at the Circus plans on participating in beginning this fall. Their website is not the slickest of all time, but is full of good info if you navigate the site for a while, including tournament schedules and results, rules, outreach programs, etc. Everyone who plays in the series (beginning with Sectionals) will have to become a UPA member this year, so it will be good to be familiar with what they have to offer.

Since the next section is rules, here’s a bonus link to the rules page: http://upa.org/ultimate/rules/11th  

RULE OF THE WEEK: Section XVI.J. of the rulebook deals with Traveling. Travel calls can be disruptive, so it pays to know how you need to be set and what to be able to look for. Plant your pivot foot!

Traveling: The thrower must establish a pivot at the appropriate spot on the field and keep all or part of the pivot in contact with that spot until the throw is released. Failure to do so is a travel and results in a stoppage of play and a check.
1. In addition, each of the following is a travel:
a. A player catches the disc and either speeds up, changes direction or does not stop as quickly as possible before establishing a pivot (XV.B).
b. A player receives a pass while running or jumping, and releases a pass after the third ground contact and before establishing a pivot (XV.C).
c. Purposeful bobbling (including tipping, delaying, guiding, brushing, or the like) to oneself in order to advance the disc in any direction from where it initially was contacted (XV.A).
d. The thrower fails to touch the disc to the ground when required (XIII.B).
2. Exceptions:
a. If a non-standing player loses contact with the pivot spot in order to stand up, it is not a travel, provided the new pivot is established at the same location.
b. It is not a travel if a player catches the disc and releases a pass before the third ground contact (XV.C).
c. If play stops, the thrower may reset the pivot.