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Official Rules - YeaHaw!

Official Rules - YeaHaw!

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For those of you who take this to heart, good, now look for the give and go pass—you may catch your defender<br />

napping.<br />

DUMP IT, DON‘T PUMP IT!<br />

If your team has the disc, the other team can‘t score.<br />

References<br />

http://www.nunan.com/ultimate/docs/strategy.html<br />

Cutting<br />

When you cut, you run to an open space on the field to attempt to receive a pass. This is done by some<br />

combination of running as fast as you can and faking to make the defender think you‘re running to a different<br />

area. Cuts should accomplish one of three things:<br />

1. Gain yardage<br />

2. Move the disc to a better position on the field<br />

3. Maintain possession<br />

Most passes should be type 1, where the receiver is relatively far downfield. Type 2 passes will get the frisbee<br />

away from the sideline or else go to an unmarked thrower. Type 3 passes should be for high stall count dumps<br />

or else for weaker throwers. Usually you want a handler making the type 3 cuts. [1]<br />

Know Your Thrower<br />

One of the first things to remember when cutting is who are you cutting for. It is not much use being ten meters<br />

free on the break side if the thrower is a beginner who is not even going to try to break the force. If you have a<br />

thrower who likes to throw the break throw, sometimes an effective cut consists of heading straight for the break<br />

side, assuming your defender will be a few steps behind. This is more effective the more your defender marks<br />

on the open side. Try and know what throws the thrower likes and make your cuts accordingly.<br />

Outsmart your Defender<br />

The next thing to look at is your defender. There will be some times when you can simply run past your<br />

defender. This is not great practice for when you are being marked by a good defender, but hey...open is open.<br />

Other times you may be being marked by someone who is fast, but slow to change direction. A hard run one<br />

way followed by a quick direction change always loses them. In general, though, you will be marked by<br />

someone of roughly your own ability, and the rest of the section will assume that.<br />

Chances are your defender will set up a few meters in front of you, and slightly on the open side. The defender‘s<br />

aim is always to be able to watch you. As a result, an effective cut generally makes the defender have to turn<br />

around. The best way to do this is to run directly at the defender. The defender will back away, but assuming<br />

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