GUTSionary

Sling and Slang: A dubious guide to terminology rumored to be related to the sport of Guts

 

ACE: A legal or good throw which is untouched by the defensive team.  The player closest to the thrown ace must make the return throw.  See GO GET IT, SEE YA, TAXI and GOOD THROW.

 

ADDENDUM 69B: To insure the safety of contestants, it is imperative that they be relaxed during play.  We have found that the most effective muscle relaxer to be good old alcohol, applied internally.  Therefore, all participants in Guts shall imbibe heavily in spirits – before, during, and after competition.  See GPA Newsletter, Volume 1, Number 3, Jerome Meiswick, In the Beginning, p.4.  Although now purged from official competition rules, Addendum 69B was once mandatory and strictly enforced.  It is still aptly used in “spirit” and in varying degrees of “moderation”.  Also known as: RULE 69B.  Related to: ACCUTE ALCOHOL INTOXICATION of the nervous system, while not infrequent, has almost uniformly been of mild to moderate degree, quite transitory, and not disabling.  Although it is possible that it might lead to impaired judgment and diminished restraint over one’s behavior and consequent verbal and physical assault, these things have never materialized at any of the International Frisbee Tournaments.  This is true, in spite of the use of considerable amounts of alcohol, albeit beer and malt liquor.  These beverages have always been readily available at the tournament, properly so it would seem because of its widespread and quite appropriate use to ease tensions associated with the contest; beer has also proved useful in managing some Frisbee injuries because of its soothing effect.  That major argument or physical confrontation has been absent at tournament time, in spite of wide-spread usage of alcoholic beverages, attests to the high degree of sportsmanship among Frisbee enthusiasts.  As mentioned, with rare exception, the instances of acute alcoholic intoxication, though numerous, have been mild and have led at most to conviviality and quite socially acceptable name-calling.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, Medical Aspects of Frisbee, p.158.

 

ANGLE and ANGLE of RELEASE: The effects of disc spin and speed are determined largely by height and angle of release, as well as arm speed of the thrower.  Wind speed and direction play a part, as does the position on the line of the thrower relative to the position on the line of the targeted defensive player.  Many players attempt to deliver throws that cross the goal line with an angle of close to 90 degrees, as most players will agree that it is easier to catch a disc thrown flat than one thrown with a severe angle.  See HYZER, VERTICAL, and WIND SPEED and DIRECTION.

 

ANHYZER: The opposite of Hyzer.  See HYZER.

 

BACKHAND: The classic Frisbee® throw.  When the disc is gripped for this throw, the thumb is positioned on the topside of the disc and the fingers are curled under the rim.  In learning to throw the backhand, strive to add as much spin as possible with a good snap-of-the-wrist at release.  This “snap” will help to improve flight stability.  A backhand in Guts can be thrown with the same motion you would use in playing a relaxed game of catch with your partner 40 yards away.  For a right-handed thrower, the right foot should be planted firmly just behind the foul line, and is used to stabilize the body as it rotates and directs all muscle effort into the release point of the throw.  There is actually a weight shift from left foot to right foot, with the legs, waist, and upper chest muscles all helping to generate power into the throwing arm.  A thrower’s approach to the foul line is important in delivering the best throws.  For most, a controlled run up to the foul line will help the thrower achieve greater velocity.  Some of the hardest throwers, like Dave Young, employ what is known as a turnaround or a 360 degree spin at the end of the approach to the foul line and just prior to release.  The turnaround adds multi-dimension to the throw: deception (the thrower is able to “hide” the disc until just prior to release, making it more difficult for the defensive players to track the shot), and additional speed (generated by the added “length” of the motion itself).  This motion requires a much greater degree of coordination, skill, and timing than a basic backhand throw.  See BACKHAND POWER GRIP(S), BOB MAY GRIP, and SNAP.

 

BACKHAND POWER GRIP(S): (1) When the disc is gripped for this throw, the thumb and index finger are positioned on the top with the rim squeezed between the index and second finger.  The index finger is then curled back towards the palm, with the thumb laid across the index finger.  (2) When the disc is gripped for this throw, the rim of the disc is squeezed between the thumb and second finger, with the index finger laid across the thumb.  In this second version, the thumb can lay on the smooth lip (Morrison's slope), part on the rim and part on the Lines of Headrick, or fully on the Lines of Headrick.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, The Frisbee and Other Flying Discs, p.29.

 

BAG: When a clean catch is the simultaneous result of initial contact with a thrown disc, or the result of absolute concentration combined with perfect eye/hand coordination by an individual in catching a thrown disc.  Also known as: SOAK or HOME RUN.

