Across
- A call to another player to run past the disc without picking it up. (11)
- The side of the playfield to which the handler is NOT being forced. (10)
- A prolific scorer. (5)
- Maximum score limit imposed during a game once a predetermined time of play has elapsed. (8)
- A backhand or forehand throw that is released slightly downward, but is buoyed upwards by a cushion of air (aka Swoopie). (10)
- When two defensive players take each other's receivers. (6)
- Leaping and catching the disc at maximum height. (6)
- A boundary defining the playing areas. (4)
- Abbreviation for the underlying principle of sportsmanship inherent in all aspects of the sport of Ultimate that places the responsibility for fair play on the player. (4)
- All player contact with the ground directly related to a specific event or maneuver (e.g., jumping, diving, leaning or falling), including landing or recovering after being off-balance. (14)
- The defensive player within three meters of the thrower’s pivot. (6)
- Defending an offensive player. (8)
- The circle of team players used to focus emotions before starting play. (13)
- A long throw, generally at least half the length of the field. (4)
- A position established by a marker that does not violate any of the provisions outlined in the rules. (5)
- The condition where a player is not close to his mark. (8)
- Any infraction of the rules other than a foul. (9)
- Any of the up to fourteen persons participating in the game at any one time. (6)
- Non-incidental contact between opposing players. (4)
- A system of offense whereby one player is isolated in the centre of the playfield. (3)
- The offensive player that you are defending. (5)
- A throw (aka the Knife in the UK) in which the disc keeps its original vertical orientation and does not turn over at all. (5)
- The offensive player currently throwing the disc. (7)
- An advanced upside-down throw (rarely used in competitive play) that has a flight path that is the mirror-image of the Hammer. (7)
- Poor spirited, overly aggressive play by an individual or team. (5)
- An expression used to urge a player with the disc to have patience so as not to throw the disc too quickly. (6)
- The nature of play (of which there are three) at a particular moment during the game. (17)
- The marker's audible count in seconds while defending the handler. (11)
- A defensive strategy in which players mark areas of the playfield instead of one receiver. (4)
- When a defender's foot knocks a throw to the ground immediately after it is thrown. (10)
- A high pass that hangs for a long time. (7)
- A defensive formation that uses elements of both zone and man defenses (aka Chrome Wall). (4)
- A short pass, often back to another handler, often used to reset the stall count. (4)
- An offensive strategy intended to manage space for cutting in which all the players line up (often down the middle of the field) and alternately make cuts. (5)
- A run, usually incorporating a sharp change of direction, to get the disc. (3)
- The disc is tilted to produce a curve from left to right when thrown with a right-handed backhand throw. (7)
- To playfully abuse a player on the playfield in an attempt to fluster them. (6)
- Any variation of the rules agreed upon by the captains of the teams involved. (16)
- The direction to which a person who is marking tries to make the handler throw. (5)
- An unofficial term for the side of the playfield proper where the team's equipment and substitutes are located. (4)
- A play in which a player on the offensive team jumps while in-bounds to catch a disc that is out-of-bounds, and, throws to an in-bound team-mate before he/she makes contact with the ground. (8)
- A U.K. term for a cheer, which is a short game played after a match to encourage two teams to get to know each other. (4)
- A throw that stays (floats) in the air for a considerable amount of time, allowing multiple players to bid for the disc which creates a greater chance of injury. (8)
- To try to hinder the throw of a person with the disc by blocking possible avenues of release using the body or arms. (4)
- A throw that is launched downfield to force the opponent to begin play further downfield, often thrown at a high stall count when no other choices are available. (4)
- A State of the Disc when play has stopped and can continue only with a check. (4)
- A catch made with both hands coming together in a clapping motion on the top and bottom of the disc simultaneously (aka Pancake). (9)
- The location at 18 metres from each end-zone line on the long axis (centre-line) of the playfield proper. (5)
- A call made by a teammate telling the marker to switch the force momentarily to try to cut off a possible force-side throw. (6)
- The particular part of the body in continuous contact with a single spot on the field during a thrower’s possession. (5)
- The side of the playfield to which the handler is being forced. (9)
- To beat a team to zero. (5)
- A player who chases the disc in a zone defense (aka Puppy). (6)
- A defensive formation used in zone defense using three defenders near the thrower. (3)
- A goal scored when a defender catches a pass from the offensive team in their end zone, scoring a point for the intercepting team (aka "Meehan Goal" in WFDF). (8)
- A State of the Disc when play may proceed without the defense’s acknowledgment. (7)
- A disc in flight following any throwing motion (including a fake) that results in the handler losing contact with the disc. (5)
- The UPA-approved version of the Callahan Rules, which were developed by Charles Kerr and Will Deaver in 1997. (7)
- A instruction to the defensive player currently marking the disc not to get broken, and is usually called when an offensive player gets free on the closed side of the field (and would therefore be easy to throw a break-force throw to). (8)
