Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

22 October 2018

Gender matching in mixed ultimate

Mixed ultimate is usually played with 4 women and 3 men, or 3 men and 4 women.

As of 2018, the AFDA has adopted a step to have these gender splits used equally in National Events. It is called the prescribed ratio rule. This move to equality has introduced some small logistical issues.

From the WFDF rules Appendix:

A7.2 Ratio Rule A ("prescribed ratio" rule)

A7.2.1. At the start of the game, after the first disc flip, an additional disc flip happens with the winner selecting the gender ratio for the first point. For the second and third points the ratio must be the reverse of the first point. For the fourth and fifth points the ratio must be same as the first point. This pattern of alternating the ratio every two points repeats until the end of the game (half time has no impact on the pattern).
This is more equitable than having offence choose the gender split. Almost equal number of points with each gender split are played in a game.

However, it is logistically challenging. Players regularly have to ask their teammates and opponents what the next gender split is, and confusion ensues. Too many teams at the recent AUC Division 2 championships were in the middle of a point when they realised that a gender split had not been followed correctly.

So the disadvantages of the current version of the Ratio Rule are that mistakes happen too often
and time is wasted on communicating logistics rather than playing ultimate

There are some solutions.

Firstly, play 6 on 6, with 3 men and 3 women. A big change, but a successful one as the Australian Ultimate League shows. A change that may only happen long term.

Secondly, have game advisors there to tell teams the gender split whenever they ask. This is only going to happen in a few select games.

Here is a third option. Simplify Ratio Rule A by having all games in a given period start with 4 women and 3 men. Looking at the score will allow teams to more easily determine the gender split of that point.

The given period can be the day of a tournament so that Day 1 games start with 4 women, Day 2 games start with 4 men, Day 3 with 4 women. Or for an even simpler arrangement, the given period can be a year: games in 2019 start with 4 women, games in 2020 start with 4 men and so on. After a tournament or two in 2019, you'd just know that a score of 8-4 means 4 women play next point and 8-5 means 4 men play.

It's only a partial solution, but it does simplify matters.

Who wants to try this method?


8 May 2010

Time caps and points caps

I feel like I spend too much time during games checking what the time cap and points cap are, and calculating what my team is playing to.

Over the years, tournament directors have decreed too many different ways for games to end in their tournaments.

This is a call for two systems: we play with the official WFDF points cap and time cap at major tournaments, and we play with a simplified points cap and time cap at all other events. Call them Championship caps and Recreational caps.

It's tricky enough that we need two caps to decide when a game is over, without having multiple possible time caps, points caps, within-one-add-one, and within-two-add-one complications. I understand the reasons for having both caps - let's keep it as simple as possible beyond that.

1 March 2007

10 Things instead of Drills

Here is a random collection of 10 activities that are not conventional join-the-back-of-the-line drills. Try one next time you are running a training session. It may spark some new ideas for you. The activities are suitable for most abilities.

1. Modified-scoring ultimate
Scrimmage with a modified scoring system, eg 1 point for a break throw as well as 1 point for a goal. This well help you practise and focus on using break throws (and stopping them). You can assign points for anything you want to focus on: blocks, dumps, hucks, hammers, open side cuts, you name it.

2. Unlimited turnovers
Scrimmage with the offense getting the disc back after each turnover. The offense can repeatedly practise their O, and the defence their D.

3. Play schtick
Schtick uses many skills used in Ultimate. But it is a good change up from ultimate.

4. Play mini-ultimate
Play ultimate - but only one aspect. Examples are offense starts 10 metres outside the endzone, or 4 on 4 zone, or 3 on 3 where the only aim is to dump and swing the disc.

5. Team goals
Have a fishbowl, brainstorm or think-pair-share about what your team wants to improve on or achieve.

6. Play disc golf
When every throw contributes to your score, you work hard at your throws. Try a discathon for a faster activity.

7. Tag
Great as a warm-up or energiser. Helps improve defense. Variations: frisbee tag, stuck-in-the-mud, bullrush, octopus.

8. Juggling
How many passes can 2 people complete in 30 seconds? Using 2 discs? 3 discs? Consecutive passes?

9. Feedback
Organise activities for players to get feedback on their play, and perhaps off-field roles too (social co-ordinator, treasurer, leaders, etc). Feedback can have different formats: anonymous/open, from teammates/leaders/self, one-on-one/group/team, talking/doing.

10. Learn the rules
Hands up if you are confident you know what stall count a contested travel now comes in on? Some ideas for learning the answer are here.

20 September 2006

Stall counts

After chatting with Goldy, I have some thoughts on stall counts.

Stall counts seem to be contested more often than any other call (that's my rough impression).

It is hard to make a judgment on the timing of a spoken word relative to an action, particularly if your focus is on other things. So mortal humans disagree on whether the disc was released or not. (It is easier to judge whether a foot moved, or landed on a line, or whether you felt contact).

Now this process is only aggravated if you say "...8...9...10 stall!". The thrower has to judge the timing of the release relative to the word "10". But you have uttered a word straight after that. An excited word at that!

One way to help this is to not say "stall" straight away. Leave the "10" hanging in the air for all to judge.

And then say "I'm calling stall" a couple of seconds later. This also gives you more time to judge whether it is a stall or not, without the accusatory blurting of "Stall!" mixed into the timing.

26 April 2006

Is this Ultimate or a rodeo?

A thought on my mind: how do you know if you regularly do or do not straddle the thrower, unless you look? Particularly if you like to mark close? Which leads to the question, do you look where your feet are when marking the disc?

Nationals 2006 wrapped up yesterday and it was fun squared.

Interestingly enough, at halftime in one of Fakulti Q's games, the opposition captain asked me to discuss with my team the fouls on the mark and straddles we were calling. Have to say that I don't come across this situation too often. And this may come as little surprise - I asked him to have a word to his team about their fouls and straddles :)

I reckon that in 70-80% of instances where the thrower looks under pressure from the mark, stranded for a throw, and doesn't pivot, they are being straddled.

I guess I am a member of the "Call More Straddles" Party. No, correction - the "Let's Have Fewer Straddles" Party. Apart from abiding by the rules being something we all want (yes?), fewer infringements by the defence would improve the the flow and aesthetics of current Australian ultimate.