 

BAIL or BAILING: Jumping or diving off the line to get out of the way of a fast shot, or taking evasive action to keep from getting beaned.  Also known as: LASHING.  See FACIAL DISGRACIAL.

 

BLIND MULE: When the disc has been deflected, or upped but is dropping somewhere behind a player, in a last ditch effort to save it, the player executes a “blind” leg kick in hopes of making contact and keeping the disc alive.  Accredited to Duane Haralson.

 

BOB MAY GRIP: When the disc is gripped for this backhand throw, the thumb is loosely positioned on top of the disc with only the finger tips touching the inside rim.  Chuck Schultz was also using this grip as early as 1974.  Most players will find the Bob May grip difficult to control accurately at first but on the plus side, they will be able to throw the disc with greater speed.

 

BODY BLOW: A Guts shot which hits a catcher anywhere other than the hands.

 

BRISTLES FIRST: A more painful version of the broom handle.  See BROOM HANDLE.

 

BROOM HANDLE: What the losers get when they are swept in two straight games.  See BRISTLES FIRST.

 

BUTTER: A weak throw that is easily caught.  Also known as: PARKAY, CAKE, PUS, WEAK SAUCE, and CHEESEBURGER.  May also be used to taunt a player, i.e. “You’re Butter!”, or by repeating the word in a chant as the thrower approaches the foul line, i.e. “Butter-Butter-Butter-Butter”.  See FRESH MEAT and TARGET BOY or TARGET GIRL.  See also GAME PLAN, WEAK LINK, POACH, and DEAN.

 

CENTER: The position on the defensive line in the middle, between the left Whip and right Whip; generally, a team’s best catcher will play Center.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, Games, p.76.

 

CHEESEEATER: A Guts player from Wisconsin.

 

CINCO: A throw that passes cleanly between the legs of a defensive player, as in the Hockey term, “5-hole”.

 

CLEAN CATCH: A clean catch shall satisfy all of the following requirements: (1) The disc shall be held solely in one hand long enough to establish complete control; (2) The disc shall not be touched by any two parts of a player's body at any one time; and (3) The disc shall not touch the ground prior to all other prerequisites being satisfied.

 

CONTROLLED TIPPING: Following initial contact, the best teams will continue to tip, or “up” the disc until it can be successfully passed to a powerful or accurate throwing teammate, who will then make the return throw.  See TIPPING.

 

CROSSOVER: Veteran players have conditioned themselves to be ambidextrous in catching so the hand on the side of the body to which the disc has been thrown must make initial contact.  There is not time to crossover with the other hand to try to make the catch.

 

CUPOLA: The central raised structure featured on the topside of the Pro® model Frisbee®.  Paper labels or stickers are often produced to commemorate Guts tournaments and affixed to the cupola.

 

DEAN: An extreme poach, in which a player physically injures his or her teammate while attempting to intercept, or while intercepting a shot that was obviously intended for the teammate.  See POACH.

 

DEFLECTION: Following initial contact, the disc can be deflected – not caught or dropped but “upped” in such a way that the exchange continues with the outcome to be determined eventually with a catch or a drop.  Also known as: GOLLUM.  See TIPPING and CONTROLLED TIPPING.

 

DUMP: An illegal or bad throw (high, short, wide, or vertical) which results in a point for the defensive, or receiving team.  See HIGH, SHORT, WIDE, VERTICAL and GOOD THROW.

 

EARTH SUCK: A usually silent invocation by the offensive players while the defensive team is tipping, or bobbling the disc and trying to make a catch, in hopes that their efforts will be unsuccessful, the disc will touch the ground, and a point will be scored for the offense.

 

EXCHANGE: A throw of the Fire Orange 110 gram Pro® model Frisbee® and an attempted catch, with a catch being made or a point being scored.

 

FACIAL DISGRACIAL: When 110 grams of fire orange plastic is applied to the cranium at high speed from 14 meters.  Accredited to Doug Corea.  Also known as: BEANED.  See RIP A LIP.

 

FLATBALL: A Frisbee®, or any flying disc.  Also, any one of a variety of games, including Guts, involving a Frisbee®, or other brand of flying disc.

 

FLY WING: The Wing position on the defensive line that would be away from the predicted destination of the shot.  The Fly Wing has the responsibility of guessing when he or she can leave the line, possibly early, in trying to get a jump in the direction of a possible deflection, deduced from the physical attitude of the thrower or by the direction of the shot itself.  See WING.

 

15/75 MOLD: The Wham-o Frisbee® brand Flying Disc manufacturer’s current mold number for the official disc used in Guts play.  See GUTS PRO®.

