glossary - some useful words to know
BACKHAND To extend and throw the disc across the left side of the body for right handed players (or across the right for left handed players). The motion is similar in some respects to the backhand in tennis. This throw has the players fingers curled under the disc with the thumb on top. (The 'standard' throw that non-Ultimate players may be familiar with).
BID An attempt to block or catch the disc.
BLADE A throw that comes in really fast and nearly perpendicular to the ground. These are hard to catch.
BREAK (side, pass or cut) The side to which the marker is trying to prevent the throw (or a pass/cut to this side).
BRICK A pull that is untouched by the receiving team and lands out of bounds.
CALLAHAN When an opposing team has their pass intercepted in their own endzone. This results in a point for the intercepting team.
CHILLY Used to remind a player to stay calm and patient with the disc, in hopes that they do not rush a throw
CLEARING To get out of the area where the thrower wants to pass the disc. Absolutely necessary if you do not receive the disc after making a cut or after throwing the disc to another player.
CLOGGING This is what happens when someone gets in the way of people who are trying to cut. You can avoid this by clearing back to the stack as soon as you know the thrower isn't going to give you the disc.
CUT An attempt to get free to receive the pass. Usually starting with a body fake and/or a sudden change in direction or speed.
DEFENSE The team attempting to prevent a score.
DUMP Player who stands behind the thrower in order to help out (must get free for an easy pass) when the offense gets in trouble.
ENDZONE Area at the either end of the pitch within which a point is scored.
FLOW A series of quick passes to well timed cuts - should result in an easy score.
FLYING DISC Many people call it a "Frisbee." Ultimate players call it a disc. ("Frisbee" is the trademarked name for one particular brand of flying disc.) The disc is part of what makes Ultimate so unique - depending on the skill of the thrower, it can be made to fly straight or in a curve, hover in mid-air or drop like a stone.
FORCE (or MARK) A tactic used by the defending team to force the thrower into a specific type of throw, or force them to throw to a specific area of the field. Mark may move arms and legs to get in the way of the throw, contact is not allowed.
FOREHAND (or FLICK) To throw the disc from the right side of the body for right handed players (or from the left for left handed players). The motion is similar in some respects to the forehand in tennis. Thrower leads with middle finger, arm never crosses the body and at the extension of the arm, the player flicks the wrist to throw the disc.
FREE (or OPEN) To be available to receive the pass. The "free player" may be unmarked or have managed to get away from his/her defender.
HAMMER A forehand grip that is thrown over the head. This throw results in the disc flying upside down before tailing off at the end of its flight.
HAND BLOCK This is when the marker stops the disc directly after it is released by the thrower.
HARD CAP The ending of the game once a predetermined time of play has elapsed and after the current scoring attempt is completed. If the score is tied, play continues until one additional goal is scored.
HUCK A long throw that extends at least half the distance of the field in an attempt to reach a downfield receiver in the endzone.
LAYOUT A flying catch or D where you basically pretend you are Superman and dive toward the disc, with the intent of catching it. The idea is to land on your chest and hips, rather than on your arms (which can screw up your shoulders) or your knees (which can screw up your knees).
MAN-ON-MAN (Man Defense) Type of defense where each person on the defensive team guards a specific player on opposing team (their "man") and tries intercept the disc or force a mistake keeping that person from catching the disc (Typically seen against a stack offense).
OFFENSE The team with possession of the disc.
OPEN (side, pass or cut) (i) The side to which the thrower is being forced (or a pass/cut to this side). (ii) Sometimes used to describe being free to receive a pass.
PANCAKE A catch made by clapping the disc between your hands. Typically more reliable than the lobster-claw method, because if you clap too late there's still a chance you can catch the disc as it bounces off your chest.
PIVOT When you plant your foot (left for right-handed and right for left handed) and step to the side (allowing you the throw around the marker).
POACH When a defender moves away from their marker to try and make an interception on a pass to another player.
POINT (or score) When the disc is caught in the endzone by a player on the offense.
PULL A long throw that starts play and initiates the opposing teams possession. This is used in a similar way to the kickoff in football.
SAVAGE A team that consists of exactly seven people. This means that all seven people have to play the whole time without bringing in any subs.
SCOOBER A type of throw employing the forehand grip in which the disc is released upside down from the backhand side.
SOFT CAP A maximum score limit imposed during a game once a predetermined time of play has elapsed and after the current scoring attempt is completed (Usually adding two to the current score).
STALLING (or Stall Count) The player holding the disc has just ten seconds to pass it to a team-mate - the defender marking the player with the disc counts to ten out loud, and if the disc has not been released by the "T in ten" the result is a turnover and the defense takes possession. Forcing the thrower to make a less-than-ideal pass as the "stall count" nears ten is the idea behind most defensive strategies.
SWING A lateral pass across the pitch - usually does not result in any upfield movement. This is useful to gain a better position or to reset the stall count.
SWITCH This is when two defenders exchange the offensive players that they are marking.
TURNOVER Change of possession after the disc has been dropped or intercepted and the offense becomes the defense.
ZONE In a zone defense you guard an area of the field rather than a specific person.
