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Ultimate Frisbee Lingo

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Scoober

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An overhead throw similar to the hammer but with a different grip and release point.

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Dump

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A pass to a teammate typically behind the thrower aimed at resetting the stall count and repositioning the offense.

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Force

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A defensive strategy to make the opposing player throw the disc in a particular direction.

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Travel

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A violation that occurs when the thrower moves their pivot foot without throwing the disc or being fouled.

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Spirit of the Game

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The guiding philosophy of Ultimate Frisbee emphasizing sportsmanship, fair play, and respect for all participants.

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Handler

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A player who is responsible for distributing the disc and setting up offensive plays.

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Sky

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Catching the disc at the highest point possible, typically in a jump ball situation against defenders.

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Floating

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When the disc hangs in the air, often due to wind or the throwing style, allowing players time to position themselves.

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Break Side

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The area of the field that the defense is attempting to prevent the disc from being thrown to by setting a force.

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Stack

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An offensive formation where players line up vertically down the field to create space for cutters.

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Stall Count

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The period during which a defensive player counts to 10 indicating how long the offensive player has to throw the disc.

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Break

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A throw that goes against the force, to the side the marker is trying to prevent.

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Universe Point

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The final point in a game where the score is tied and the next point will determine the winner.

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Pivot

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The stationary point around which a player holding the disc may step while throwing.

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Cutter

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A player whose role is to get open for a pass and advance the disc down the field.

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Zone Defense

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A defensive strategy where defenders cover spaces or zones rather than individual players.

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Callahan

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A defensive play where the defender catches the disc in the opposing end zone for a score.

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Poach

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A defensive strategy where a player temporarily leaves their mark to intercept or disrupt an offensive play.

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Turnover

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Losing possession of the disc to the opposing team, whether by interception, out-of-bounds throw, drop, stall out, or violation.

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Layout

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A dive to catch or block the disc, often resulting in the player landing horizontally.

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Flick

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A forehand throw using the side of the body and flick of the wrist.

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Huck

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A long throw down the field, usually meant to cover a lot of ground quickly or reach a distant receiver.

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Bookends

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When a player both causes a turnover and then scores a point during the same play sequence.

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Bid

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When a player makes an attempt at the disc, usually by lunging or diving.

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Mark

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The defensive player assigned to guard the person holding the disc.

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Endzone

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The area at either end of the pitch where a team can score by catching the disc.

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Greatest

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A play in which a player jumps from inbounds, catches the disc, and throws it back into play while still in the air.

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Hammer

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An overhead throw that inverts the disc, causing it to fly upside down.

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Swing

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A lateral or cross-field throw, often used to change the angle of attack or reset the stall count.

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Pull

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The throw that initiates play at the beginning of a game or after a score.

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