 

FISHHOOK: To throw a fishhook, the disc is gripped like a thumber but thrown from the same side of the body as a backhand with the topside of the disc facing the thrower.  When thrown right-handed, the spin somewhat resembles that of a left-handed thumber.  Very nasty at high speeds.  Also known as: CORKSCREW.

 

FLAT LIPS FLY STRAIGHT, TILTED LIPS CURVE: A modified term taken from the original inscription featured on the backs of Wham-o Frisbee® brand Flying Discs, including the Pro® model used in Guts play.  Accredited to Mental Toss Flycoons.

 

FLIP: Similar to the coin toss prior to the start of the game in other sports, the flip of the disc, and calling “Top” or “Bottom” will determine which team will have its choice of “Shot” or “Side”.  In Game 2 (and Game 3, if necessary) in a best two-out-of-three games match, the loser of the previous game will have choice of shot or side to begin each successive game.

 

FOOT FAULT: When the thrower’s foot touches, or crosses the foul line while still in contact with the disc.  The throwing team is responsible for positioning a player at the end of the foul line to watch for and call foot faults against his or her own team.  Penalty: Throwing team loses possession of the disc but does not lose a point.

 

14 METERS: The distance between the lines of a Guts court – 45 feet, 11 inches.

 

FRESH MEAT: A new Guts player.  Also known as: NEWBIE or ROOKIE.  See BUTTER, CROSSOVER, TARGET BOY or TARGET GIRL, and WEAK LINK.  See also DEAN, GAME PLAN, and POACH.

 

FRISBEE NEVER LIES, The: The Frisbee never lies is a way of saying that the disc will decide whose argument was meritorious.  Example – A player on Team A throws a shot that is called high by a player on Team B.  The team captains "discuss" the exchange, and finally agree that they cannot agree and so determine a re-throw, or a second attempt by the throwing team is prudent.  On the re-throw, Team A scores cleanly and may yell, "The Frisbee never lies!" at Team B.  Conversely, on the re-throw, Team A dumps, or Team B makes the catch and may yell, “The Frisbee never lies!” at Team A.  See RE-THROW.

 

FRIZBY: An ancestral version of Guts was played with cookie-tin lids called "units", or Framus.  According to Dave "Obie" Oberlander, players faced each other 30 feet apart with one foot on a fixed spot.  The Frizby was glided by one to the other.  If the Frizby was caught, or was out of a receiver’s reach, the defense scored a point.  If the “catcher” moved his "fixed" foot, used more than one hand, or failed to catch the Frizby, the throwers scored a point.  Thrower and receiver alternated.  A score of 21 points won.  And, from Harry Ambrose: "We played Frizby before '51; I played at Kimball Union in '48-51.  One of our fraternity classmates, Ace Hall, played in '51 before he went to Dartmouth.  Because of its emphasis on gentlemanly conduct during play, you were to judge for yourself whether you could have grasped the unit without moving one of your feet (like a baseball first baseman).  If you could have, and did not grasp successfully, you gave up a point or serve as in volleyball.  You could not gun the unit, i.e. thrust like a baseball fastball.  You should give way to a player next to you if either of you could grasp.  Good play was celebrated with a round of "snaps" and verbal praise, such as "Stellar thrusting!”  If you were judged ungentlemanly by the official, (called a “Chancellor”, who dressed in a dinner jacket and Bermuda shorts), you were ousted from the game.  The favored unit was a cookie tin cover about 8" or so in diameter with about a 1/2" lip.  They tended to get banged up and were not always available.  I had an elderly woman friend in my hometown who used to send me cookies in tins so I was very popular.  Cannot remember for sure but do think we kept a glass of beer on the ground at our feet thus leaving two hands for play.  If the glass got knocked over, there was some sort of penalty..."  Oberlander and Ambrose were teammates in 1954 on Dartmouth’s Blossom Brothers Five of Omnicron Deuteron Charge of the Theta Delta Chi in the first international Frizby match.  See The Complete Book of Frisbee by Victor Malafronte, Early Frisbee Games and Their Development into Modern Pastimes, pgs.51-54 and FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, Games, pgs.75-76.  See GUTS.

 

GAME PLAN: Guts is a game of physical strategy.  Without a game plan, success is often what the other team will experience.  Top teams target an individual player from the opposing team who they feel they can beat, either offensively or defensively, and then shell him or her relentlessly and unmercifully.  He or she IS the Game Plan.  Game Plan could be a couple of players, depending upon wind direction and offensive end of court but the idea is to “starve” their best players and try to beat the others.  Also known as: TARGET BOY or TARGET GIRL or WEAK LINK.  See BUTTER and STARVE.

