List of Frisbee Games
This resource is intended as a collection of games which can be
used with Junior teams
to add variety to coaching sessions while still concentrating on the
basic disc skills
needed for Ultimate. Many of these games are actually played by
senior players and
some even have international competitions.
Beginners
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Intermediate
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Advanced
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Throwing Race
12 players (6 teams of 2);6 discs;4 cones
Split up into pairs. Each pair is competing against the
other pairs of
players. Stand 10 metres apart and all pairs commence throwing
at the same
time. The aim is to complete (ie catch) as many passes as
possible in pairs.
If the disc has to be retrieved, then the receiver must return to
their original
position before the return throw.
Score 1 point for a completed backhand pass, 2 points for a
forehand, the first pair to
reach 20 wins. Alternatively, give the pairs a limited time
(like 2 minutes) to
maximise their points.
Variations
For more advanced players, try these variations:
- Increase the distance apart
- Award 3 points for a hammer
- The receiver may not move their feet to catch the disc
Captain Disc
6 players; 1 disc; 3 cones
Line up in groups of six, have a disc placed 5 metres in front of
the line, with the
players facing it. The playes need to be well-spaced, at least
arms length
apart. On "go!", the leftmost player runs out and
picks up the disc.
They pass it to the first (rightmost) player, who passes it
back. Then to the second
player and so forth until the end of the line is reached. When
the last player
catches the disc, they run out the front to become the captain and
the previous captain
runs to the right-hand end of the line to become the first receiver.
If a player has to retrieve a disc, they must return to their
place before throwing the
return pass. Continue until the original captain runs out the
front again and the
whole team sits down to finish.
Variations
Make all throws forehand.
Disc Golf
2 players; 1 disc
Canadian Pairs
3 pairs in each group
Disc golf is played just like ball & stick golf, except the
targets or
"holes" can be whatever is available. Each shot must
be taken from behind
where the disc comes to rest, and the object is to minimise the
number of shots to hit the
target. An innovative aspect of disc golf is to include
mandatories, such as
requiring the disc to go around a tree before hitting the hole.
If a tree is the
hole, it is usual to make the target the trunk below the first
branch, so that branches
and leaves do not count.
Form into pairs, taking alternate shots. After each hole
have someone new choose
what the next hole will be. Encourage imaginative holes, eg
"through the fork
in the tree and hit the rubbish bin," but keep it simple.
Bottle Guts
12 players; 6 discs; 12 cones
Bottle Guts involves two teams of six facing each other in a line,
with each player
having a cone in front of them (the bottle). Give each team
three discs. The
object is to knock over the opposition's bottles. Players must
throw from behind
their bottle, and may only throw when their bottle is upright.
Each player starts
with three lives. Each time a player's bottle is knocked over,
they lose a
life. When they have no lives left, they are out of the game
and must sit
down. Any player may retrieve a disc from the "no-man's
land" between the
teams, but cannot go behind enemy lines. No goal-tending is
allowed, a receiver
cannot touch a moving disc until it passes the line of bottles.
Variation
For more advanced players, throwers lose a life if their throw is
caught one-handed on
the full.
Frisbee Rounders (Frisbee Baseball)
18 players (2 teams of 9); 1 disc; 7 cones
Set up a diamond, similar to baseball. There is no pitcher
(like teeball),
otherwise the fielding positions are similar. The
"batter" simply throws
the disc from homebase, and must rethrow if it is a foul or doesn't
travel at least
5m. The batter may run up to throw, but if they release too
late, then it is also a
foul. Three fouls mean the batter is out.. The batter is
also out if their
throw is caught on the full. Runners are out if the disc
reaches the base they are
running towards before they do. Only the fielders on a base (the
basemen) may run with the
disc; everyone else must throw it to a baseman. The batting
team gets a run each
time a runner reaches home base, when they get 3 outs the teams
switch roles. For
safety reasons, the fielders should be required to be at least 5m
away from the batter.
Discathon
4 players; 4 discs; cones; arrow signs
Use cones or (better) natural obstacles such as trees to
mark out a course.
A park is the ideal setting. Use arrow signs to indicate which
side of trees etc the
course runs. Each player starts behind the start line with a
disc. The players
must run around the course, making their disc follow the course
exactly. The players
can run anywhere they like. Each successive throw must be taken
from behind where
the disc last stopped. If a throw misses a turn, the player
must go back around that
turn. The winner is the player whose disc first crosses the
finish line.
Variations
With older children, put the winners into a final. Make the
course difficulty
match the throwing ability of the players.
Flutter Guts
6 players (2 teams of 3); 1 disc; 4 cones
This game can be used to increase eye-hand co-ordination.
Two teams of three
players stand facing each other about 2 metres apart. One team
"serves" a
slow, wobbly throw to the other team which must try to catch it with
one hand. The
disc must pass between the head and the knees and must be soft or it
is a no-throw and
must be thrown again.
The disc may be bobbled and touched by any team member before it
is caught, but no two
hands or players may touch it at the same time. Also,
"trapping" is not
allowed, where the disc is trapped between the hand and another part
of the body.
