turf league - switching after points

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There is no pull in turf league: the scoring team just places the disc on the ground in the endzone, and the now offensive team starts from there.

One side effect of this rule is that teams end up attacking the same end-zone over and over. On a calm clear night like last Thursday, this isn't a big deal. On a windy night like the first week, this makes it quite unfair for the upwind team.

So, during the first week we decided to add a half-time, after which team would switch ends and pull again. Let's call this option #1.

The wind was such a factor one night that a player suggested switching more often. Should we switch every quarter? Option 2.

Alternatively, we could have offense retain possession after a score like goaltimate. Teams would end up attacking a different endzone each point, but it would result in a quite a different flow to the game. Option 3.


Oh, good point about the wind.

Option 4 would be to do a pull every so many points. This was suggested to me after the 8-rinks experiment I/we did a couple of years ago and I haven't had the chance to try it out yet. I think it would work well, and keep the one-team advantage time relatively short.

I'd suggest every 5 points (cumulative), because that's more inherently recognizable.

Switching after each point could provide an added bonus side effect: confusion! Given that some scores would end up being quite high (especially if you play to time rather than points), you'd be going in a different direction all the time. There would invariably be someone who got confused and went the wrong way. It happens every so often in regular ultimate, so I suspect the fast-paced nature of the turf league combined with the new rule would increase the frequency.

Not saying it's a good idea, just thinking it'd add a little more entertainment value for those watching.

I'm not playing turf, but I like the sound of Mort's Option 4. It would even out environmental factors pretty well, whereas just switching halfway through might see the wind die/pick up around the halftime mark.

Oh, and Option 3 would result in even bigger blowouts, as weaker teams would never get a chance with the disc.

Okay, so I'm not playing turf league, and so I'm ignorant of the constraints you're working with.

But I'm surprised that the turf league is following an indoor-ultimate rule set. If you're playing outdoors, why not pull after every point? Are you worried about space considerations?

We could pull every point, but when points occur way faster than in normal ultimate (Games to 21 in about 40 minutes last week), that'd be a good chunk of time waiting for pulls. The best thing about this small-field turf league is how the action is nearly non-stop.


Well, you could eliminate pulls and maintain high-paced action if you follow a suggestion I have. But it may lead to confusion.

That is, a team retains possession until it has scored twice in a row, notwithstanding turnovers. You score, turn around, and try to score in the opposite direction without pausing. After the second score in a row, conventional indoor rules apply as possession is relinquished.

You could take a page from the Goaltie book, and play games to 5 (or 7) and the winner is the best of 3 (or 5, if time is still available). Switch ends after each game.


With games to 5 or 7, if you get down 4 or so, there's no point in trying to claw back in that
game. You save it for the next game. You can wind up winning the set by scoring less points.
I'm not a big fan of that.

However with one game to 17, being down 4 or so makes you work to come back. Teams
regularly come back from even bigger defects than that.

I think having the scoring team retain possession, but only twice, except if they drop it on
their second attempt is too cumbersome for mere ulty players to manage (we're still having
trouble with sticking arms out, "I'm in on that cone", and hell, keeping score).

In a stiff wind, you should definitely switch before one team hits 9.

I think of the suggestions, the most fair and sensical is to have teams switch ends every 5
points cumulative (or other reasonable number). I can't think of anything better than that,
but there are some issues with it.

Keeping track will get messed up somewhat regularly. To deal with that I think you need a
disincentive to forgetting. Meaning if a team loses track of the switch, it's their loss. So if
team A scores and it's 3-2 for A, but nobody calls for a switch for a couple points, you still
switch back at 10 cumulative. Like I said, it's a bit of an issue, but players will probably care
more when it matters (in the wind).

Good points re. trying to come back.

Switching every quarter might be easier than tracking total points, where quarters occur when the first team reaches 5, 9, and 13 points (for games to 17). Although, if we end up having some open-ended games to more than 17 points, switching on total points might make more sense.

Option 5 (6?) - Active Pull

Team A Scores in End Zone 1. Person who scores the immediatly "pulls" (can "travel", may move to end zone line, but other players on Team A don't need to stay in the end zone). Team B then gets the disc as a pull (e.g. Team A can't intercept the pull, Team B does not need to catch the Pull) and starts to attack End Zone 1.

Pull should be close to immediate (i.e. can't wait 10 seconds for changes/team to go down field).

Non-Stop action does not stop

Teams change attacking end zones each point

Rewards a good high DDC like pull so Team A could set up D. Also should have a mid field Brick to punish bad pulls

Problem solved


Every sport I've played that I've played that has the best of format (i.e. best 3 of 5 games that night is the winner) tends to be more competitive than the standard one game (i.e. game to 17 or such).


1) Easy way to switch ends to negate weather advantages.
2) Provides a way to extend game series for the time allowed (i.e. - first three games take 5 minutes each, well let's play best of 7 instead - captain's clause).
3) A team can get bagelled in one game, and still win the series (Temple says this is bad, I think it is good - more competitive through the entire night).
4) Even ultimate players can usually keep track of a score to 5 (or 7).
5) Can have one (or more) game of the series have a different gender mix (2-3 vs. 1-4 all the time for Monday nights).


1) Team that scores the most may not always win (similar to our electoral system).
2) Requires you to track two scores (game score and set score).


Active Pull:
I think I like this idea. Wondering: would the goal scorer have to pull it? Is there a requirement to clear a pulling lane? What happens if the pull hits some-one (very likely)?

Another idea:
Switch end-zones on time-outs. If a team is getting hammered going up-wind, they can call a time-out (after a score only) and reverse the direction. Adds a bit of strategy.


"Another idea: Switch end-zones on time-outs. If a team is getting hammered going up-wind,
they can call a time-out (after a score only) and reverse the direction. Adds a bit of strategy.


Won't work. The team playing downwind would never call a time out... until immediately
after the other team calls one. If you have to wait for a score, you'd only get as many
downwind points as you had timeouts.


Switching ends after 5 or 7 cumulative makes the most sense. The only negative is that it
may be harder to keep track. Well, if the upwind team doesn't keep track of when they get to
go downwind, perhaps the switch doesn't matter that night anyway.