 

GO GET IT: A verbal expression by the thrower, generally yelled at the top of one’s lungs, following a successful shot (sometimes an ace) that requires a member of the defensive team to go a considerable distance to retrieve the disc.  Accredited to Bill “The Train” Begoske.  Also known as: SEE YA.  See ACE and TAXI.

 

GOOD CALL: A usually quiet acknowledgment (“Good call”) when the other team finally admits that they were wrong.

 

GOOD THROW: A good throw is made when all of the following requirements are met: (1) The throw travels to or through the scoring zone of a player on the receiving team, reaching the goal line prior to touching the ground; (2) The throw crosses or hits the goal line topside up at an angle of less than 90 degrees to the ground; (3) The throw is released while the thrower's supporting points are behind the foul line; and (4) The disc is not intentionally bent to alter its true flight.  See HIGH, SHORT, WIDE, VERTICAL and FOOT FAULT.

 

GUTS: The original flying disc game was introduced at the Healy Insurance annual summer picnic in 1958 in Copper Harbor, Michigan.  Guts is aptly named.  Although the competitors are in not in any real danger of life or limb, the contest requires a strong degree of intestinal fortitude, a disregard for personal safety, and a healthy measure of endurance.  See The Official Frisbee Handbook by Goldy Norton, the games people play, p.70.  An ancestral version, called Frisby was played with cookie-tin lids on Dartmouth campus, where the first international match took place on November 7, 1954 between the Blossom Brothers Five of Omnicron Deuteron Charge of the Theta Delta Chi and the Tweedy Free-Throwers of Montreal, Canada.  The Greeks overcame their guests 21-16 after three and a quarter hours of toss and tussle.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, Games, p.76.  See FRIZBY.

 

GUTS PLAYERS ASSOCIATION (GPA): The Guts Players Association was formed in 1978 and drafted official rules and standards for the sport, including tournament guidelines and the Observers Handbook, and published a quarterly newsletter to its membership.  The original GPA “instigating” committee consisted of the following individuals: Ron Arndt, Al Bauman, Nancy (Baumdraher) Demers, Buck Buchanan, Dave Demers, Willie Leffel, Kevin McCallum, John Sappington, Chuck Shultz, and Joe Youngman.  Those duties are now managed by the organization known as the UNITED STATES GUTS PLAYERS ASSOCIATION (USGPA).  See UNITED STATES GUTS PLAYERS ASSOCIATION.

 

GUTS PRO®: The official disc used in Guts play is the Pro® model Frisbee® brand flying disc and weighs approximately 110 grams.  The original Pro® model was designed by Ed Headrick and produced by Wham-o Manufacturing Co.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, The Frisbee and Other Flying Discs, p.29.  In 1978, the 15 mold Pro® in Fire Orange became the official Guts Pro®.  That first GPA Pro® featured a black hotstamp which read GUTS PLAYERS ASSOCIATION 1978 and a single black band.  The label or sticker was designed by Mike Guernsey.  It was gold with a black imprint and read guts players association gpa and featured the stylized outline of a disc.  See GPA Newsletter, Volume 1, Number 2, Loose Tips, p.9.  Currently, the Pro® mold used in tournament play is the 15/75 mold and may feature a commemorative label.

 

HAT SHOT: Another player’s hat is one of the most highly coveted trophies in Guts.  Following an old Guts tradition, if you knock a player's hat off cleanly with your thrown shot, you win the hat.

 

HEALY: The surname of the family credited with having invented the game of Guts.  The famed North Central team included the four Healy boys – Bob (Boots), John (Jake), Tim, and Peter – who won the IFT each of the first ten years.  See INTERNATIONAL FRISBEE TOURNAMENT.

 

HEADRICK, ED; Created and patented the Wham-o Professional® model Frisbee® in 1964.  His invention evolved into the Guts Pro® and included “flight rings” or “the Lines of Headrick”, which gave the disc better stability in flight.  Ed Headrick was a visionary and probably most responsible for starting the modern day era of flying disc sports.  See The Complete Book of Frisbee by Victor Malafronte, Poetry in Plastic: The Frisbee Finds Its Finest Form, p.80.  See GUTS PRO.

 

HIGH: When a thrown disc crosses the goal line above the fully upstretched hands of a player, it will be ruled high, and results in a point being scored for the defense.  A head-high or higher shot, although riskier to throw than a shot to the midsection, is equally more difficult to catch or deflect to teammates.  See OPTIMUM EFFORT, DUMP and GOOD THROW.

 

HYZER: This is the angle the Frisbee® makes at release in relation to the ground.  And, Rule: the unheld (9 o’clock) side (wing) of the Frisbee® is lower at release than the held side.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, The Throw, p.57.  Also, Angle of roll, Frisbee’s sideways tilt at whelm, or the first period of flight.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, Glossary, p.156.  See ANHYZER.

