Ultimate glossary
Ultimate frisbee terms, explained in plain English
Every word you are likely to hear on the sideline, in a huddle, or during a call, in 116 short definitions you can read in a few seconds each.
This glossary is for anyone new to the game: adults joining a rec league, players showing up to their first pickup game, and students trying out for a college team. Most people call the sport ultimate frisbee, but its official name is simply ultimate, and you will hear both on the field.
Ultimate is self-officiated. Players make their own calls and settle disagreements under a code called Spirit of the Game, so knowing the words for fouls, violations, and calls matters more than in most sports. Terms are listed from A to Z, related terms are linked, and where the USA Ultimate and WFDF rules differ in small ways, the definition says so.
116 terms, A to Z.
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A
- Around break
- A break throw that curves around the outside of the marker's body or reach, rather than slipping between the marker's arm and legs.
B
- Backhand
- The most common throw in ultimate. The thrower reaches across the body and snaps the disc forward from the opposite side, similar to the motion of a backhanded tennis swing.
- Bid
- Any all-out effort to reach the disc, such as a dive, a leap, or a full sprint. A player who lays out for a catch or block is said to have made a bid.
- Blade
- A throw released with the disc tilted at a steep angle so it cuts through the air and drops quickly. Useful for getting the disc to a spot fast, but harder to catch.
- Break
- When the team that started a point on defense scores. Teams keep track of breaks because the receiving team is usually expected to score. See also: Hold, D-line
- Break side
- The side of the field the marker is trying to keep the thrower from throwing to. Completing a pass there is harder and usually opens up the field.
- Break throw
- A pass thrown to the break side, past the marker who is trying to stop it. Good break throws make a defense's force much less effective. See also: Around break, Inside break
- Brick
- A pull that lands out of bounds without being touched by the receiving team. The receiving team can then put the disc into play from the brick mark or from where it went out, depending on the rules being used. See also: Brick mark, Pull
- Brick mark
- A spot in the middle of the field a set distance in front of each end zone, roughly 20 yards or meters depending on the rules. After a brick, the receiving team may start play from there.
C
- Callahan
- A goal scored by a defender who intercepts a pass in the end zone the offense is defending. Because the defender is already in the right end zone, the catch counts as an immediate score.
- Cap
- A time limit used in tournaments and leagues to keep games on schedule. When the cap goes on, the target score changes or the game ends after the current point, depending on the type of cap. See also: Hard cap, Soft cap
- Check
- Restarting play after a stoppage. The disc goes back into play once the defender touches it or the players agree to resume, with the exact procedure varying slightly between rule sets.
- Clam
- A defense where players guard areas or cutting lanes instead of a single opponent, often switching as cutters move through. It sits somewhere between person defense and a zone. See also: Zone defense, Person-to-person defense
- Contact
- Physical touching between players. Ultimate is a non-contact sport, and contact that affects a play can be called as a foul.
- Contest
- Disagreeing with a call another player has made. When a call is contested and the players cannot agree, the disc usually goes back to the last uncontested thrower.
- Cup
- In a zone defense, the group of two or three defenders who surround the thrower to block short passes and force the disc to move slowly.
- Cutter
- An offensive player whose main job is running to get open and catch the disc, either moving toward the thrower or racing deep.
D
- D
- Slang for a block, as in "nice D." Getting a D means knocking down or intercepting a pass.
- D-line
- The group of players who start points on defense, pulling to the other team. Their goal is to force a turnover and score a break.
- Deep
- The area of the field far downfield, toward the end zone being attacked. A deep cutter is a player who runs long routes there to catch hucks.
- Deep deep
- The last defender in a zone, positioned far downfield to stop long throws.
- Defense
- The team that does not have the disc. Defenders try to cause a turnover by blocking or intercepting passes, or by making the thrower run out of time.
- Disc
- The flying plastic disc used to play. Most organized play uses a 175-gram disc about 27 centimeters across.
