The Ultimate (Frisbee) Club is open to all current Tracy High School students, regardless of experience or skill level. The purpose of the club is to introduce students to the sport of Ultimate (Frisbee), develop throwing and catching skills, promote physical activity, and provide a fun, inclusive environment where everyone feels welcome.
Club Expectations:
All participants must sign in at each club meeting or event.
Students are expected to demonstrate good sportsmanship, respect others, and play fairly.
All skill levels are welcome, and participants are encouraged to support and include one another.
Students who demonstrate poor sportsmanship, disrespectful behavior, or conduct that undermines the club's inclusive environment will be asked to leave and may not return to future club activities.
Current THS students can join the WhatsApp to join the club and get notifications about game days.
Goal: Have fun, improve throwing and catching skills, get exercise, and learn how to play Ultimate Frisbee in a friendly, competitive environment.
Partner Throwing: 15 minutes - Find a partner and practice throwing and catching. Focus on backhand and forehand throws. Gradually increase your distance as you warm up.
Jog & Stretch: 5–10 minutes - Light jogging followed by dynamic stretching to prepare for running, cutting, and changing directions.
Small-Sided Games: 15–20 minutes - Play games of 3v3, 4v4, or 5v5 on smaller fields. Focus on passing, moving into open space, and teamwork.
Full-Field Games: Remaining time - Divide into teams and play larger games. Field size and number of players per team will depend on attendance.
Teams will be divided as evenly as possible.
Games may range from 3v3 to 11v11 depending on attendance.
Field dimensions will be adjusted based on the number of players.
Each field will have two end zones, one at each end.
Players will rotate or substitute as needed so everyone gets playing time.
1. Starting the Game
Teams begin on opposite end zone lines.
One team starts on offense and the other on defense.
The defensive team throws the disc toward the offensive team. This throw is called the pull.
Once the pull is released, players may leave their end zone lines and the game begins.
If a player attempts to catch the pull but drops it, it is a turnover.Â
Important: If nobody touches the pull and it lands on the ground in bounds, it is NOT a turnover. The receiving team simply picks it up and begins playing.Â
If the pull lands out of bounds without first touching the playing field or a receiving player, the receiving team will start at midfield.
If the pull first lands in bounds and then rolls out, the receiving team generally starts at the nearest appropriate spot on the sideline or may use the middle-of-field option.Â
2. Moving the Disc
Players cannot run while holding the disc.
The player with the disc may pivot on one foot and pass in any direction.
Only 1 foot needs to land in bounds for a catch to count in Ultimate Frisbee.
The defense attempts to prevent completed passes or intercept the disc.
No Double-Teaming: Only one defender (the marker) may guard the thrower within 10 feet.
The defensive player guarding the person holding the disc (the marker) counts out loud (Stall count) to limit how long the thrower can hold the disc. Â
The defender must be within 10 feet of the thrower to begin or continue counting. The defender starts by saying "Stalling one, two, three..." out loud. If the defender reaches ten before the disc is released, it is a stall-out, and the other team gains possession.Â
3. Scoring a Point
A team scores 1 point by catching a completed pass inside the opposing team's end zone.
The player must establish possession in the end zone according to the rules.
4. What Happens After a Score?
The team that just scored stays in the end zone where it scored. The team that was scored on walks to the opposite end zone.
The team that scored now becomes the defensive team.
The scoring team pulls the disc to the other team to begin the next point.
Teams switch which end zone they are attacking after every score.
5. Turnovers — When Possession Changes
The disc changes possession when:
A pass is dropped.
A pass hits the ground.
A defender intercepts or knocks down a pass.
The disc lands or is caught out of bounds.
The thrower reaches the stall limit.
After a turnover:
The team that was defending immediately becomes the offensive team.
The new offense takes possession at the appropriate spot.
There is no new pull after a normal turnover.
Play continues in the opposite direction.
Everyone participates. All skill levels are welcome.
Spirit of the Game. Play fairly, respect opponents, and resolve disagreements respectfully.
Non-contact. Avoid pushing, grabbing, or dangerous physical contact.
Keep moving. When you don't have the disc, look for open space and help your teammates.
Have fun! The goal is to learn, improve, and enjoy playing Ultimate.
Club Note: We will follow the basic rules of Ultimate Frisbee but may modify field dimensions, team sizes, and game length depending on attendance, experience, and available space.
Disc: The flying disc used to play Ultimate, commonly called a Frisbee.
Pull: The throw that starts each point, similar to a kickoff in football.
End Zone: The area at either end of the field where teams score points.
Goal / Score: A point earned by catching a legal pass in the opponent's end zone.
Offense (O): The team currently possessing the disc and attempting to score.
Defense (D): The team attempting to prevent the offense from scoring.
Turnover: When the offense loses possession and the other team gains the disc.
