Variant |
What? |
Why? |
5 Pull |
- Each team has one chance to score. If both teams turn over, start a new point
- Offence gets 5 (or 10, etc) chances in a row, then Defence gets the same number of chances
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- Maximises the number of pulls, giving the offence more opportunities at running their pull plays
- Increases pressure levels by only giving each team one chance to score
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Beat the Trap |
- Defence get to choose how and where on the field the offence start every point
- Initiate play the same way you would after a time out (i.e. offence sets up first, then defence can set up) to give defence the advantage. Allow defence 1 minute to work out the optimum positioning.
- Define a victory condition for offence; it could be completing 3 passes, or getting the disc to the far sideline, or scoring a goal.
- Optional: deliberately put the disc in the hands of your weaker throwers to get them more experience in realistic (and difficult) game situations, as though they had just taken a time out.
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Puts the offence into really bad situations, forces them to work out how to escape them in real-time and under pressure |
Brooklyn |
- Goals must be scored twice (scored, then converted) in order to count
- After every goal, the person who scored the goal has to take the disc to the scoring brick and check it in. Then the offence attempts to score again.
- If the offence converts, the goal counts and the scoring team then pulls next.
- If a turnover occurs, the first score doesn’t count and play continues.
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- Forces teams to play their endzone offence more often, giving additional endzone practice
- Needing to score twice encourages high percentage offence; offences are more likely to play conservatively and treasure the disc.
- Encourages teams to work on endzone team defence
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Changing Goal Conditions |
- There are many options but some might include:
- Double scores for throws from inside the attacking team’s half; this encourages aggressive deep throws
- Moving the endzone cones to make one side of the endzone deeper than the other, then having defence trap towards the smaller side; this encourages teams to break the mark and makes it more difficult to score on the open side
- Bonus points can be given for overheads, getting the disc out of a cup, or any other situation you’re trying to encourage
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- Players respond well to rewards and playing with different objectives can be an effective way to alter player behaviour
- Benefits will vary depending on rules applied
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Chaos |
- Get both teams to stand on one sideline, with players mixed up.
- Teams should know which endzone they are attacking
- Blow a whistle; all players start running to the far sideline
- Shout commands such as “LEFT” to get all players to turn left, “TURN” to get them to turn and run back where they came from.
- Once players are mixed up randomly, a disc is thrown into the field and someone shouts which team is on offence. As soon as the disc is thrown, the game begins with normal rules.
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- Forces the offence to quickly organise and reset the disc in a chaotic environment; this is particularly useful when you plan to play a zone following a turnover, as it forces your defence to get organised quickly. Likewise, it encourages the offence to move the disc quickly as they will be rewarded with an easy goal if they can organise faster than the defence!
- Forces the defence to scramble into position, quickly establish a force and contain the offence
- Improves communication skills, confidence levels and organisation of a team
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Endzone Shots |
- Teams take turns attacking and defending a single endzone
- Start each point at the attacking brick, rather than pulling
- If the offence turn over, the point ends immediately
- Each team has 5 chances to score
- Optional: After each goal, bring the disc to the brick and begin again. Keep scoring until your team turns over. Tally the score, then let the other team play offence.
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- Gives more repetitions of endzone offence
- Reduces the amount of running, so also ideal if you have reduced numbers at practice
- Only requires 40mx40m, so can be played when space is limited
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Fast & Furious |
- Reduce the stall count to 5
- Defenders are allowed to stall immediately after a turnover
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- Forces teams to play at a higher tempo
- With a reduced stall, cuts must be better timed to ensure that cutters are open in the right place and the right time
- Teams must get comfortable with a fast break offence, which means quickly organising themselves after a turnover
- A lower stall will force teams to reset more often, encouraging handler offence
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Make it, Take it |
- Games are scored, first to 3 points wins
- If a team scores a goal then they are immediately on offence going in the opposite direction (i.e. as though there was a goal & pull & turnover)
- If a team can hold possession then they will win to zero
- Optional: if a team turns over, they lose a point. First to -2 loses.
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- Forces teams to value possession while on offence
- Teams must generate turnovers if they want to win, rather than being content to trade out games
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Redzone |
- Start each point at the attacking brick, rather than pulling
- Otherwise, play as normal
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- Gives more repetitions of endzone offence
- Reduces the amount of chasing down on pulls, so also ideal if you have reduced numbers at practice
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Short Huck Conversion |
- Allow offence to set up a deep throw
- Defence cannot block the deep throw, but otherwise both teams play on from the moment the deep throw goes up
- If the deep throw is incomplete, the receiver should pick it up and play on
- If the deep throw is caught in the endzone, the receiver should bring it back to the goal line and play on
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- Gives more repetitions at converting short hucks, giving the offence chance to practice getting organised in a potentially chaotic situation
- Teaches defences how to contain and prevent quick goals after a completed huck
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