1v1 Marking Duels: Pressure Without Fouling
Short duels between thrower and marker to learn to mark effectively and within the rules: one disc's width, no wrapping, no double team and a correct stall count. A third student observes with a sheet and records the marker's fouls and successes.
How to play
- Review of the most common marking fouls: contact, wrapping, less than a disc's width and fast count (3 min).
- Groups of three in a 5 x 5 m square: thrower, marker and observer; the thrower tries to touch one of the four corner cones with the disc without letting go, just by pivoting (5 min).
- Add a receiver from another group 10 m away; the thrower tries to pass and the marker tries to force one side and reach the count of ten (4 min).
- The observer records blocks, fouls committed and full counts on the sheet; rotate every 3 duels (2 min).
- Each marker reads their sheet and proposes one specific improvement for the next duel (6 min).
Rules
- The marker always stays at least one disc's width away and does not touch the thrower.
- Wrapping both arms around the thrower is not allowed.
- The observer calls fouls calmly, and the duel restarts at the count the rule says.
- Keep 10 feet between squares to avoid collisions when pivoting.
Variations
Easier
The marker defends with only one arm and no count.
Standard
Full mark with stall count and an observer with a sheet.
Harder
The thrower can pass to two receivers, and the marker must decide which side to close.
Adaptations
- Limited mobility: marks from the wheelchair with one arm out or a foam noodle and counts out loud.
- Hearing impairment: the observer holds up a colored cone to signal a foul, and the duel stops.
- Autism: starts as observer to learn the rules before close-contact roles.
Learning goals
- Mark with pressure while respecting distance and the rules.
- Apply the stall count correctly and honestly.
- Observe and record game behavior using objective criteria.
Equipment for a class of 25
- flying discs: 15
- cones: 15
- worksheets: 10
Teacher tip
Stress that a good mark is not the one that blocks the most, but the one that forces throws where the team wants them. Keep the sheets to compare in a later class.
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