Ultimate is a fast paced back-and-forth game that is a lot like soccer, except players throw the disc to their teammates instead of kicking a ball. The goal is to advance the disc up the field and to complete a pass into the end zone your team is attacking. The trick is, players cannot run with the disc and they only have ten seconds to make a throw once they receive the disc. Much like soccer, a change of possession can occur instantly. As soon as the opposing team gains control of the disc, they have the opportunity to advance towards the opposite end zone. Play continues until one team scores and is awarded one point. Games are typically played to 13 or 15 points.
Highlight video from our friends at the American Ultimate Disc League (AUDL)
Ultimate in 10 Simple Rules (Pay close attention to #10): Ultimate in 10 Simple Rules
Backhand – usually the standard throw for ultimate players. This throw has the players fingers curled under the disc with the thumb on top. The arm is extended and brought across the left side of the body.
Bid – an attempt to catch or block the disc.
Bookends – When a defensive player effectively defends the disc and scores on the ensuing possession
Brick – A pull that is untouched by the receiving team and lands out of bounds.
Blade – A forehand throw that is thrown high in the air and falls hard and fast to the left side.
Callahan point – 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.
D – Defense or Defend
Cut – integral part of a route by a receiver
Disc in – signals the opposing the team that the disc is coming into play
Dump – A throw to a person who is usually used as a safety valve. Normally someone that is standing close or even behind the thrower for an easy outlet.
Foot Block – When the foot is used to block a pass immediately after it releases the players hand
Force – 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.
Forehand / Flick – 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.
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.
Handler – The person with the disc
Hospital Throw – A throw that stays in the air for a long time, allowing multiple players to be going for the disc at the same time, thus increasing the chances for injury.
Huck – A long throw that extends atleast half the distance of the field in an attempt to reach a downfield receiver
Layout – A diving catch or diving to defend the disc
Mark – Similar to a force, but the defender is attempting to block all possible throws by moving arms and legs to get in the way of the throw. Contact is not allowed.
O – Offense
Pick – Any time a defender is blocked by another player when trying to make a defensive play, similar to a pick in basketball. However, picks are illegal in Ultimate
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
Sky – When a player grabs or defends the disc at a much higher point than the other players on the field
Swing – Throwing the disc across field usually to reset the stall count or open up a different side of the field, this throw is not necessarily intended to move the disc closer to the goal line
Stall count – the defensive player counts up to ten, if the disc is not released before the count reaches ten, it results in a turnover
Turn – Short for turnover, and alerts players that the disc will be going to other way
Up – Shouted once the disc has been released to alert the other defenders