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Beginning:
A player of the offense team
must run toward the disc after the first throw is made. If he is there,
he gets the disk by putting it on top of his head (i.e. coin).
At least one other fellow players should make now his steps in such a way
that he stands freely in one of the possible throwing directions. Because
throwing in only one possible direction can become relatively simply bocked
by a marker, it is recommended to position always two or three possible
catchers in different throwing directions.
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Play:
As already said, the
sequence of running and throwing always looks the same during the game:
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The 3 offense player without the disc may be shifted over up to 4 fields.
They should place themselves in such a way that they can catch the disk.
Thus they must stand somehow in a legal throwing direction, preferably with
a possible gain of space. For that purpose it is tactically intelligent to
occupy also important defense positions. Players can place themselves also
between several defenders, who then stand and remain there and also block.
Only if they move somehow in the play process, then they must depart from
this aggressor.
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In the next step the 4 defense players are shifted over up to 4 fields.
They are trying to mark all possible throwing directions, so that a turn occurs.
An offense player may be covered however by maximally only one defense player,
i.e. no matter what, only one marker may be located in the neighbouring 8 fields
of a player of the other team(!). this makes it for the defense particularly
tricky to force a turn.
- At last the offense player
with the disk throws the disc to a fellow player in one of the permitted
throwing directions. The catcher gets the disc and the game ist continued
as under the first point.
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Tactics (example):
You will notice very fast that most passes are made usually over a distance
of only two fields, because throws over further distances can be prevented too
easily by the defense. On the other side, the defense can easily block important,
potential catcher positons in an "error free" play, so that one seems not to make
any progress by playing towards the endzone. Such a situation is shown in fig.
1 +2. The pass to the free catcher produces a situation, in which a throw toward
endzone can be prevented again (see arrow in fig. 2). A resulting replay or a
similar ineffective throw would be the consequence.
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Fig. 1
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Fig. 2
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But the Defense can be surprised
easily by a variant: E.g. if two players place themselves side by side
as in fig. 3+4, both can potentially catch the disc in the next step.
In this case all important fields (arrows in fig. 5) cannot be covered
by the defense, so that according to this principle in the process
further positions can be taken towards the endzone.
There are similar tricks like throwing the disc to a back player etc.
Try to find these tricks e.g. by playing with care or by playing alone.
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