1) To initiate play after a goal is scored, each team throws off simultaneously from its own scorebox. You have the opportunity to score off this throw-off if you can succeed in getting the disc to land in the other box (as in a usual score) either directly or through any combination of greatests, including tips, macs and such redirections. But you cannot catch your own team’s throw-off and retain possession. This variation leads to wild scrums around each box and on rare occasion a score results.
2) No player, whether on D or O, may ever touch the ground within each scorebox. To do so results in loss of possession, or possibly even a goal for the other team if you break this rule while on defense in order to stop a clear scoring opportunity. Note that it is well-within the rules, however, to layout over the box area, drop the disc lightly for a score as you fly by, and then land outside the box area. This is considered the “greatest schtick play in the world” or something like that. You can also accomplish the “greatest schtick D in the world” by laying out over the box to prevent a score.
(contributed 23 Dec 2003 by Daniel Eisenberg, SMUT)