- A difficult but common throw where the thrower leads with middle finger along the rim, often using the index finger to support the disc. (5)
- Any time the score is tied at one less than the predetermined game total. (8)
- The team in possession of the disc. (9)
- The disc is tilted towards the ground to make the disc turn left when thrown with a right-handed backhand throw. (5)
- The player on offense accidentally releases the disc allowing it to fall onto the ground. (4)
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Down
- A violation in which the handler's pivot foot moves while in possession of the disc. (6)
- A standard throw where a right-handed player places the thumb on top of disc with fingers curled underneath and arm extended to the left side of the body. (8)
- A disc that turns left when thrown flat with a right handed backhand throw. (10)
- Sustained contact with, and control of, a non-spinning disc. (10)
- A situation where a shortage of players may force teams to play the entire game without substitutions (aka Ironman). (6)
- A defender catches a disc thrown by the offense. (12)
- A strategic throw from one side of the field to the other. (5)
- A disc that goes straight when thrown flat with a right handed backhand throw. (6)
- A strategy whereby the thrower puts the disc to an open space, expecting the receiver to run to it. (6)
- To catch or throw the disc without looking. (7)
- Starts at the beginning of the game or when the previous goal is scored and ends when the next goal is scored. (15)
- An (illegal) intentional or unintentional block where a player (on either team) gets between a defender and the player that is being covered. (4)
- Related to The Greatest, this term describes the situation where a receiver jumps from in-bounds, catches the disc, thinks he/she is going to land out-of-bounds (which would result in a turnover) and so releases the disc before landing in-bounds. (9)
- The player on the pulling team who possesses the disc and signals readiness. (6)
- A disc that turns right when thrown flat with a right-handed (understable) backhand throw. (8)
- A change of the team in possession of the disc. (8)
- The throw from one team to the other that starts play at the beginning of each half and after a goal. (4)
- A State of the Disc when players are allowed to move and the disc is subject to a turnover, but the thrower cannot make a legal pass. (4)
- A Greatest which results in a score. (15)
- When a defender craftily intercepts a pass by reaching over a shorter offensive player or breaking to the disc at the last instant (aka 'Baiting'). (5)
- A poor throw that can only be completed with an amazing effort by the intended receiver. (5)
- The most complete view available by a player that includes the relative positions of the disc, ground, players, and line markers involved in a play. (16)
- To judge the flight of the disc. (4)
- Another word for the Beach Thumber throw. (5)
- Any catch that results in the team in possession of the disc retaining possession. (9)
- Continual movement of the disc down the field by the offense using successive passes. (4)
- An illegal tipping move by a defender. (8)
- Any halting of play due to a call, discussion, or time-out that requires a check or self-check to restart play. (16)
- A defensive strategy in which each player marks one player. (11)
- An illegal play caused by intentionally diverting the course of the disc by tapping it mid-flight. (3)
- Kicking the disc with the foot in order to move it up and then catching the disc with the hand. (10)
- The period of time that a thrower is permitted to hold onto the disc before releasing it. (5)
- A dive in an catch or block the disc. (6)
- Blocking a disc that has just been released, resulting in a turnover. (11)
- An easy to follow cut where the offensive player runs in an arc instead of sharply changing direction; normally considered a poor cut. (6)
- The team in possession of the disc. (7)
- A catch made by clamping the hands on the top and bottom of the disc. (7)
- An upside-down backhand throw. (7)
- To play poorly, often as a result of heckling. (7)
- The side of the fieldfield proper opposite to where a team is storing its equipment. (4)
- A defender deflects the disc in mid flight, causing it to hit the ground. (5)
- A needless layout, often performed ostentatiously. (10)
- Maximum score limit (imposed before the event). (9)
- The flat plastic object used in the game of Ultimate. (4)
- An impressive, but failed, attempt to catch or block the disc; usually a layout or sky. (3)
- To block the cutting lane. (4)
- A throw that breaks your marker. (11)
- To break your marker means to throw the disc past them to the side of the field they were trying to deny as part of a force defense. (5)
- This little-known version of the backhand is similar to a Push Pass in that little spin is imparted onto the throw. The disc is gripped against the palm, with four fingers on top of the disc and the thumb underneath for stability. Using a backhand throwing motion, spin is imparted by snapping the wrist forwards as the disc is released (aka the Backhand Push). (7)
- Contact between opposing players that does not affect continued play. (10)
- An overhead throw released with a perpendicular elbow (aka the wrist-hook, the biscuit in the UK, or the chicken wing). (6)
- A disc that has become warped due to a foot block, a player stepping on it, or a throw that nose dives into the ground. (4)
- A situation where a handler sees an open player but does not make the pass. (8)
- A verbal shout signalling that the disc is in play. (7)
- A shout to alert players that the disc is in the air. (2)
- The ending of the game once a predetermined time of play has elapsed. (8)
- To throw the disc so that it hits the ground shortly after being released; usually a result of poor execution by the thrower. (4)
- An upside-down, overhead throw. (6)
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