• Vertical - the directions of a line between the end zones
  • Horizontal - the directions of a line between the side lines
  • 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 disc.
  • 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 space.
  • 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 side.
  • Dark - the Horizontal direction toward the closed/break side.
  • 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.
  • Bracket - 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 D.
  • 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.