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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.

 

 
This page was last updated by the Sarnia Ultimate Webmaster on September 07 2010 15:49:24 PST
Frisbee, Frisbie, Disc, Disc Golf, Frolf, Ultimate, League, Throw, Huck, Pass, Forehand, Backhand, Scoober, Thumber, Hammer, Defense, Offense, Sport, Sarnia, Ontario, Canada, Port Huron, Michigan