Glossary
- After a point
- After a team has scored a point, they keep hold of the disc and wait while the opposition walks back to the other end of the pitch. The team that scored then throws off to start the next point. This way, the teams change ends after every point.
- Air bounce
- A backhand or forehand throw that is aimed slightly downward, but is buoyed by a cushion of air.
- Backhand
- To throw the disc from the left side of the body for right handed players (or from the right for left handed players). The motion is similar in some respects to the backhand in tennis. (Like the 'standard' throw that non-Ultimate players may be used to).
- Bid
- An impressive (but failing) diving attempt to catch the Frisbee. Often used in a positive way, ex. "Nice bid"
- Blade
- A forehand throw that goes high in the air and curves left; an extreme version of the reverse curve.
- Break (Side, pass or cut)
- The side to which the marker is trying to prevent the throw (or a pass/cut to this side).
- Chilly
- Slow it down, be patient, wait a moment for the game to get reorganized again.
- Clearing
- To get out of the area where the thrower wants to pass the disc. Absolutely necessary after making an unsuccessful cut or after throwing the pass. The importance of this is often underplayed to beginners.
- Clog
- To prevent good cuts by standing in the way of your team-mates.
- 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.
- D
- Defense
- Deep
- A receiver who cuts for hucks.
- Defence
- The team attempting to prevent a score.
- Disc in
- Signals that the disc is in play.
- Dump
- Player who stands behind the thrower in order to help out (must get free for an easy pass) when the offence gets in trouble.
- Endzone
- Area at 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/Mark
- To make it as difficult as possible for the thrower to throw the disc in one direction (usually one side of the field) in an attempt to make (force) him/her to make a pass to the other side. See the relevant section for how and why this is done.
- Forehand/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.
- Free/Open
- To be available to receive the pass. The "free player" may be unmarked or have managed to get away from his/her defender.
- Hack
- A foul
- Hammer
- High overhead throw; the disc flies upside down in a parabolic type path. The grip, release etc is similar to the forehand.
- Hand Block
- This is when the defender stops the disc directly after it is released by the thrower.
- Handler
- One of a team's primary throwers.
- Huck
- A long pass; often nearly the full length of the pitch and high to a tall player in the endzone.
- Inside out
- As a backhand, a throw to the right that curves left; as a forehand, a throw to the left that curves right.
- Layout
- When the player dives the catch or intercept the disc. Also referred to as "going ho" (from going horizontal).
- Man-to-man
- The most common type of defence. Each person on defense marks an offence player and attempts to stay as close as possible with the intention of getting an interception or forcing a mistake.
- Mid
- A receiver who cuts for shorter passes than a deep.
- O
- Offence
- Offence
- The team with possession of the disc.
- Open (Side, pass)
- - The side to which the thrower is being forced (or a pass/cut to this side).
- Sometimes used to describe being free to receive a pass. - Pick
- An intentional or unintentional block (like basketball) where a player gets between you and the player you are covering.
- Pivot
- When you plant your foot (left for right handers and right for left handers) 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/Score
- When the disc is caught in the end zone by a player on the offence.
- Pull
- The throw at the start of each point that initiates play.
- Reverse Curve
- As a backhand, a throw to the left that curves right; as a forehand, a throw to the right that curves left.
- Run through
- What you shout to tell another player to run past the disc without picking it up.
- Scoober
- A fast, difficult-to-intercept throw; similar to a hammer, a scoober is held overhead, but with a backhand grip.
- Sky
- Jumping to catch the disc.
- Stack
- Offensive strategy in which all the players line up down the middle of the field and alternately make cuts to the side.
- Stall count
- The defensive player counts up to 10 while defending the offensive player. The offensive player must throw the disc before the 't' of ten otherwise it's a turnover.
- Start of a point
- Each point begins with the two teams standing on opposite end zone lines. The team with the disc throws it as far down the pitch as they can, and the other team then takes possession where it lands.
- Swill
- A bad throw.
- 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
- When the disc has been dropped or intercepted and the offense becomes the defense.
- Up
- What you shout to alert players that the disk is in the air.