VERTICAL STACK Players "stack up" in a line stretching toward their endzone, and cuts generally come from the back of the stack (the end closest to their endzone).
BID An attempt to block or catch the disc.
BLADE A throw that comes in really fast and nearly perpendicular to the ground. These are hard to catch.
BREAK (side, pass or cut) The side to which the marker is trying to prevent the throw (or a pass/cut to this side).
BRICK A pull that is untouched by the receiving team and lands out of bounds.
CALLAHAN When an opposing team has their pass intercepted in their own endzone. This results in a point for the intercepting team.
CHILLY Used to remind a player to stay calm and patient with the disc, in hopes that they do not rush a throw
CLEARING To get out of the area where the thrower wants to pass the disc. Absolutely necessary if you do not receive the disc after making a cut or after throwing the disc to another player.
CLOGGING This is what happens when someone gets in the way of people who are trying to cut. You can avoid this by clearing back to the stack as soon as you know the thrower isn't going to give you the disc.
CUT An attempt to get free to receive the pass. Usually starting with a body fake and/or a sudden change in direction or speed.
DEFENSE The team attempting to prevent a score.
DUMP Player who stands behind the thrower in order to help out (must get free for an easy pass) when the offense gets in trouble.
ENDZONE Area at the either end of the pitch within which a point is scored.
FLOW A series of quick passes to well timed cuts - should result in an easy score.
FLYING DISC Many people call it a "Frisbee." Ultimate players call it a disc. ("Frisbee" is the trademarked name for one particular brand of flying disc.) The disc is part of what makes Ultimate so unique - depending on the skill of the thrower, it can be made to fly straight or in a curve, hover in mid-air or drop like a stone.
FORCE (or MARK) A tactic used by the defending team to force the thrower into a specific type of throw, or force them to throw to a specific area of the field. Mark may move arms and legs to get in the way of the throw, contact is not allowed.
FOREHAND (or FLICK) To throw the disc from the right side of the body for right handed players (or from the left for left handed players). The motion is similar in some respects to the forehand in tennis. Thrower leads with middle finger, arm never crosses the body and at the extension of the arm, the player flicks the wrist to throw the disc.
FREE (or OPEN) To be available to receive the pass. The "free player" may be unmarked or have managed to get away from his/her defender.
HAMMER A forehand grip that is thrown over the head. This throw results in the disc flying upside down before tailing off at the end of its flight.
HAND BLOCK This is when the marker stops the disc directly after it is released by the thrower.
HARD CAP The ending of the game once a predetermined time of play has elapsed and after the current scoring attempt is completed. If the score is tied, play continues until one additional goal is scored.
HUCK A long throw that extends at least half the distance of the field in an attempt to reach a downfield receiver in the endzone.
LAYOUT A flying catch or D where you basically pretend you are Superman and dive toward the disc, with the intent of catching it. The idea is to land on your chest and hips, rather than on your arms (which can screw up your shoulders) or your knees (which can screw up your knees).
MAN-ON-MAN (Man Defense) Type of defense where each person on the defensive team guards a specific player on opposing team (their "man") and tries intercept the disc or force a mistake keeping that person from catching the disc (Typically seen against a stack offense).
OFFENSE The team with possession of the disc.
OPEN (side, pass or cut) (i) The side to which the thrower is being forced (or a pass/cut to this side). (ii) Sometimes used to describe being free to receive a pass.
PANCAKE A catch made by clapping the disc between your hands. Typically more reliable than the lobster-claw method, because if you clap too late there's still a chance you can catch the disc as it bounces off your chest.
PIVOT When you plant your foot (left for right-handed and right for left handed) and step to the side (allowing you the throw around the marker).
POACH When a defender moves away from their marker to try and make an interception on a pass to another player.
POINT (or score) When the disc is caught in the endzone by a player on the offense.
PULL A long throw that starts play and initiates the opposing teams possession. This is used in a similar way to the kickoff in football.
SAVAGE A team that consists of exactly seven people. This means that all seven people have to play the whole time without bringing in any subs.
SCOOBER A type of throw employing the forehand grip in which the disc is released upside down from the backhand side.
SOFT CAP A maximum score limit imposed during a game once a predetermined time of play has elapsed and after the current scoring attempt is completed (Usually adding two to the current score).
STALLING (or Stall Count) The player holding the disc has just ten seconds to pass it to a team-mate - the defender marking the player with the disc counts to ten out loud, and if the disc has not been released by the "T in ten" the result is a turnover and the defense takes possession. Forcing the thrower to make a less-than-ideal pass as the "stall count" nears ten is the idea behind most defensive strategies.
SWING A lateral pass across the pitch - usually does not result in any upfield movement. This is useful to gain a better position or to reset the stall count.
SWITCH This is when two defenders exchange the offensive players that they are marking.
TURNOVER Change of possession after the disc has been dropped or intercepted and the offense becomes the defense.
ZONE In a zone defense you guard an area of the field rather than a specific person.
VERTICAL STACK Players "stack up" in a line stretching toward their endzone, and cuts generally come from the back of the stack (the end closest to their endzone).