Name and Purpose
- Ultimate Hula Hoop replaces the disc of Ultimate Frisbee with a hula hoop, making catching easier and opening the game to a wider range of players including those using wheelchairs.
- Players build passing strategy, teamwork, and spatial awareness in a high-energy field game.
a.k.a.
- Hoop Disc, Hula Pass
Age / Group / Time / Space
- Ages 10-17 | 10-30 players | 20-40 minutes | Large outdoor field with two end zones; minimum 40m x 20m; cones mark boundaries
Materials
- 2-4 hula hoops (one in play; extras for warm-up and re-entry practice)
- Cones (at least 8: 4 for end zones, 2 for centre line, 2 spare)
- Pinnies or coloured sashes (enough for one team)
- Flat, even ground preferred; communicate any surface variations to players beforehand
Quick-Run Card
- Mark two end zones and a centre line with cones on a flat field.
- Teams split evenly; one team wears pinnies.
- Flip for possession; play begins at centre.
- Carrier holds the hoop and pivots only; cannot walk or run while holding it.
- Pass until a player inside the opposing end zone catches the hoop: one point. Reset at centre.
Setup and Boundaries
- Mark the full boundary, end zones, and centre line with cones before players arrive
- Signal: one short whistle = pause; two whistles = end of period, gather at centre
- Walk the field for holes, wet patches, or debris before the first round
- If sun is strong, rotate field orientation at half-time so neither team faces into the light all game
How to Play
- Divide players into two even teams. One team wears pinnies.
- Flip a coin; the team that wins possession starts at centre with the hoop.
- The carrier holds the hoop and may pivot on one foot but cannot move their pivot foot or walk.
- Teammates spread out and call for passes.
- To pass, the carrier spins or lofts the hoop to a teammate. Receiver catches it by getting an arm, hand, or body through the opening.
- If the hoop touches the ground or goes out of bounds, possession switches to the other team at that spot.
- A point is scored when a player standing inside the opposing end zone catches the hoop cleanly.
- After each point, both teams reset; the team that was scored on takes possession from their own end zone.
- Play to a point total (first to 7) or a time limit (two 10-minute halves).
- No physical contact between players. All challenges are positional, not bodily.
I-OPt Options
- Start:
- A (Active): Play as a full field runner, passing and defending
- S (Support): Call out open teammates to the carrier (“Left! Behind you!”)
- Q (Quiet): Focus on positioning and spacing rather than sprinting
- O (Observer): Watch the first point from the sideline; choose a team to join
- Mid:
- A (Active): Drive to the end zone and call for the scoring pass
- S (Support): Set a screen (legal in Ultimate) to free a teammate
- Q (Quiet): Hold a mid-field anchor position and look for short passes
- O (Observer): Track passes completed per team; share at half-time
- Late:
- A (Active): Sprint the final push to defend or score in the last two minutes
- S (Support): Encourage your team verbally; name good passes
- Q (Quiet): Steady the pace for your team; don’t rush the carrier
- O (Observer): Watch the end zone closely and confirm whether a catch is clean
- End:
- A (Active): Lead the cool-down jog around the field boundary
- S (Support): Help collect cones and hoops
- Q (Quiet): Walk the boundary and pick up any stray cones or gear
- O (Observer): Share one play you want to try next time
Inclusion Adaptations
- Wheelchair-friendly catching: the hoop can be caught by getting it over an arm, a lap tray, or the whole body through the opening; no grip strength required
- Walking-pace lane: players who need lower intensity stay in a marked zone (half the field width); they receive and pass to full-field players but do not need to sprint
- Two-handed carry: carrier holds the hoop with both hands; no rule requires one-handed holds
- Enlarged end zone: widen the end zone for beginners so scoring feels achievable early
Stewardship Moment
- Hula hoops are durable and reusable; store them hung or flat so they keep their shape
- Prompt: “Hula hoops outlast almost every other piece of camp equipment. What do we do to make sure ours lasts another ten years?”
Consent
- Pre-brief: “This game involves active movement and close positioning on the field. There is no physical contact in the rules. For those not comfortable with high-intensity running, a walking-pace zone is available and is a full playing role.”
- Mid-game check: at half-time, gather at centre. “Thumbs up, sideways, or down. Energy check: how is everyone going?”
- Opt-out/re-entry: signal to the nearest staff member to step to the sideline; re-enter at the start of any new possession
Risks and Mitigation
- Collision while both reaching for the hoop: remind players the catch is made by putting a limb through the hoop, not by grabbing it from another player; carrier has sole possession until the pass
- Hoop lands on someone’s head: the loft-style toss minimises this; demo a safe toss in the warm-up
- Sun and heat: keep water bottles accessible at the sideline; call a 2-minute water break at half-time
- Uneven teams after players step out: staff adjust teams at each point reset to keep numbers balanced
Warm-Up Suggestions
- “Hoop Pass Circle”: everyone stands in a circle and passes one hoop around without it touching the ground; builds catching confidence with the object
- “Sprint and Pivot”: players run to a cone, stop, pivot on one foot, and pass to the next person; rehearses the no-movement rule in a low-stakes way
Debrief Questions
- What? “What was harder than you expected: throwing the hoop, catching it, or defending?”
- So What? “How did your team figure out who to pass to under pressure?”
- Now What? “Where do you use that kind of quick decision-making in your life?”
Cleanup and Reset
- Collect all hula hoops; check for cracks or kinks
- Pull all cones and count them back into the bag
- Walk the field for any dropped gear or litter
- Return pinnies to the equipment bin