The disc may be kept alive by hitting it with any body part as long
as it is not a trap,
and the receiving team may move anywhere they like to make a play on
the disc.
After the disc hits the ground or is caught, the receiving team
then serves the
disc. Score a point for a successful catch. The first
team to 11 wins.
Frisbee Tennis
12 players (2 teams of 6); 1 disc; 8 cones
This is really played similar to newcombe ball, with six players a
side on either side
of a tennis net. There is a "dead zone" 2 metres
either side of the net,
which is out-of-bounds. The receiving team scores a point if
the disc lands
out-of-bounds. Dropping the disc, or taking more than three
passes to get it over
the net, scores a point for the opposition. The game is to 15
points.
Use a cone to mark where the server serves from, making this the
back of the court for
advanced throwers. This game can be played without a tennis
court or net by setting
up your own playing area.
Five Hundred
6 players; 1 disc
Two groups of three are separated by a distance of about
20m. One group throws a
high disc above the other group. If someone catches it, that
person scores 100
points. That group then throws another high, floaty throw back
and they get a chance
to score points. The winner is the first person to score 500
points. The game
is non-contact; no pushing or holding is allowed. This game is
very good for
pracitising positioning, jumping and reading the flight of the disc.
Frisbee Soccer
12 players (2 teams of 6); 1 disc; 8 cones
In frisbee soccer, you are not allowed to run with the disc, but
the disc is allowed to
touch the ground, or roll along the ground. Once the disc is on
the ground, either
team may pick it up, but maintain the non-contact rules, so once a
player has picked it
up, their marker must retire 1m away. If two players pick up
the disc
simultaneously, then the offence retains possession.
The game can be played on a soccer or football field, or a similar
field set out with
cones. Score by throwing the disc through the goalmouth.
Modify the number of
players to suit the field size.
Keepings Off
8 players (2 teams of 4); 1 disc; 4 cones
Form a 20m square with the 4 cones. The aim of the game is
to retain possession
of the discby passing to teammates for as long as possible. As
in ultimate, players
may not run with the disc and have a stall count of 10.
Variations
- For more of a challenge, reduce the stall count to 7 or even
5.
- Use a scoring system where a team scores a point each time
everyone on the team touches
the disc.
Goaltimate
8 players (2 teams of 4); 1 disc; 6 cones
Goaltimate is played just like ultimate, but with the aim being to
throw the disc into
a goal (football or hockey) rather than catch it in an endzone.
A simple goal could
be made between two cones.
Variations
A variation is to play half-court goaltimate, requiring a team to
pass the disc outside
a box before attempting to score (eg the penalty box around a soccer
goal).
Double Box
10 players (2 teams of 5); 1 disc; 8 cones
This is a miniature game of ultimate, and more fast-paced.
There are 2 scoring
goals, 5m x 5m boxes, separated by about 20m. One teams starts
with the disc in
their box and is attacking the opponent's box. Each time a team
scores, they
immediately are attacking the other box. Otherwise, the rules
are the same as
Ultimate.
Play games to 3 or 5. Unlimited substitutions are allowed at
any time.
Hot Box
10 players (2 teams of 5); 1 disc; 8 cones
Hot Box is like the half-court version of double box. The
field can be much more
congested with both teams attacking the same goal. The goal is
a 5m x 5m square in
the centre of a 20m x 20m square. Teams are 5-a-side on the court
with unlimited
subs. The aim is to catch the disc in the goal to scor a
point. When a team
gains possession of the disc, they must complete a pass outside the
outer box before they
can attack the goal. Otherwise, the rules are the same as for
regular Ultimate.
After scoring, the scoring team retains possession of the disc and
must move the disc
out of the outer box before they can score again. Unlimited
subs are allowed during
play. Play games to 3 or 5.
Variations
For more advanced players, reduce the size of the box to 3m-a-side
and the number of
players to 3 or 4 per team.
Indoor Ultimate
8 players (2 teams of 4); 1 disc
Indoor ultimate is played on a netball or basketball court.
The endzone is the
goal circle (netball) or keyhole (basketball). Each team has
four players.
After a player catches a goal, they touch the disc to the ground and
start again,
attacking the opposite goal. Each team has two
substitutes. Substitution can
happen at any time by tagging the player on the sideline. A
game is usually played
for 15 minutes.
Double Disc Court (DDC)
4 players ( 2 teams of 2); 2 discs; 8 cones
The court is two 10m x 10m boxes separated by a 5m wide no-man's
land. The court
can be outdoor or indoor. A pair of players stand in each box,
each pair with one
disc. Each team serves simultaneously and aim to land the disc
in the other team's
court. If the disc lands out or rolls out then the receiving
team gets a
point. If the disc lands in and stays in then the throwing team
gets a point.
If the receiving team catches the disc, then they can throw it
back. If the
receiving team drops the disc, the throwing team gets a point.
If a team is touching
both discs at once, that is a "double", and the other team
scores two points.
After a point is scored, the discs are returned to each end and
the other players
serve. Change ends every 5 points. The winning team is
the first to reach 11.
Variations
Increase the size of the courts and spacing between them. A
full size court is
14m squares separated by 14m. See the WFDF Rules for
comprehensive rules. |