Possession: Which team currently controls the disc.
Spirit of the Game (SOTG): The principle of fair play, respect, honesty, and sportsmanship.
Self-Officiating: Players are responsible for making and resolving their own calls in many Ultimate games.
Backhand: A throw in which the arm moves across the body before releasing the disc. Often the first throw beginners learn.
Forehand (Flick): A throw made with the disc on the throwing-arm side of the body, typically using two fingers under the rim and a wrist snap.
Hammer: An overhead throw released with the disc tilted or upside down, typically following a high, curved flight path.
Pancake Catch (Clap Catch): Catching the disc by trapping it between two hands, one above and one below.
Rim Catch: Catching the disc by grabbing its outer edge with one or both hands.
Huck: A long-distance throw, usually intended to gain significant yardage or score.
Dump: A short, usually backward or sideways pass to a nearby teammate to reset the offense.
Swing: A pass across the field that moves the disc toward the opposite sideline.
Blade: A throw released at a steep angle that travels quickly through the air.
Break Throw: A pass thrown around or through the side of the field the defender is trying to prevent.
Inside-Out (IO): A throw that curves in a direction influenced by the disc's inward tilt at release.
Outside-In (OI): A throw that curves in the opposite direction, using an outward disc tilt.
Handler: A player responsible for controlling and distributing the disc, similar to a quarterback.
Cutter: A player who runs into open space to receive passes.
Cut: A quick, intentional change in direction to get open for a pass.
In-Cut (Under): A cut toward the player holding the disc.
Deep Cut: A cut away from the disc toward the attacking end zone.
Clear Out: Moving away from an area after a cut to create space for teammates.
Stack: An offensive formation that organizes cutters and creates open throwing lanes.
Vertical Stack (Vert): An offensive formation where cutters line up roughly lengthwise down the field.
Horizontal Stack (Ho Stack): An offensive formation where cutters spread across the width of the field.
Give-and-Go: Passing the disc and immediately cutting to receive another pass.
Reset: A short pass used to maintain possession and restart the offense when options are limited.
Flow: Continuous offensive movement and passing without stopping or resetting frequently.
Mark: The defender guarding the player holding the disc.
Force: A defensive strategy that pressures the thrower to pass toward a particular side of the field.
Force Flick: Defending the thrower to encourage a forehand throw.
Force Backhand: Defending the thrower to encourage a backhand throw.
Force Home / Away: Forcing throws toward a designated sideline or away from it.
Stall Count: The count made by the marker that limits how long the thrower can hold the disc.
Stall Out: A turnover when the marker reaches the legal stall limit before the disc is released.
Person Defense (Match Defense): A defensive strategy where each defender primarily guards a specific opponent.
Zone Defense: A defensive strategy where defenders cover areas of the field rather than only individual players.
Poach: Leaving your assigned player temporarily to help defend another area or passing lane.
Bid: An attempt to catch or block a disc, often involving a jump or dive.
Layout: Diving horizontally to catch or block a disc.
D (Block): A defensive play that prevents a pass from being completed.
No Break: A call reminding the marker to prevent throws to the break side.
Pivot Foot: The foot that must remain planted while the thrower pivots.
Travel: A violation involving illegal movement by the player holding the disc.
Pick: When a player obstructs a defender's movement while the defender is guarding an opponent.
Foul: Illegal contact between players. Ultimate is a non-contact sport.
Strip: When contact by an opponent causes a player to lose possession of a disc they had caught or controlled.
Out of Bounds: When the disc or a player possessing it is outside the legal playing area.
Check: The procedure used to restart play after certain stoppages.
Contest: When a player disagrees with a foul or violation call.
Callahan: A score made when a defender intercepts a pass in the end zone they are attacking.
"Up!" The disc has been thrown. Look for it!
"Disc!" Alerts teammates to the disc's location or movement.
"Strike!" Often tells a cutter to attack an open throwing lane, particularly near the thrower.
"Under!" A cutter is moving toward the disc or an underneath passing option is available.
"Deep!" A player is cutting or running downfield.
"No Hucks!" Prevent long throws downfield.
"Switch!" Two defenders exchange the offensive players they are guarding.
"Help!" A defender needs assistance covering an opponent or space.
"Clear!" Move out of the throwing lane to make room for another cutter.
"Swing!" Move the disc across the field to the other side.
"Dump!" Look for a short reset pass.
"Turn!" Possession has changed. Transition between offense and defense.
Sideline: The boundary along either long side of the field.
Goal Line: The line separating the central playing field from an end zone.
Brick Mark: A designated location where the offense may start after certain pulls that land out of bounds.
Open Side: The side of the field toward which the marker is encouraging the thrower to pass.
Break Side: The side of the field the marker is trying to prevent the thrower from accessing.
Attacking End Zone: The end zone in which a team is trying to score.