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Playing field:
The pitch can be made with
a cross-hatched paper sheet. Here is a pitch with a length of 9 by 18
small boxes. Two thicker endzones lines are marked near the ends (see picture).
Hint: It is easier to print out the pitch from
the download page. Here you can also download
the entire description of the game.
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Teams:
On the pitch you play 4 a side.
You can use two different sets of coins to play against each other.
A particularly marked disk (button, washer) is needed as a disc.
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Setting:
At first, the team
without the disc is set up in random squares of the player’s choice.
Those random squares have to be in the endzone, of course. After
this, the other team is placed into their endzone. One of the
players gets the disc by putting in on top of one of his coins.
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Throwing:
The disc is always thrown straight-lined along the horizontal,
vertical or diagonal fields. The throw must go at least over one
free field. One may throw over fellow players, but not over players
of the opposing team.
During the game a pass is thrown in this way to a fellow player,
if he stands free in one of the allowed throwing directions. In
the begining a pull is made into one of the empty fields of the
opposing endzone (see picture).
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Running:
Each player is allowed to run 0 to 4 fields (horizontally,
vertically, diagonally or a combinations of this). The
player with the disc must not move. After a throw, the players
of the offense team are moved at first, then the players the
defense team.
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Marking:
A defender can try to mark the player with the disc by standing
in a neighbouring field in one of the possible throwing directions.
This prevents an easy throw. However, a player may be marked by
only one defense player, i.e. only one marker may be located in one
of the neighbouring 8 fields of a player of the other team.
Offense
players themselves can be placed between several defenders, who are then
allowed to remain there and to block other players (no ' double team' call).
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Steps of playing:
After the first throw is
made the sequence of running and throwing always looks the same:
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The 3 offense players without disc may be shifted over up to 4 fields
- The 4 defense players are
shifted over up to 4 fields
- The player with disk makes
a throw. The catcher gets the disk (by putting in on top of thes coin).
One can cancel actions only,
if they were illegal and complained upon immediately.
Hint: For the beginner the process of playing as well as some tactics are
described on the play process side
the play process side in detail. |
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Turn:
If the thrower does not find
a free player, a turn occurs. The next player of the other team gets
the disc and the other players of the new offense team can proceed with
their steps over the pitch. If the new player with the disc is being marked
by more than one opponent after the turn, the surplus markers must depart at
the next possible step.
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"monster Defense":
If one defender stands in one of the neighbouring fields of the
catcher of the disk, then the defense team may decide whether it
wants to throw a dice: 1 or 6 means a turn, while other numbers mean
that only the marker may move. The other three defense players have
to keep their space.
Hint: If you do not have a cube, can also throw two coins:
Twice "heads" means a turn.
Suggestion: Think of other rules or omit the "monster Defense"
rule .
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Scoring:
I should be clear how
you score a point. The winner team always starts as defense team.
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