The FIELD BEACON
Emergency Playmaker Pin
The Emergency Strategy Playmaker Pin is designed for high-visibility, outdoor use, and can be added to any Pickup Gamekit.
Offensive and defensive teams both use the Emergency Playmaker Pin to expand strategy outcomes to include up to 18 different unique Ultimate results. Each team may use the Emergency Strategy Playmaker Pin once per Up Call to significantly shift the course of game play at the Coach's discretion.
Custom manufactured for the Huck + Monster Gamekits, these pins combine both Offense, and Defensive results into a handy, travel-ready metallic pin. Strategy Playmakers can be pinned directly to any neoprene Pickup Gamekit field mat, and are the upgraded alternative to Strategy Playmaker Dice.
Kit Includes
• Emergency Strategy Playmaker Pin (1.25" x 0.06", with 0.5" spinning player indicator.
• Field-ready, durable cardboard backing for handheld use.
Durable Design
Huck + Monster strategy pins are 1.25" x .06" metal alloy, with a raised "spinner" that physically spins on flick to indicate disc result. Color coded with soft-enamel, strategy spinning pins offer 18 unique outcomes for use during Up Calls and team actions.
Please note: Strategy Pin results are "Mini", and can be difficult to read in low light situations. For best results, spin gently.
Strategy Outcomes
Each Emergency Playmaker Pin outcome indicates both a word, and a number. Use the word outcome to identify the special play, or the numbered results to adjust the team dice count during Up Calls.
{Please Note: The Midnight Playmaker Pin and the Emergency Playmaker Pin both contain the same strategy outcomes.}
Offensive Outcomes:
• Huck (x2): Handlers who spin the "Huck" outcome double the action count of the team dice roll. The Huck outcome may be used by Handlers, or Continues, but not Receivers.
• Push (+1): Add 1 point to the offensive dice count for every "Push" outcome.
• Brush (-1): Subtract 1 point from the offensive dice count for every "Brush" outcome.
• Flick (+3): Add 3 points to the offensive dice count for every "Flick" outcome.
• Hammer (+4): Add 4 points to the offensive dice count for every "Hammer" outcome. Hammers may be thrown by the Handler, or Continue, but not the Receiver. The game disc may travel "over" one defensive player when using the Hammer outcome.
See also: Pro Rule: Beaten Defenders
• Doink (-10): Subtract 10 points from the offensive dice count for every "Doink" outcome. If no player is within Throw distance after removing the Doink count from the offensive team dice count, then the Throw is a "Stall Turnover", resulting in the defensive team taking control of the game disc, ending the Up Call.
• Scoober (+3): Add 3 points to the offensive dice count for every "Scoober" outcome.
• Float (-3): Subtract 3 points from the offensive dice count for every "Float" outcome.
• Dump (+1): Add 1 point to the offensive dice count for every "Dump" outcome. Forward momentum of the disc is not allowed following a Dump outcome. If rolled by a Handler, or Continue, the following Throw must be toward the offensive end zone; away from the intended defensive end zone.
Defensive Outcomes:
• Monster (1M): The acting player may move up to 5 spaces during the Up Call action after spinning a "Monster" outcome. After moving, the Monster may then re-roll to initiate a new defensive action, or wait to see if there is a new action opportunity during the remaining Up Call game play.
Monsters who spin Playmaker Pins also have the option to wait for the remaining Up Call to be completed to re-roll team dice, acting twice during the same play.
• Footer (+1): Add one point to the defensive team dice count for every "Footer" outcome.
• Layout (+3): Add 3 points to the defensive team dice count for every "Layout" outcome.
• Strike (-5): Subtract 5 points from the defensive dice count for every "Strike" outcome.
• Hot Bid (+3): Add 3 points to the defensive dice count for every "Hot Bid" outcome.
• Flash (+1): Add 1 point to the defensive dice count for every "Flash" outcome.
• Match (TM): Move the entire defensive team to match against offensive players before continuing the Up Call. Each defensive player should be 1:1 with each offensive player at the end of this outcome action. Do not roll to move the defensive team players. Instead, move each to the closest offensive player to continue the Up Call.
• Mark'd (+2): Add 2 points to the defensive dice count for every "Mark'd" outcome.
• Beat (-5): Subtract 5 points from the defensive dice count for every "Beat" outcome.
Handler Tips
Ensure all Playmaker Pins are "flat" when spinning to better randomize spin results.
The EMERGENCY PLAYMAKER PIN
Light the way for Offense, or Defense, with the Emergency Playmaker Pin. Stick the pin directly to the neoprene playing field to enjoy fully mobile game play without the need for strategy dice.
The GAME COMPONENTS