Amenities
Player Goodies
Organization
Styles of Play
Subbing
Observing
Differences from Ultimate
First, kudos and many thanks to the
tireless Rick Conner and his wife Bibbi, who ran this thing. Rick dealt
with lots of difficult frisbee people and kept a smile on his face the
whole time. I think the tournament ran about as well as can be expected
for something as new as this.
Amenities:
Fields: All fields were lined and had cones on the important
boundaries.: The goal lines became obscured on the first day because of
all the wear, and later games had more disputes as a result. Perhaps a
wish list for the next tournament would include "reline goals halfway
through Day 1." The fields themselves (San Diego Polo Club in Del
Mar, site of the 1999 Jockey UPA National Championships) were great. Staff
was great.
Player Goodies:
Awesome. Free airfare. Free uniforms manufactured by Gaia (I'm unsure
how much this was paid for by the tournament and how much by Gaia). Gaia
merchandise was offered at or below wholesale to players. Free dinner on
Saturday, free champagne breakfast on Sunday. Medals for all players.
Water coolers at all fields. No food provided during games, although a
burger/hot dog/burrito tent sold food (and a supermarket was less than 5
minutes away). Lots of signs and radio ads announcing the event, which led
to some number of spectators for the final (I wasn't paying attention, so
I couldn't guess. There were certainly more non-players present than is
typical). One little boy came up to our team after the final and asked us
to autograph his new frisbee. Being a new professional athlete, I charged
him $6 for it.
Organization:
Very good, although the format caused some slight difficulties. 6 pools
of 3 isn't optimal. Most games had one team coming off a bye against a
team who just played. Some series went only 30 minutes, while others
lasted the full 90 minutes plus overtime. Most teams got to play less than
is typical at an ultimate tournament. 6 teams played only two series (all
series were games to 5, best of 5). 6 more played 4 series, and the other
6 played 5. However, with only 7 players per team (only 6 in any one
game), and with the large decrease in down time per game, the amount of
playing per person was better than the above would lead you to believe. My
muscles are probably less sore than after a typical ultimate tournament,
but that is also related to my team's style of play (half-court, less
running than any other team). Games started on time, had two Observers
always who kept track of score and time, water coolers were never empty,
staff was readily available. Oh, some first round opponents had very
similar colored jerseys, making it difficult for players to tell whether
another player in his periphery was friend or foe.
Styles of Play:
The strategies were more varied than in Ultimate, but not by as much as
I had expected. The clear line was far enough away (30 yards) such that
the 2 point threat wasn't really much, no more than, say, an onside kick
in football. We completed one 2 pointer out of maybe 5 or 6 tries. Almost
every team played man to man, as far as I could tell. Some teams played
man all over the field, others always kept one man back to play center
field. Man to man defense made it tougher for the other team to clear it,
but it also tired out the defense and opened up some fast break goals.
Zone allowed free clears and gave the opponents a chance to rest.
Offensively, teams had a wide range of styles. San Diego (Ground Zero)
obviously knew the game and could score a lot of different ways. They
jammed it in the corner, threw scoobers to the back of the end zone, and
threw passes to cutters slashing in the side. When faced with our zone
after a weekend of man to man, they quickly made the adjustments and
figured out the gaps.
The scoober was a popular scoring tool. Other high throws took longer
to get there and were often blocked by defenders standing on the goal
line. Lots of players scored by jumping into the goal through the front,
although that was always dangerous, with a few collisions (none too
serious). Some teams put no one in the end zone. Some teams frequently
worked the disc behind the goal, others never went there except in an
emergency. Some relied extensively on high passes, some teams ran pick
plays, some used lots of quick passes, and some played Ultimate on a
Goaltimate field.
Subbing:
an underrated part of the game that made a difference. Teams subbed too
infrequently and without purpose, in general. The subbing box was farther
from the action than I thought the rules specified. Also, the rules were a
little unclear on the logistics. I had heard that a player on the field
calls for a sub and is immediately out of the game, at which point a sub
is allowed to run on the field, and as soon as they tagged, the sub was
active. However, in one game, an opponent called for a sub, the sub began
running on the field while the first opponent was stalling and marking,
and the two tagged after that pass was off. I complained to him, he
countered with, "Nah uhh." Case closed.
Observing:
a thankless and difficult job, even more so than in Ultimate. Lots of
people (including myself) gave them a hard time for perceived bad calls. I
think the nature of the game means that there will be more close calls
than in Ultimate. The goal scoring area is much smaller, and so many more
of the catches are near the boundaries. The players are also much more
bunched together, which increases the likelihood of contact. There is no
prohibition against double- or triple- or even quadruple-teaming (I
suppose the above mentioned team could have quintuple-teamed), so that led
to more thrower-marker contact.
The short stall count meant not only that there would be more contested
stalls, but also more swill passes would be put up at a high stall count.
Finally, because the players are packed near the goal, the odds are higher
that an Observer's view would be blocked, or that they couldn't get close
enough to see for fear of interfering. I suppose one additional issue was
that there probably were only 12 people on site who knew all the rules,
since many of the kinks were being worked out over the last couple months
and weren't finalized until the very end. Consider how clueless Ultimate
players are about 10th Edition UPA Rules sometimes, and then imagine how
it would be with a whole new set that are similar but with some
significant and some subtle changes.
