How To Play

Basic Play & Rules    |    Spirit of the Game    |    Glossary of Terms

Glossary Of Terms

Away (Force)
One of the two directions a team can force. An away force is usually forcing the opposition to the side of the pitch opposite that to where the bags are or where the entrace to the gym is.

Backhand
The type of throw most people are taught to do at a young age, usually at the beach. For a step-by-step guide on how to throw backhand, consult the Ultimate Handbook

Blade
A type of throw achieved by throwing the disc vertically rather than horizontally.

Call
The game played after a tournament match to warm down and promote good sportsmanship and spirit.

Callahan Rule
The Callahan Rule states that a player can score by intercepting the opposition's pass in their end zone. This rule applies to outdoor university ultimate.

Clearing Out
After an unsuccessful cut is made to the open side, players should run back to rejoin the stack so not to crowd out the open space needed for successive cuts.

Cut
An attempt to free yourself from your marker. A good cut will have big, well defined changes in direction to deceive the defending team.

D
1. Short for defence. The team on D is the defending team (trying to stop a point being scored).
2. As a verb, to D the disc is to prevent the sucessful completion of a pass by the opposition team, usually by knocking the disc out of the air - this also results in a turnover to your team.

Disc
The "frisbee's" proper name.

Dump
A player who goes for a pass behind the thrower. Usually when the stall-count nears ten. The player and pass are both called a dump.

End Zone
1. The 18 metre deep scoring zone at each end of the pitch.
2. The position at the back of the stack, usually occupied by tall players who can catch.

First Cut
The player who makes the first cut in a stack. Usually at the front of the stack.

Force
The force is the direction which the marker of the thrower is making him/her throw. It can be home or away.

Free (or Open)
A player who has successfully evaded his/her marker and is unmarked to receive a pass.

Home (Force)
The other of the two directions a team can force. A home force is usually forcing the opposition towards the side of the pitch where the bags are or where the entrance to the gym is.

Hammer
A high throw which flies through the air upside down. For a step-by-step guide on how to throw a hammer, consult the Ultimate Handbook

Huck
A long, hopeful pass aimed at the tall players in the end zone.

Handler
The player(s) who usually pick up the disc at the start of a point or after a turnover.

Intercept
To catch a pass between two opposition players, has somewhat similar outcome to a D. Has the advantage that you're free to throw the disc on immediately, but the disadvantage that you have to throw the disc, rather than it being turned over to your handler.

Layout
A dive to catch the disc or to knock it out the air.

Middle
The position in the stack between first cut and end zone.

O
Short for offence. The team on O is the attacking team (trying to score a point).

Open side
The side of the pitch which the attacking team are forced to go to. Most cuts are made on the open side.

Pick
A pick happens when an attacking player tries to elude his/her marker by running through a crowd of players. This is a foul in Ultimate.

Pivot
The art of planting one foot on the ground, but moving round by stepping with your other foot.

Poaching
A defender who stands a long way from his mark, anticipating their cut, is poaching. If you're being poached, try a different cut, you should find it easy to get free as your marker is so far away.

Pull
The throw at the start of each point that initiates play.

Sidearm (or Flick)
They type of throw which impresses your friends back home. This is thrown by flicking the disc off the middle finger as the forearm follows through. For a step-by-step guide on how to throw sidearm, consult the Ultimate Handbook

Stall-count
A count of ten (or eight indoors) by the marker of the thrower. If the count gets to ten, or eight, it is a turnover.

Swing
A sidewards pass. Although it gains no upfield movement, it is useful in resetting the stall-count, or getting a better throwing position.

Switch
When two players on D switch the players they are marking.

Turnover
After the disc is dropped, out of bounds or intercepted, the defending team become the attacking team and vice-versa.

Zone D
A strategy of defence where the defending team marks areas on the pitch rather than specific opponents.


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