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Stand There and Take It No Matter What
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Overview
Stand There And Take It No Matter What (Called Stand There and Take It in some circles) is a gentle mans game that is comparable to a stadium-style gladiator match, but the weapon is a flying disc, usually a Frisbee. Its a game of the mind and body, and is a sport that can be played by nearly anyone.
History Stand There and Take It No Matter What enjoys a rich and colorful history. Historians of the game contend it was originated in large grassy field commonly referred to as a Park. While The game has recently reached multi-national merit while being displayed on a bluff in Mexico. It is hard to say who is the true grand champion of the sport. (TBD)
Object of the game
The object of the game is to acquire 5 points. Points can be gained in a few ways. When playing doubles, its possible to lose points.
Players stand on opposite ends, roughly 30 feet apart. If playing doubles, your team mate will stand on the opposite side. In case of doubles, all competitors at each end space themselves evenly by extending their fist towards their opponent and space out to the distance of 2 arms lengths.
To gain points you simply want to hit your opponent or one of the opposing team members. It gets only slightly more complicated as described below.
Gaining points offense
Its possible to score up to 2 points with any throw. If you hit your opponent with the disc, you gain 1 point. If your opponent flinches, and your disc does not hit them, you gain 1 point. If your disc hits them and they flinch, you gain 2 points..
Gaining points defense
If your opponent throws the disc towards your head, and you have the courage to take it on the cranium or face without flinching, you gain a point, and your opponent gets none. NOTE: Neck shots do not count.
Losing points offense (doubles only)
Its is possible to lose up to 2 points when playing doubles. If you toss the disc and it hits your own team member, you lose 1 point. If your own team mate flinches from your disc, you lose a point. If your disc strikes them, and they flinch, you lose 2 points. Its very possible and common to go negative in points for these reasons.
Strategy
Offense The advantage comes on those targeted throws that cause confusion and a delayed response in your opponent, ones that result in both a point for a strike, plus a point for the flinch. For example, a throw towards an opponents groin will inevitibly result in a flinch. But in order to gain the extra point with a physical strike, you need to give the impression that the flying disk presents no immediate danger. This comes with experience.
Defense In many cases, good strategy will come with an iron-clad stance and 'take it' mentality. Ie, taking it is honorable, and if its a good toss, taking it requires the least energy, and appeals to the supreme council. On the other hand, when an approaching disc is going to innevitably cause pain or discomfort, its advantageous to get out of the way and take the flinch. Proceed with caution for head shot points. You will likely make the game winning plays, receive applaud from the supreme council, and gain a fair amount of ego, but be advised head shots can be dangerous, and are some of the most common flinch shots. Closing one’s eyes is a strategy employed to enhance “taking it” as well as not flinching. But any head shots are usually met with laughter.
Judging and the Supreme Council
A single judge is referred to as the Overlord. When there is two or more judges they represent the Supreme Council. The Overlord can call them self the Supreme Council without dispute from the players. When no Overlord or Supreme Council is available, it is a game of honor and honesty. To make a call the Supreme Council requires a democratic vote, if its split, the most opinionated or trusted council member wins. The players must take the call from the council, as it is the final word.
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