- Double team
- When more than one defender guards the thrower closely without also covering another receiver. It is not allowed, and the thrower can call it to get the extra defender to back off. See also: Marker
- Drop
- A catchable pass that the receiver fails to hold onto. A drop is a turnover.
- Dump
- A short backward or sideways pass to a handler, often used to reset the stall count when the thrower has no good option downfield.
- Dump-swing
- A two-pass pattern: a dump to a handler behind the thrower, then a swing across the field. It moves the disc away from a tight force and opens new lanes.
E
- End zone
- The scoring area at each end of the field. A team scores by catching the disc in the end zone it is attacking.
F
- Fast count
- A stall count that goes faster than the required pace of about one number per second. The thrower can call it, and the marker must slow down and back the count up. See also: Stall count
- Flick
- Another name for the forehand throw, named for the flicking wrist motion that powers it.
- Flow
- When the offense moves the disc quickly from one cutter to the next without stopping, before the defense can reset.
- Foot block
- A block made with the foot, usually on a low release thrown near the ground by the marker's feet.
- Force
- The direction the marker tries to make the thrower throw, by taking away one side of the field. The rest of the defense plays based on that force. See also: Force forehand, Force backhand, Force middle
- Force backhand
- A force that takes away the forehand side so the thrower has to use a backhand.
- Force forehand
- A force that takes away the backhand side so the thrower has to throw forehands. It is a common choice against newer players whose forehand is weaker.
- Force middle
- A force that pushes throws toward the center of the field and away from the sidelines.
G
- Gender ratio
- In mixed play, the number of players of each gender on the field for a point, such as four of one and three of the other. See also: Mixed division, Ratio rules (Rule A / Rule B)
- Give-and-go
- A play where the thrower passes to a nearby teammate and immediately cuts upfield for a quick return pass.
- Goal
- A score, earned by catching the disc in the attacking end zone. Each goal is worth one point.
- Greatest
- A spectacular play where a player jumps from inbounds, catches a disc that is heading out of bounds, and throws it back in before landing.
H
- Half
- The midpoint of a game. Under common rules a game is played to 15 and half comes when one team reaches 8, though leagues and events often set different targets.
- Hammer
- An overhead throw released with a forehand grip so the disc flips upside down and lands at an angle. It is used to throw over a marker or a crowded zone. See also: Scoober
- Hand block
- A block made by the marker getting a hand on the disc as it is thrown.
- Handler
- A player who handles the disc most often, usually the steadiest throwers on the team. Handlers set up the offense and catch dumps and swings. See also: Cutter, Mid
- Hard cap
- A time limit after which the game ends once the current point is finished, whatever the score. If the game is tied, a final point is usually played.
- High release
- A throw released above the shoulder, often to get over the marker's arms.
- Hold
- When the team that started a point on offense scores. A team that holds every point cannot lose.
- Horizontal stack (ho stack)
- An offensive setup where players spread out in a line across the field, usually three handlers in back and four cutters in front. It leaves deep space open for cuts. See also: Vertical stack (vert stack), Stack
- Hospital pass
- A floaty, slow throw that hangs in the air while several players converge on it, putting the receiver at risk of a collision.
- Huck
- A long throw downfield, usually to a deep cutter. A team that throws a lot of hucks is said to have a hucking offense. See also: Deep
I
- In
- A call that a disc or catch was inbounds. Players with the best view may call it to confirm a close play.
- Inside break
- A break throw that slips between the marker's arm and body, often thrown with an inside-out curve. See also: Around break, Inside-out
- Inside-out
- A throw angled so it curves the opposite way from a normal flat throw, starting toward the marker's body and bending away. Often shortened to IO.
- Isolation (iso)
- A play that clears space so one cutter can work against a single defender with no one else in the way.