Differences from Ultimate:
Different skills were emphasized. Those teams that tried to play
Ultimate were quickly relegated to the consolation bracket or knocked out
completely. The short stall and four person teams meant throwing skills
(with the big exception of hucking) were more important.
Short break mark passes were essential. A player has to be able to
anticipate, since there is no time for plays to develop and because
players might be open for only a second.
Play was more physical, but that too varied a lot from team to team. Some
teams were very physical only in the goal as they tried to post up. Others
were really tight on the mark.
Some were physical all over the field. For the most part, the two teams
established what they thought was an acceptable level of contact, though,
just like in Ultimate. The average level was probably akin to pro
basketball. No pushing with the hands, only the body.
A hand on the back was okay so long as there wasn't a shove along with
it. In general, I felt that if a player wanted to play physically, that's
fine, but he shouldn't expect much sympathy on foul calls. Many Ultimate
players would consider Goaltimate much less exciting. There are no hucks,
not as many layouts, and less running.
On the other hand, there is a lot more finesse required, players had to be
more creative with their throws, and there were still plenty of great
opportunities for awesome catches, both on floaters and on bulleted
passes.
My teammate Stu Downs won the hearts of many a fan with his great catching
display in the finals. As a player, I found it very exciting. Reason #1 is
that the game constantly required and earned my attention.
There were no 80 or 150 second breaks between points, or 10 minute
halftimes. No OB pulls with a slow walkup. When I wasn't playing, I knew I
was going to be back in play in a short time, not 5 or 25 minutes later
when I might get called in again. Reason #2 was that I enjoy the aspects
mentioned in the preceding paragraph. I got to throw several hundred
passes (my 90% confidence range is 150-400). I had the opportunity to make
some neat catches and throws (and drops and throwaways). And I got to play
in some great battles against worthy opponents. Reason #3 is that the
small teams made it much more personal.
There is not that much room for pure role players. And you can't hide
when your thrower only has three potential receivers. Reason #4 is that it
is a wide open book waiting to be written. You don't choose your
strategies because "that's how everybody plays." There's no
conventional wisdom to guide you. Everyone (except SD) began playing a few
months ago.
As a fan, I'm less certain. Any disc sport has its drawbacks because
the general populace doesn't know what we're doing out there. More
Americans understand a trap block than an offside trap, so that's why our
football is more popular than their football. There were plenty of
confusing instances, especially with regards to calls. I think the game
has to address these issues if it wants to become the sport of the new
millennium (TM?). The pluses are that it's a smaller field, there are
fewer breaks in the action, and there are fewer players to keep track of.
To "improve" the game for TV or the fans, I am guessing that
something will be done to force it to be more wide-open. In hockey, they
shrunk the crease and moved the back line. Football has made holding
legal. Baseball narrowed the strike zone. Basketball prohibits the zone
and has a shot clock. And soccer ought to change their damn offsides rule
so that a 1-0 lead isn't insurmountable. Of course, purists decry all
these changes, but the sports are more popular as a result. If you want,
you can go back a longer ways to find examples like the legalization of
the forward pass, the lowering of the mound, or the removal of the center
jump after each basket.
I guess I'd do something with the stall count. A five second count is
fine, but it's just not five seconds. I had an amusing exchange one point
with an opponent. We were clearing the disc with a lot of short and quick
passes, they were following us, and they initiated their stall counts
without saying "Stall." I took exception to this, and a fan
would have heard:
"One." "Fast
count." Pass is thrown.
"One." "Fast
count." Pass.
"One." "Fast
count." Pass.
They then humored me by adding "Stall", but reverted when I
wasn't looking. Anyway, I'd either let the Observer count the stall or
require the marker to be within a certain distance of the thrower to
initiate a count. With such a short stall count, it's even more important
to be consistent and fair. The time cap was another controversial issue.
My team held the disc for the final 11 minutes in our de facto semifinal
game by using our three timeouts and working a four-corners offense.
I didn't particularly like the timeouts, partly because I didn't think
they were necessary, although I could also see the arguments that it's
just a time management strategy and that we earned the right to delay by
working up a lead. I don't think the rules should allow a team to run down
the clock by calling timeout. I think the NUA changed its time rules very
quickly such that a timeout in the last x minutes of a half or game
stopped the clock. Any tournament that has an official keeping time at the
field (as opposed to a tournament that has one director at tournament
central with one watch and an airhorn) can also keep track of the time cap
on that field. Another game had to be extended after its apparent end
because of a misunderstanding of the time rules.
Overall, a big thumbs up. I see looking back that I haven't given
enough credit to the organizers. It was a blast for me. I plan on
continuing to play, and hope to be in West Palm Beach in February for the
next scheduled tournament. My complaints were minor and are meant as
suggestions. For the first tournament ever, it was tremendously well-done.
Now, if we can just shut down that damn scoober..
Jim Parinella
Wellesley Founders