Um,
We Have Rules? 
Here's how left-wing frisbee was described to me when
I joined the game months after it had started: It's
a friendly game, and we don't play all the rules. That's
worked mostly for almost two years now, though style
of play does evolvedefending the thrower seems
more common now than when I
|
| From the
defensive playbook: The amused glance. |
started, when much of the defense consisted
of pressuring the thrower with an amused glance.
But since ours is a full-spectrum game (meaning everyone
from "varsity players" to "virgins"),
we have to have some understanding of rules, or we end
up hitting our closest friends out of sheer frustration.
In the interest of starting a colloquy (see
"starting an argument," above), I'll take
a stab at defining which rules we use, which we don't,
and which may be in a gray area. (If you want to spend
a lot of time going through the current official league
rules, have
at it.)
Rule #1: Chill
 |
| Be kind
when feasible. |
First rule is already in the first
paragraph: It's a friendly game. Even in league play,
the "spirit of the game" says that you don't
foul on purpose, and of course any foul is self-called
by the "foulee" and can be contested by the
player it is called on. In a lefty game, this means no
nasty stuff, no hard fouls, and no super-pressure defense
on newbies. In general, we don't call fouls unless they
are on the disc and obvious, but we do let experienced
teammates help unsure players decide if it was a foul.
Be kind, where feasible. This rule allows you to decide
how much to utilize other rules below.
Rule #2: You Can Never Go
Too Far to the Left
 |
| No sidelines
can make for crowded endzones. |
Second and most obvious when you see
us play (unless you are a truly clueless guy*
who jumps into the game and starts moving our cones without
permission), we play without sidelines. This changes the
game a lot from what experienced players are used tofor
one thing, it kills the effectiveness of any zone defense,
which is good, since that's far too martial for lefties
(John "the
General" excluded, of course). The lack of sidelines
also makes it trickier to cover a thrower (since you can't
force to the sideline), and very tricky to have another
game alongside our field.
One the plus side, it makes the game flow better with
fewer stops, eliminates the peskiest call of serious
games (sideline outs), and means that the end zones
are boxes into which you can go from any directionif
you're past the endzone, you're not "out"
such that you lose the disc, but you still have to get
it "in." It also makes for very crowded endzones,
so it's lucky we all like each other.
Rule #3: Whoa, There
 |
| If
you're holding the disc, stop. Don't make us go
Wile E. Coyote on your ass. |
This is a throwing game and you can't run with the
disc (only a few steps if you catch it at full speed).
Once you're holding the disc, you must keep one foot
planted.
We often let people get away with little hops when
they throw (like Brad),
as long as they don't string so many together that they're
moving up the field. But like the pick, this can be
called if you abuse it too muchthough we seldom
call for turnovers, it may lead to play stoppage and
to making the traveller go back where they're supposed
to be, red-faced.
What other rules do we use? Any disc contact with the
ground except for fouls turns it over to the other team,
and each toss into the endzone scores a point.
Rule #4: Back Off!
In order to faciliatate the throws that
are the basis of the game, markers must stay a
 |
| Keith &
Dave demonstrate keeping the legal guarding distance.
|
disc width from the thrower. (Keith,
it's official, I was wrong about three feet.) On defense,
you can't knock the disc out of someone's hand (but it's
OK to slap the disc if it has left their hand), you can't
go over someone's back to get to the disc, and in general
any contact that doesn't seem to be in pursuit of the
disc is a potential foul.
We don't use stall counts (though we try not to abuse
that too unreasonably) and we don't much enforce pick
rules (though flagrant picks where you run around a
teammate who throws out a shoulder may be called).
According to the official rules, every player has the
right to vertical space above them, but if we played
this too seriously, it would hamper Nick's
game, so we haven't yet. However, a redistribution of
space might be fairer to shorter players, as well as
more left-wing in general.
Foul Play
If you think you've been fouled,
and it affects the course of the point, call it. Sometimes
you can get a second opinion from someone with a better
perspective on the play, and sometimes the accused contests
the call. If a foul is contested, disc
 |
| Your teammates
can help you determine if you've been fouled. |
goes back to the thrower. If it is
not contested, the catcher gets it, unless it was in the
endzone, at which point we put it right on the line.
Left-wing frisbee doesn't follow most of the substitution
rules (two people can join opposing teams at almost
any point during the game, though we usually wait until
a point is scored), and in fact horrify serious players
by increasing/decreasing the endzone boxes based on
how many people are playing. We've also been known to
play more than seven people on a team, since it's such
a pain to get a second game going and since I've been
told it's often impossible to get many of the players
(like, say, men) to sit down and take subs. We've also
occasionally played a rule where whoever scores the
point has to sit and take a sub if we have a lot of
people sitting on the sidelines (This is not the famed
"Reduction"
game, which I still don't understand despite having
been on the winning team the first time it was played.)
Soft-Hearted Lefty Conclusion
 |
Hey,
man, if these rules aren't, like, good for you as
a living thing, then let's rap. |
These are our rules, as I understand them, always subject
to change, though I'd guess we'd probably use consensus,
so nobody will bother to do it officially. On the other
hand, rule changes suggested over beers after the game
are often entertained and maybe even welcomed.
*Hard-Assed
Lefty Footnote
Which reminds me of our unique
exclusion rule that gives this game its name: you must
be a left-winger to play. This tends to mean labor folk,
enviro crunchies,
 |
| Kiss
our leftist ass. |
peaceniks, corporate campaigners, and
other fellow travellers, though we even allow Democrat
party hacks to play if we like them. But no libertarians
(especially Cato folkyou're not left just because
some of the right-wing hates you), no neo-anythings, and
no unemployed writers (just kidding, Jim).
The fact that you were once in a union or work for the
government may not impress anyone, especially if you move
our sidelines around, play rough, and no one likes you.
When questions arise, lefty credential tests may be administered
by Kris. Verdicts
are not appealable. |