 

INITIAL CONTACT: That point at which a member of the receiving team first touches the disc.

 

INTERNATIONAL FRISBEE TOURNAMENT (IFT): The oldest and most prestigious Frisbee tournament, the IFT had its beginnings in 1958 and is contested annually in the Upper Peninsula of Michigan.  See Healy.

 

INTERNATIONAL FRISBEE HALL OF FAME: Located in Lake Linden, Michigan.

 

JIMFIELD: A state of physical weakness, particularly in hot weather.

 

JULIUS T. NACHAZEL GUTS CUP: The oldest trophy in disc sports, the Nachazel Guts Cup is awarded to the winners of the IFT.  All Guts players long to drink from the Cup; even those who have won IFT previously aspire to drink again from the Cup.  The original Nachazel Guts Cup was a forty-six ounce tomato juice can standing on top of a smaller can with galvanized iron handles, and a can-lid base.  It was highly polished and bore a World War I German scrolled emblem with an inscrutable inscription, “Parole Heimath,” which as baffled cup experts for years.  The first trophy contained a “rattle” in the smaller can, a built-in burglar alarm.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, Tournaments, p.104.  The Nachazel Guts Cup is pictured with its namesake (J.T. Nachazel) and early IFT director (Jon Davis) on p.105 in FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson.  See INTERNATIONAL FRISBEE TOURNAMENT.

 

LEAKY SPONGE: A hand that comes extremely close to catching a disc cleanly but just not close enough.

 

LIP SHOT: No definition needed.

 

LOAD: An after-competition party, i.e. "You goin' to the load at Julie's after the finals?”

 

MINI-GUTS: Guts played with a Mini Frisbee® or sometimes a small plastic lid.  Often played to blow off steam after a Guts match in someone's living room, usually with visiting Guts teams.  The rules differed from competitive Guts and favored keeping exchanges and the game going as long as possible.  For example, with limited room for a windup, throws were mostly wrist action and required throwers to “air-bounce” throws.  Another accepted throwing techniques was to snap the Mini like a bottle cap.

 

MORRISON, WALTER: Co-inventor of the Flyin Saucer, the first plastic flying disc, in 1948 with Warren Franscioni.  Morrison later devised the Pluto Platter Flying Saucer, teamed up with Wham-o Mfg. Co., and in 1957, the first of the Wham-o Pluto Platters were produced for the retail market.  See The Complete Book of Frisbee by Victor Malafronte, Poetry in Plastic: The Frisbee Finds Its Finest Form, pgs.70-75.

 

NO GUTS, NO GLORY: No explanation necessary.

 

OBSERVERS: By rule, up to three experienced individuals who are not participating in the game may act as Observers but two Observers are generally used in tournament semi-final and final matches.  The duty of the Observer is to carefully watch the action of the game for the sole purpose of rendering a decision in the event of a dispute that cannot be resolved.  Observers shall not make any calls on their own initiative.  They are “passive” except when asked by one or both team captains to determine the outcome of an honest disagreement regarding a conflicting call.  Once the Observers have been called in, their decision is final.  The Observer with the best view of the play will make the call.  If the Observers choose to do so, they may confer and discuss the play among themselves before rendering a decision.  If the Observers cannot agree upon the call, a re-throw will ensue.  Each Observer has distinct responsibilities, which alternate when the team on his or her end of the court is playing offense or defense.  The Observer on the offensive end is positioned behind the thrower and watches for errant throws (high, short, wide, and vertical) and for foot faults.  The Observer on the defensive end is positioned in front and to one side of the goal line to watch for errant throws and traps.  Use of Observers will be based on the Observer's Handbook.  Once known as GAMESMEN and could number up to five, they were named as follows: HEAD GAMESMAN, LINESMAN I and II, and GOALSMAN I and II.  Ideally, Guts should be played without referees.  Younger teams have difficulty with this and need a kind of officiating that can only be described as therapeutic.  A mature Guts team learns to blend absolute aggression with impeccable honesty – an admirable accomplishment.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, Games, p.76-77.  See GOOD CALL, FOOT FAULT, TRAP and RE-THROW.

 

OLD TIMER: Any of the old men who hobble around on the Guts court but somehow still manage to kick a youngn’s butt.  A really old player would be known as: OL’ TIMER.  Also known as: GEEZER.

 

ON THE COOLER: The preferred spot of Target Boy or Target Girl.  See TARGET BOY or TARGET GIRL.