L
- Layout
- A full horizontal dive to catch or block the disc. It is one of the most celebrated plays in the sport. See also: Bid
- Line call
- A call on whether a player or the disc was in or out of bounds, or whether a catch was in the end zone. The player with the best view usually makes it. See also: In, Out, Observer
- Low release
- A throw released close to the ground, often stepping low to get under the marker's reach.
M
- Mark
- The position of the defender guarding the thrower, or the act of guarding the thrower. A tight mark makes throwing harder.
- Marker
- The defender guarding the thrower. The marker counts out the stall and tries to stop throws to one side of the field, and must stay at least one disc's width from the thrower. See also: Stall count, Force
- Mid
- A player who moves between handler and cutter roles, playing in the middle of the field.
- Mixed division
- Play where teams field players of different genders on the same line. Under USA Ultimate terms the players are described as woman-matching and man-matching.
O
- O-line
- The group of players who start points on offense, receiving the pull. Their job is to hold and score.
- Observer
- A neutral official used at some higher-level events who rules on line calls and settles disputes when players ask. Observers do not run the game like referees in other sports. See also: Self-officiating
- Offense
- The team that has the disc. The offense tries to complete passes up the field and score in the end zone.
- Open side
- The side of the field the marker is allowing the thrower to throw to. Most of the offense's cuts go to the open side.
- Out
- A call that a disc or player was out of bounds. It is often called loudly so teammates know where play stands.
- Out of bounds
- Anywhere outside the playing field lines, including the lines themselves. A disc that lands or is caught out of bounds is a turnover.
- Outside-in
- A throw angled so it starts wide and curves back toward the receiver, often used to bend the disc around a marker. Often shortened to OI.
P
- Person-to-person defense
- A defense where each player guards one opponent. Also called man defense or person defense. See also: Zone defense
- Pick
- A call made when a defender is blocked from staying with their player by another player getting in the way. Play stops so the defender can catch back up.
- Pickup
- An informal game with no fixed teams, where whoever shows up splits into sides for the day.
- Pivot
- The foot the thrower keeps planted while holding the disc. The thrower can step and turn with the other foot but cannot move the pivot.
- Poach
- When a defender leaves their own player to sag into a passing lane and block a throw. It is legal but leaves someone uncovered.
- Point
- One round of play that starts with a pull and ends when a team scores. Each goal adds one point to a team's score.
- Point block
- A block made by the marker at the moment of release, right off the thrower's hand.
- Pull
- The long throw that starts each point, made by the defending team to the receiving team from their own end zone line. It works like a kickoff. See also: Brick, Pull hangtime
- Pull hangtime
- How long the pull stays in the air. A high, floaty pull gives the pulling team more time to run down and set up their defense.
- Push pass
- A short, simple throw pushed out from the chest with little spin. Beginners often use it before they learn a backhand or forehand.
R
- Ratio rules (Rule A / Rule B)
- Methods, used in some mixed leagues and events, for deciding each point's gender ratio. Rule A follows a set rotating pattern, while Rule B lets one team choose the ratio each point, with which team chooses depending on the version used. See also: Gender ratio
- Receiving team
- The team that catches the pull and starts the point on offense.
- Reset
- A handler who gets open behind or beside the thrower to give a safe short pass, or the pass itself.
- Retracted call
- A call that the player who made it takes back, usually after realizing they were wrong. Play then continues as if the call had not been made.
S
- Scoober
- A short, upside-down throw flipped over the shoulder with a scooping wrist motion. It is used to get the disc around a close marker. See also: Hammer
- Self-officiating
- The system where players, not referees, make and resolve their own calls. It is a core part of ultimate at nearly every level. See also: Spirit of the Game, Observer
- Side stack
- An offensive setup where cutters line up along one sideline, leaving the rest of the field open for cuts.
- Sideline
- The long boundary lines on each side of the field. A disc caught or landing on or past the sideline is out of bounds.
- Sky
- To jump higher than other players and catch the disc over them. Being skied means someone caught it over your head.
- Soft cap
- A time limit after which the target score is raised to one more than the leading team's score, so the game ends sooner.
