Thursday, June 04, 2009

Best Practices: Planning and playing a game

Editor's note: this is a piece in an occasional series where we ask the community to submit their ideas and thoughts on a given topic and then report back. There is a ton of knowledge out there and we'd like to consolidate it and make it accessible for newer teams and players. This is based off of the Lifehacker feature "Hive Five".

Many (most?) high school ultimate teams are player run, sometimes this translates to teams not showing up on time, games starting late, unconfirmed field space, non-regulation fields, or a lack of spectators (to name a few issues).

What are the best ways your team has found to make games go off without a hitch? Or better yet, what about a game that went really well - big crowd, planned well in advance etc?

Can ultimate be run smoothly with player captains, or is it necessary to shift over to a fully coach and team oriented system?


Become a fan on Facebook! - Help spread the word about high school ultimate.

Comment (1)

Loading... Logging you in...
  • Logged in as
Not to slight our HS players in any way--I was 17 once, myself--but SLUJ has blossomed in the light of experienced coaches. Our first two years, there were many teams in the league that were entirely player-run. They flaked. Then, they folded.

Once we were able to get coaches with each team, nearly EVERY game gets played according to schedule. Most actually begin on time.

I know, I know, ultimate is different; however, it is a RARE individual or group of high schoolers who can manage to provide a reliable structure around which to build a successful program. I'm not saying that every HS needs a coach, but I am saying that it makes things far, far easier.

Post a new comment

Comments by