 

OPTIMUM EFFORT: Full extension of the arms and hands demonstrated by the defensive player, or players nearest the disc as it crosses the goal line.  The defensive player must prove, by exhibiting full extension that the throw was high or wide but is not required to move his or her feet, or leave the ground to reach the throw.  Should a player jump, lunge laterally (or sideways), or otherwise extend, or increase the area of his or her defensive responsibility in an attempt to reach a thrown disc, should that disc now pass within his or her extended reach, it will be determined to be a good throw, and result in a point for the throwing team.  See SCORING ZONE.

 

PAPER PLATE GUTS: Invented by Dave “Spec” Hillman and Buck Buchanan, Paper Plate Guts is a game to celebrate the end of a tournament.  Initially, the Queen City Flyers (Marquette, Michigan) hosted the event on the Monday following the US Nationals, including a picnic and “Wapatooli”.  Played in a “draw-from-the-hat” 3-person format, Men and Women could play on the same team.  Chinet® brand paper plates are the “disc” of choice.  Games are played to 15 points, win by two.  This is a friendly game, scaled down to a distance 15 feet between goal lines, and defensive players are positioned elbows apart.  The tournament director is responsible for assessing rules violations (most commonly, excessive speed violations) and determining if and when a damaged paper plate is deemed unplayable and should be replaced.

 

POACH: When a player on the defensive line attempts to intercept, or does intercept a shot that was clearly headed for his or her teammate.  Sometimes when a teammate is getting shelled, the player next to him or her will try to take some pressure off by poaching.  See DEAN, BUTTER, and WEAK LINK.

 

POST-OPTIMAL: That state achieved when considerably more alcohol is consumed than was necessary to reach the most favorable or desirable inebriated playing level.

 

RE-THROW: A second attempt by the throwing team.  When a disagreement arises as to the outcome of an exchange, and observers are not being utilized, team captains may agree to a re-throw.  Also known as: THROWOVER. See FRISBEE NEVER LIES, The.

 

RIP A LIP: A phrase sometimes used to fire up a player before he or she prepares to throw.  Also known as: BEAN ‘EM.  See FACIAL DISGRACIAL.

 

SCORING ZONE: An area within which a defensive player can reach a thrown disc by using optimum effort, and without leaving his feet.  The scoring zone can be described as follows: (1) The bottom of the plane is the goal line; (2) The top of the plane is an imaginary line, directly above and parallel to the goal line, which intersects the top of the longest finger of the longer arm of the receiving player when said arm is extended upward and perpendicular to the ground; and (3) The sides of the plane are imaginary lines, one on each side of the player, perpendicular to the goal line and the top of the plane, which intersect the outstretched longest fingers of each arm of the player when his arms are held parallel to the goal line.  See OPTIMUM EFFORT, HIGH, SHORT, WIDE and GOOD THROW.

 

SCRAMBLE: When a shot is not caught but deflected on initial contact, top team players scramble to keep the disc aloft, trying to position themselves in relation to their teammates in such a way so that all possible paths that the disc might take to the ground are blocked, and the catch made, thus keeping the throwing team from scoring a point.  See DEFLECTION, TIPPING, and CONTROLLED TIPPING.

 

SHORT: When a throw touches the ground, or does not travel the required 14 meters without touching the ground before it crosses the goal line, it will be ruled short, and results in a point being scored for the defense.  Also known as: WORM BURNER.  See OPTIMUM EFFORT, DUMP and GOOD THROW.

 

SIDEWINDER: A Guts player from New Mexico.

 

SNAP: Snap is the last and most important ingredient of the throwing motion and directly relates to the amount of spin the thrower is able to apply to the disc upon release.  To get a feel for what snap is all about, try snapping a bath towel.  This practice will work for all throws and releases.

 

SMOKE: A fast shot.  Also known as: HEAT or ROCKET.

 

SPIN: A good snap-of-the-wrist at release will add more spin, which will improve flight stability.  Many players believe that is harder for the defense to handle a throw with high RPM’s, or spin as the disc will tend to "rip away" following initial contact.

 

STARVE: With a game plan in place, the opponent’s best players are starved, or see absolutely no action – no shots EVER go their way and therefore, they get no chance to throw.  See BUTTER, GAME PLAN, TARGET BOY or TARGET GIRL, and WEAK LINK.

 

STYLISTICS or STYLISTIC SH*T: Freestyle or Freestyling, or at what many Guts players scoff heartily, after having attempted it once, and feebly.

 

SUBSTITUTION: A substitution may take place at every eleven-point switch with no restriction on players returning to the game.

 

SWITCH: Teams switch ends of the court at every eleven point cumulative score (6-5, 15-7, 19-14, 21-21) to even the playing field regarding conditions, such as wind and sun.

