About Ultimate 关于极限飞盘

Combining the non-stop movement and athletic endurance of soccer with the aerial passing skills of football, a game of Ultimate is played by two teams with a flying disc on a field with endzones, similar to football. The object of the game is to score by catching a pass in the opponent’s endzone. A player must stop running while in possession of the disc, but may pivot and pass to any of the other receivers on the field. Ultimate is a transition game in which players move quickly from offense to defense on turnovers that occur with a dropped pass, an interception, a pass out of bounds, or when a player is caught holding the disc for more than ten seconds. Ultimate is governed by Spirit of the Game, a tradition of sportsmanship that places the responsibility for fair play on the players rather than referees. Ultimate is played in more than 80 countries by an estimated 7 million people. The international governing body, WFDF, represents 59 member associations in 56 countries.


Ultimate in 10 simple rules

  1. The field: a rectangular shape with endzones at each end. A regulation field is 70 yards by 40 yards, with endzones 25 yards deep.
  2. Initiating play: each point begins with both teams lining up on the front of their respective endzone line. The defense throws (“pulls”) the disc to the offense. A regulation game has seven players per team.
  3. Scoring: Each time the offense completes a pass in the defense’s endzone, the offense scores a point. Play is initiated after each score.
  4. Movement of the disc: the disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc (“thrower”) has ten seconds to throw the disc. The defender guarding the thrower (“marker”) counts out the stall count.
  5. Change of possession: When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.
  6. Substitutions: players not in the game may replace players in the game after a score and during an injury timeout.
  7. Non-contact: no physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.
  8. Fouls: when a player initiates contact on another player a foul occurs. When a foul 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.
  9. Self-refereeing: players are responsible for their own foul and line calls. Players resolve their own disputes.
  10. Spirit of the Game: ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.

极限飞盘的 10个最基本的规则

  1. 场地:使用长方形的场地,两端各有得分区。正规的比赛场面有64m长和37m宽,双方的得分区有18m 长。
  2. 2、开赛:两支队的上场选手排在防护的得分区里。先防守的队伍把飞盘扔给进攻的队伍(称为“发盘”)。正规的比赛中,每支队只许有七位选手上场。
  3. 得分:每次正在进攻的队伍成功地把飞盘传进对方防护的得分区里,进攻队伍就得一分。得分之后,根据开赛的方式准备开始下一回合。
  4. 移动飞盘:可以往任何方向扔飞盘,为了传给自己的队友。选手不许拿着飞盘跑动。拿着飞盘的人(称为“掷盘者”)有十秒钟的时间来决定往哪里扔飞盘。防住掷盘者的选手(称为“防盘者”)应该大声地数出来这十秒钟(称为“延时计数”)。
  5. 失误:进攻队伍传飞盘时若没能够成功地传给一位队友(例如:出界、没接住、被对方挡、被对方截),防守队伍就有权拿飞盘然后攻防立马转换。
  6. 换人:只有刚得分之后或选手受伤的时候允许换场上比赛的人员。
  7. 非接触:选手之间不应该有任何身体接触。也不允许阻挡别的选手的跑动。身体接触发生时判为犯规。
  8. 犯规:当一位选手跟另一位选手有身体接触时算犯规。如果犯规产生了失误,飞盘将还给被影响的选手。如果犯规的选手觉得他没有犯规的话,飞盘将还给前一位拿飞盘的选手,然后再继续进行比赛。
  9. 自判:选手有责任决定什么时候犯规或出没出界。选手应该互相文明的讨论及解决场上的矛盾。
  10. 极限飞盘的精神:极限飞盘很重视体育道德和公平的比赛。它鼓励选手们去努力竞争,但竞争永远不能损害选手之间的关系和尊重、规则、或玩飞盘的乐趣。

Full rules 规则全文: World Flying Disc Federation