Crosbee is a fast-paced Frisbee game that is a cross between the "run and rush" of Touch-Football and the aerial passing and catching skills of Ultimate. Crosbee takes its name from it similarity to Lacrosse.
Crosbee has two teams, each with 3 or more players, a Frisbee (“disc”), two goals (consisting of 55 gallon oil drums) and a football-sized grass playing field.
The object of the game:
To score goals by throwing the disc and hitting any part of the opponent’s goal. A game is played to 10 and you must win by 2 goals. While in possession of the disc, a player can run any direction and can, from any location on the field, pass the disc to a teammate or take a shoot on goal.
Initiating Play:
After a coin toss, a player from the winning team takes possession of the disc. He can not run or shoot on goal. He must pass the disc. A player who catches a pass or picks up a missed pass off the ground now has possession and can run, pass or shoot on goal.
Possession changes when:
1. A goal is scored. A player from the team that was scored upon picks up the disc and must pass the disc. He can not run or shoot on goal. He is allowed to pivot on one foot like in basketball, and should be given an arms length to pass.
2. A pass is intercepted. If an opponent intercepts a pass in mid-air, or a picks up a disc of that was dropped or missed, then the opposing player takes possession and he can run with the disc, pass or shoot on goal. "Run, Forrest, Run!"
3. A pass goes out of bounds. The player takes possession on the boundary line where the disc when out of bounds. He can not run or shoot on goal. He must pass the disc. He is allowed to pivot on one foot like in basketball, and should be given an arms length to pass.
4. A player with the disc is tagged by an opponent. If a player is running with the disc and is tagged with one-hand by an opponent, the play stops there and the disc is handed over to the opponent. The player who takes possession of a disc as a result of a tag can not run or shoot on goal. He must pass the disc. He is allowed to pivot on one foot like in basketball, and should be given an arms length to pass.
Downing the Disc:
If a player is running with the disc and is about to be tagged by an opponent, he has the option, before he is tagged, to bring the disc to the ground and call out loud, “DOWN”. The player retains possession of the disc; however, he can not run or shoot on goal. He must pass the disc. He is allowed to pivot on one foot like in basketball, and should be given an arms length to pass.
One Motion:
If a player goes up for a pass from a teammate, catches the disc and in “one motion”, brings the disc straight to the ground and calls “DOWN”, then even if an opponent is tagging him, the receiver keeps possession. It has to be one smooth motion, with no attempt to run with the disc, for the “One Motion” rule to be invoked. If the DOWN is upheld, the player retains possession of the disc; however, he can not run or shoot on goal. He must pass the disc. He is given a foot to pivot on an arms distance radius as room to make a pass.
No Contact:
Physical contact is not part of the game but unlike Ultimate, picks and screens are allowed.
Refereeing:
Crosbee, like Ultimate, is governed by a similar Spirit of the Game tradition of sportsmanship that places the responsibility for fair play on the players rather than referees.
NOTES:
* There is no "off sides" in Crosbee. All players instantaneously change from offense to defense when possession changes hands. Having said that, teams are free to implore whatever offensive or defensive tactics that want. For example, a team may leave a player back on their half of the field to prevent fast breaks or someone who has mastered being a goalie with a 360 degree goal to protect!
* Standard 55 drums are 22.5 inches (572 mm) in diameter and 33.5 inches (850 mm) high. If this drum is not available, use a garbage can. Metal is preferred as the audible "ding" of the can makes your goal that much more enjoyable!
* You can decrease or increase the size of the field according to the collective endurance of the teams. Large field - more running!
* Teams can make agreement on many minor things such as, using a "closest to the pin" contest from across the field in place of a coin toss, how many points win (e.g. 5, 10, 15), when changing sides makes sense (especially on a windy day), when/if there should be a half-time (beer break), how and when substitutions can be made and such.