 

TAKE YOUR MEDICINE: Once you have thrown your best shot, it is time to handle the shot to be thrown at you.

 

TARGET BOY or TARGET GIRL: The player receiving all of the offensive attention, or the player getting shelled by the opponent; generally, a weak thrower or poor catcher.  Also known as: WEAK LINK or GAME PLAN.  See BUTTER.

 

TARTUFFE: A Queen City Flyers catch (or a play by Moliere), or a shot (or the resulting up) that hits the “catcher” squarely in the chest without touching either hand.  Pronounced “tar-toof” with the accent on the second syllable.  Also known as: TAKING THE BANG.

 

TAXI: Following a good high throw ace, the verbal expression, “Taxi!” is conveyed by the perpetrator, or thrower, in response to the non-verbal expression of embarrassment conveyed by the victim, or non-catcher, of giving the impression that he or she is waving for a taxi.  Also known as: FLASH CAB.  See ACE, GO GET IT and OPTIMUM EFFORT.

 

THUMBER: For this throw, the grip is achieved with the thumb extended and tightly pressed against the inside rim of the Frisbee with the fingers on the top.  The objective is to achieve a double-impetus, accentuating the snap of the wrist with the snap of the thumb.  When properly delivered, the thumb flip creates a high revolution rate which can result in the Frisbee rising or dropping rapidly at the conclusion of the flight.  This tendency, combined with its speed and increased revs, makes the thumb flip exceedingly difficult to catch.  See The Official Frisbee Handbook by Goldy Norton, fancy flips and classy catches, pgs.46-47.  Also, when the disc is gripped for this throw, the thumb is positioned inside the rim with the fingers curled over and around the rim on the topside.  The best thumbers are thrown with the rim of the disc positioned in the crease of the palm.  Upon release, more spin is generated and less friction applied (because the disc is not scraping across the whole palm of your hand), creating more up/down movement in flight.  The throwing motion for a thumber can be simple and straightforward and resemble a pitcher throwing a baseball.  The motion can include a deliberate walk up to the line, like Bob Hansen used, before releasing the disc.  Or the throwing motion can take on a life of its own, including a long run up, such as the thumber of Ron Arndt.  David Trauger’s thumber incorporated a long run up and culminated with a turnaround.  The turnaround adds dimension to the release: deception (the thrower is able to “hide” the disc until just prior to release, making it more difficult for the defense to track the shot), and additional speed (generated by the added “length” of the motion itself).  But this motion requires a much greater degree of coordination, skill, and timing.  Top thumbers can make the disc jump, or move from the player who looked initially to be the target to another player located one or two positions over.  Also known as: THUMB FLIP, THUMB SHOT, or TUMMER (if you’re from Laurium).

 

TIPPING: A player or players will attempt to gain control of the throw following initial contact with the thrown disc by tipping the disc (usually) back and forth from hand to hand, with the eventual goal being to make the catch.  Initially, tipping was the name given to that circumstance of striking the bottom of the plate with hand, foot, etc., to produce artificial hover and easy catch.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, Glossary, and p.187.  Also known as BOBBLING and UPPING.  See CONTROLLED TIPPING and DEFLECTION.

 

TOE THE LINE: All players on the defensive or receiving team must toe the line, or remain on the goal line until the disc has been thrown.

 

TRAP: An illegal catch using two hands, or when the disc touches two parts of the same body at one time.  Since catches must be made one-handed, a catch made by holding, pressing, or squeezing the Frisbee against the body is a trap.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, Games, p.77.  Also, any catch other than a “clean” one-hander.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, Glossary, p.187.

 

TROLL: A Guts player from Lower Michigan.  Also known as: FLATLANDER.

 

TURNOVER: When the disc is gripped for this throw, the thumb is positioned on the inside of the rim.  The disc is thrown very fast upside down and "turns over", or flips before it crosses the goal line.  A decent description for the throwing motion would be that of a bowler, including the snap at release.  The turnover was first thrown by Frank Herveat, who taught the throw to Tad “Turnover” Turner, who had the first great one.  Also known as: FLIPPER, HOOKED-THUMBER, or BARREL ROLL.

