Ultimate O-Line and D-Line Point Game
An Ultimate game in which each team builds one line that specializes in offense and another in defense, and uses timeouts to decide which line takes the field each point. Students work on tactical planning, roles, and managing effort.
How to play
- Form two teams of 10-12 in pinnies on a 40 x 20 m (about 45 x 22 yd) field with 6 m end zones; each team chooses a captain and writes its two lines of five on the whiteboard.
- The O-line plays when the team receives the pull and aims to score without a turnover; the D-line plays when the team pulls and tries to force a turnover and score.
- Give each line 3 minutes to agree on a simple plan: the O-line sets a cutting stack and handlers; the D-line chooses the force and who covers deep.
- Play by points for 18 minutes: after each goal the scoring team pulls, so each team must switch lines accordingly. A student tracks on the whiteboard which line wins each point.
- An O-line goal is worth 1 point, and a D-line goal after a turnover is worth 2. Each team gets one 1-minute timeout per half to adjust.
Rules
- No contact and no diving for the disc.
- No one plays two points in a row unless their team has fewer than 10 players.
- Fouls are called by the player fouled and resolved in under 30 seconds.
Variations
Easier
Lines are fixed at the start, with no timeouts and no double points.
Standard
O- and D-lines with their own plans, double points for the D-line, and one timeout per half.
Harder
Each line must change its plan after every opponent timeout, and the captain explains it in 20 seconds.
Adaptations
- A student with limited mobility can be the strategy captain who sets the lines and keeps the whiteboard, or a fixed handler on the O-line.
- For students with autism, write down their line and role ahead of time to reduce uncertainty during changes.
- Place students with lower fitness on the O-line, where changes of pace are smaller.
Learning goals
- Plan distinct roles based on the game situation.
- Manage the group's effort through rotations.
- Use data to evaluate which tactical decisions work best.
Equipment for a class of 25
- Frisbees: 2
- Cones: 12
- Pinnies: 12
- Whiteboard: 1
Teacher tip
Make sure the same students are not always making the decisions; you can rotate the captain each half.
PatioLab has "Ultimate O-Line and D-Line Point Game" and 3999 more activities ready to drag into your lesson and run from your phone in the gym.
More activities like this
More main activities for High School
1-2-3 Touch Cooperative Rally
Two groups of three, one on each side of the net, work together to keep the longest rally possible in three phases: one touch, two touches, and three touches per side.
1-2-3-2-1 Running Pyramid Intervals
An interval workout where the fast segments build from 1 to 3 minutes and back down, with half that time as jogging recovery.
1-on-1 Self-Pass Volleyball
One-on-one games on narrow 10 x 20 foot courts where each player must self-pass before sending the ball over.
10-20-30 interval running in pairs
The 10-20-30 method strings together 30 seconds of easy jogging, 20 at a moderate pace and 10 at top speed, in five-minute blocks.
1v1 Ball Volley Matches
1v1 ball volley: singles games on a small court with a low net, hitting the ball over the net and allowing one bounce.
2-on-1 Fast Break with a Chasing Defender
Two attackers push a fast break against a defender waiting at the basket while a second defender chases from behind with a few yards' head start against them.