- Spirit circle
- A gathering after a game where both teams stand together, share thoughts on the game, and thank each other.
- Spirit of the Game
- The code of fair play at the heart of ultimate. Players are trusted to know the rules, call fouls honestly, and respect opponents, which is what makes self-officiating work. See also: Self-officiating, Spirit score
- Spirit score
- A rating each team gives its opponent after a game for sportsmanship, rules knowledge, and attitude. Many tournaments use the scores to award a spirit prize.
- Stack
- A set formation the offense lines up in so cutters know where to clear space and cut. See also: Vertical stack (vert stack), Horizontal stack (ho stack)
- Stall
- When the marker reaches the end of the stall count, usually ten, before the thrower releases the disc. The marker calls stall and the disc turns over.
- Stall count
- The count the marker says out loud while the thrower holds the disc, usually starting with "stalling" and going up to ten at about one number per second. Some leagues use a shorter count. See also: Stall, Fast count, Marker
- Stoppage
- Any break in play caused by a call, an injury, or a timeout. Players freeze where they are and resume when the disc is checked in.
- Straight up
- A mark where the marker stands directly in front of the thrower without forcing either side.
- Strip
- A foul called when a defender knocks the disc out of a player's hands after they have caught it.
- Swilly
- Slang for a wobbly, floating throw that does not fly flat or stable.
- Swing
- A lateral pass that moves the disc from one side of the field to the other, often to get away from the force.
- Switch
- When two defenders trade the players they are guarding, usually during a cut or after a pick.
T
- Throwaway
- An errant throw that cannot be caught, whether it lands out of bounds or on the ground. It is a turnover.
- Thrower
- The player holding the disc. The thrower cannot run with it and must pass before the stall count ends.
- Timeout
- A short break that a team calls to rest or plan. The number and length of timeouts vary between rule sets and events.
- Trap
- A force that pushes the thrower toward a nearby sideline, pinning the offense against the edge of the field.
U
- Under cut
- A cut back toward the thrower to catch a shorter pass, often after a fake deep.
- Universe point
- A point where the next score wins the game for either team, such as 14-14 in a game to 15. Also called double game point.
- Up
- A shout, often "up!", that warns teammates the disc is in the air, usually on a long throw.
- Upline cut
- A cut up the field past the thrower along the open side, usually to catch a short pass that moves the disc forward.
V
- Vertical stack (vert stack)
- An offensive setup where cutters line up in a column down the middle of the field, clearing lanes on both sides for cuts. See also: Horizontal stack (ho stack), Side stack
W
- Wing
- A zone defender who covers the sideline area beside the cup, stopping passes to that side.
Z
FAQ
Common questions
How do you play ultimate frisbee?
Two teams of seven players start each point at opposite end zones, and one team pulls the disc to the other. The offense moves the disc by passing, since a player holding the disc cannot run with it, and scores by catching it in the end zone they are attacking. Any dropped, blocked, intercepted, or out-of-bounds pass is a turnover, and the other team goes on offense right away.
What is the stall count in ultimate?
The stall count is how long the thrower has to release the disc. The marker counts out loud, usually from one to ten at about one number per second, and if the thrower is still holding the disc when the count reaches ten, it is a turnover. Some leagues use a shorter count to speed up play.
What is Spirit of the Game?
Spirit of the Game is the code of sportsmanship that makes ultimate work without referees. Players are expected to know the rules, make honest calls, avoid dangerous play, and treat opponents with respect. Many events also have teams rate each other's spirit after games.
What is a pull in ultimate?
The pull is the throw that starts every point, like a kickoff in football. The defending team throws it from its own end zone line to the receiving team, and usually tries to make it long and high so the defense has time to run down the field.
What is a Callahan?
A Callahan is when a defender intercepts a pass inside the end zone the offense is defending. Since the defender's team is attacking that end zone, the interception counts as an instant goal. It is rare, and players treat it as a highlight.
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