 

TWO-FINGER: When the disc is gripped for this throw, the index and middle fingers are positioned under the rim with the thumb on top.  Calling it a "Two-Finger" is something of a misnomer.  Although two fingers are positioned inside the rim, that point at which the disc is last in contact with the hand is actually one finger – either the index finger or the middle finger.  Two fingers can be positioned together, spread far apart, or somewhere in between.  In some versions of the two-finger, the index finger is pressed against the inside wall (Toejam's Recess).  The thumb, depending on preference, can lay on the smooth lip (Morrison's slope), part on the rim and part on the Lines of Headrick, or fully on the Lines of Headrick.  Grip choice varies with comfort and desired flight of the disc.  In learning to throw the two-finger shot, it is generally helpful to scoop your arm down near the knees and close to the body, with the two fingers pointed to the ground as your arm is brought forward for release.  This action helps ensure the disc will not become vertical before reaching the goal line.  Keeping your elbow in close at your side throughout the throwing motion may help keep the shot “legal”, as will abruptly stopping the throwing motion rather than allowing your hand to turn over, which will push the shot toward vertical.  A sidearm shot like that of Bob McCartney was tough to catch because it was not only fast, it also dipped, dropping over a foot before the rising back up to the defensive target, effectively "bouncing" on air the same way a good thumber will bounce sideways.  The movement added another dimension to trying to catch it and it took enormous concentration to catch it cleanly.  Another tough sidearm to catch was that of Vaughn Frick.  It was slower than McCartney’s but he could consistently place it four inches off the ground.  It also angled slightly down.  When this shot was thrown low, there were no ups – if you touched it, it was either caught cleanly or it hit the ground at your feet.  Then there is the shot of John Begoske, which moves like a thumber.  Begoske’s delivery is unique, and surely adds to the speed at which his shot travels.  His approach to the foul line is actually quite slow and deliberate but once his plant foot has done its job, John somehow manages to remain in contact with the disc even when his forward momentum has lifted both of his feet off the ground.  His release actually takes place when he is airborne.  This ability hyper-extends the “length” of his motion and directly relates to the amount of spin he is able to apply.  Also known as: SIDEARM or FOREHAND.

 

UPPING: Also known as: BOBBLING and TIPPING.  See TIPPING and CONTROLLED TIPPING.

 

UNITED STATES GUTS PLAYERS ASSOCIATION (USGPA): See http://www.usgpa.net.

 

VERTICAL: When a thrown disc arrives at the goal line at or exceeding 90 degrees, it will be ruled vertical, and results in a point being scored for the defense.  See DUMP and GOOD THROW.

 

WEAK LINK: A player on the opposite team designated as the intended target for the offense, either because of weak hands, a weak shot, or newness to the game.  Guts is a game of strategy, as well as a physical contest of skill.  Games are won (and lost) when the weak link can be identified and exploited.  Also known as: GAME PLAN and TARGET BOY or TARGET GIRL.  See BUTTER.

 

WHEN A BALL DREAMS, IT DREAMS IT IS A FRISBEE: “Nuff said.

 

WHIP: The position on the defensive line on either side of the Center between Center and Wing, i.e. right Whip or left Whip.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, Games, p.76.

 

WIDE: When a throw passes outside the outstretched outside hand of the Wing, it will be ruled wide, and results in a point being scored for the defense.  See OPTIMUM EFFORT, DUMP and GOOD THROW.

 

WIND SPEED and DIRECTION: Too little attention is given to the wind, which can be the equalizer between a good throw and a great throw, and between a good throw and a dump.  And because teams switch ends two, three, or even more times each game, players should know how their shot works in the wind.  The good teams practice during windy conditions instead of cancelling practice.  In high wind conditions, some shots work best when thrown with the wind – especially two-fingers and thumbers (more speed).  Turnovers are best when thrown into the wind (more movement).  Thumbers can be tricky when thrown into the wind but will have more movement.  Backhands can be thrown either into or with the wind.  Turnovers are not so successful when thrown with the wind.  Two-fingers cannot be thrown successfully into a strong wind; in fact, any throw made into the wind with Hyzer is suspect as they want to go vertical.  See HYZER and VERTICAL.

 

WING: The position on the defensive line outside the Whip, i.e. right Wing or left Wing.  Also known as: END.  See FLY WING.  See FRISBEE A practitioner's manual and definitive treatise by Dr. Stancil E.D. Johnson, Games, p.76.

 

YA GOTTA HAVE GUTS!  No explanation necessary.

 

YOOPER: A Guts player from Upper Michigan.

 

 

Special thanks to all who have assisted in this literary “work”: Buck Buchanan, Bruce Wilk, Vaughn Frick, Scott Brooks, Mike Colden, Linda Morrison, Tom Field, Gene Marsh, David Trauger, Tim Trauger, Skeeter Hoffman, Dave Bradshaw, and Scott Dickson, and especially to Dr. Stancil E.D. Johnson, FRISBEE A practitioner’s manual and definitive treatise; Goldy Norton, The Official Frisbee Handbook; and Victor Malafronte, The Complete Book of Frisbee.  Thanks for your help!

 

Please send any additions to Steve Trauger at platterman@aol.com.