Other Disc Games
Lets try some other games (from
Mark Brehob of Lansing, Michigan....):
Cower:
Player (or team) #1 tosses
the disc in the air. The disc must land reasonably near the
the target player. The receiver then must catch the disc one-handed.
If successful they toss it back until someone misses. (lots
of blades) When someone fails on the catch they may try to "save" by
rolling the disc between their opponents legs (which must be in a
reasonably wide stance). If they are successful the throwing resumes.
If they fail they must "cower" on the ground, hands over with head
and knees on the ground. Then their opponents try to hit them
with the disc (from a fair distance and usually with a blade). It helps
to drink (a lot!)
Flutter guts:
Two teams line up about 6'
from the other team and with about 4 feet between members of the
same team. They then throw the disc at each other.
The disc must come in fairly slow and without any "normal"
spin. (flipping is fine) It must further be (at some point)
in a location which is reasonably catchable and must make it past the
feet of the receivers or touch the receivers.
Receivers may use only one
hand (at a time) to catch the disc and may not trap the disc against
their own bodies before it hits the ground. We generally allow the throwing
team to "attack" after the receivers have touched it for a third
time. (ie Joe hits it with his hand toward Mary, Mary hits
it into the air and then flubs a catch attempt. The throwing
team can now attempt to knock the disc out of the air.)
The "third hit" rule gets
a bit out of hand but is fun. Playing without it is fun
also.
5th hole:
Very silly game of "tag"
where you try to get a disc in between someone's legs while both legs are on the
ground. If you succeed you gloat or yell "5th hole" or some such.
they are then it. "They" are often some other person on your ultimate
team who were not playing (until then!)
Yee-Haw
A variation on ultimate.
Two triangles are set up about 30-40 yards apart. Each one is
about 7-10 yards on a side and are the end-zones. Played as ultimate but with
no side lines. Throwing from one end-zone to the other
for a score is worth 3 points. A great game if you have
only 4-7 people. Plays well with an odd number if you allow the
team with less players to call stall from anywhere. A 3
player variation exists but is really silly.
??????
A game I learned in OR.
Get two sticks and set them about 1.2 disc lengths apart. They
should be fairly well stuck in the ground but not so a fast disk wouldn't
knock them down. Put some plastic "Dixie" cups on the sticks
so that they can be easily knocked off by hitting the cup or the
stick. The top of the stick should be ~3 feet from the ground.
If you knock a cup to the
ground and it doesn't get caught by your opponent(s) score 1 point.
If you get the disc between the sticks without knocking down either cup
score 3 points. Depending on who you play with the disc may have to not
hit the ground before passing between the sticks to get the 3 points.
(ie no rollers).
You can get 2 points for
knocking two cups. The defender(s) must stand behind the sticks and
may not touch the sticks or the cups until the disc passes them.
In general you should be a foot or more away. Use heavy
sticks so that they don't go flying. (big branches 3/4" thick
seem to work well.)
This page was prepared
by Sean
Phillips on April 9th, 1998.