- Vertical - the directions of a line between the end
- Horizontal - the directions of a line between the
- In - the Vertical direction away from the goal that we
are attacking (generally toward the disc if you are a cutter)
- Out - the Vertical direction toward the goal that we
are attacking (generally away from the disc if you are a cutter)
- Strong Space - areas of the field where the disc can
easily be thrown to. This generally means the open side
(force) side, or wide to the break side with a weak mark on the
- Weak Space - areas of the field where the disc can NOT
easily be thrown to. This either right behind the disc
mark or field space that is too horizontally far and thus would
create bad throwing angles.
- Clear - running hard to Weak Space after a cut so that
you are out of the way of the next cut.
- Handler Space - 12-15 meters vertically from the disc
towards the scoring end zone or the beginning of that end
zone. In XL2's offense, cutters should not enter this
- Cutting Space - space between the end of handler
space and the end of the scoring end zone.
- Light - the Horizontal direction toward the open/forced
- Dark - the Horizontal direction toward the closed/break
- Strike - a roughly 45 degree (between horizontal and
vertical) cut in handler space. When someone calls
"Strike!" it means to make this cut, or more frequently, defend
it by switching the mark for 2 seconds.
- Poach - when a defender (intentionally) plays away from
an offensive player. When this happens, a cutter needs to
run to open space away from the defender in order to exploit the
poach. Calling "Poached!" also helps handlers to identify
opportunities and dangers.
- when doing Person D, two mirrored poaches, 1 In and 1 Out,
typically against Vertical stack, often followed by a
switch. Unless you're one of the two people doing the
poaching, you can ignore this call and play your normal Person
- Fill - takeover a handler role from one who is going
out into cutting space.
- Fire - abandon the zone defense that was called and go
to Person D. Take the nearest uncovered threat.
- Set - after a turnover, play the zone D that was called
on the line, rather than Person D.