Offense Summary
Our offence is built on two principles. These principles apply regardless of formation, weather, or opponent. in all systems:
- Clear the Middle
- Move the Disc
If these are followed, the offence functions.
If either breaks down, the offence stalls—regardless of formation or talent.
Principle 1: Clear the Middle
What It Means
The centre channel of the pitch is our primary working space.
Sidelines are pressure zones.
The middle is where we create time, options, and high-percentage throws.
We define:
- High-Value Zones
- Under Space (first 15m in front of the disc)
- Scoring Space (last 15m before the endzone)
- Danger Zones
- Within 5m of the sideline
- Neutral Space between the high-value zones
What Good Looks Like
- Only active cutters occupy the middle
- Inactive players clear early and fully
- Any defender poaching the middle is immediately punishable
Player Check
Ask yourself:
- Am I active right now?
- If not → Am I creating space or taking it away?
Principle 2: Move the Disc
What It Means
The disc must always be alive.
When you catch it, the disc should:
- Move, or
- Threaten to move
Standing still allows defenders to recover, communicate, and control the point. We use a 2-second decision window to keep pressure on the defence.
Decision Rules
If you are moving toward the disc or into the backfield:
- Return the disc to the previous thrower in motion If you are moving away from the disc:
- Look immediately for a leading pass
- Preference:
- Power Position Channel
- Break side
- If pressure arrives → dump or swing immediately
Player Check
Ask yourself:
- Where am I heading?
- Is the force set yet? If the force is set, the decision is already made: reset.
How the Principles Work Together
Clear space makes disc movement simple.
Disc movement keeps space clear.
If the middle is cluttered:
- Disc movement slows
- Defenders poach freely
- Risky throws appear
If the disc stops:
- Cuts lose timing
- Space collapses
- Structure breaks down
You cannot fix one principle without the other.
Offensive Rules of Thumb
- If you are not active, be invisible
- If you are active, the space should already be there
- Catch ready to throw
- Finish cuts and clear immediately
- Make defenders choose—and punish them when they do
Final Mental Model
The middle is the stage.
The disc is the spotlight.
If the spotlight stops moving, the play dies.
If the stage is crowded, no one can perform.
Our job is to keep both clear.