Glossary
ARC
Aussie Rules Coach
ARC Cup
The aim of ARC is to win the ARC Cup.
Your team must finish high enough in the ARC League
to reach the ARC Finals if they are to compete
for the ARC Cup.
ARC Finals
The knockout competition played after the ARC League.
The team that wins the ARC Finals competition
wins the ARC Cup.
ARC League
The league competition, where each team plays every
other team once. The final league positions determine
which teams make the ARC Finals.
Back Pocket (BP)
A field position, (see Fig. 9). There are two
Back Pockets, one on the left and one on the
right side of the field. They make up the Full Back
Line with the Full Back. The opposition's
Forward Pocket on the opposite flank is a Back
Pocket's match-up.
behind
Scored when the ball is kicked between the behind
posts or when the ball is moved between the goal
posts in any other way than a clean kick from the
attacking side. After a behind has been scored,
the conceding team take a free kick from between
the goal posts to restart play. A behind
scores 1 point.
behind posts
The two outer posts, 6.4 metres either side of the two
goal posts.
bounce up
Where the umpire bounces the ball in the centre
to restart play at the beginning of a quarter
or after a goal.
boundary
The edge of the pitch that defines the playing
area. Play is stopped for a throw-in if the ball
travels outside this line.
Centre (C)
A field position, (see Fig. 9). The Centre
plays in the middle of the Centre Line with the
two Wings. The opposite Centre is the
Centre's match-up.
Centre Half Back (CHB)
A field position, (see Fig. 9). The Centre
Half Back plays in the middle of the Half Back
Line with the two Half Back Flanks. The opposition
Centre Half Forward is the Centre Half Back's
match-up.
Centre Half Forward (CHF)
A field position, (see Fig. 9). The Centre
Half Forward plays in the middle of the Half
Forward Line with the two Half Forward Flanks.
The opposition's Centre Half Back is the Centre
Half Forward's match-up.
Centre Line
The central line of players consisting of the
two Wings and the Centre. See Playing
Tips for the role of the Centre Line.
coach command
A specific tactical instruction, represented
by a command slider in a Coach Command Category.
The current tactical instruction is set by the
position of the slider on the slider bar.
coach command area
During the match, the area at the bottom of the screen,
containing the command slider(s) for the currently
selected coach command category.
coach command category
An area of tactics for which you can affect each
player's behaviour, containing one or two coach commands.
command sliders
The sliders on the slider bars that control
the behaviour for each player for each coach command.
These determine your tactics.
disposal
An attempted pass, which may be either a footpass,
or handball.
Fixtures Menu
The menu displaying forthcoming fixtures and previous
results.
Follower (F)
A field position, (see Fig. 9). This is one of
the roaming players known as the Followers. Also
known as the Ruckman but only referred to as
the Follower in ARC. Traditionally, the
Follower will aim to be in position to contest
defensive and attacking marks and bounce ups.
In ARC the Follower's default position
is the centre of the pitch and it is up to you,
as coach, to determine his role using the coach commands.
The opposite Follower is the Follower's
match-up.
Followers
The three roaming players consisting of the Rover,
Ruck Rover and the Follower. See Playing
Tips for the role of the Followers.
footpass
A pass that is kicked to a player, usually by dropping
the ball from the hands onto the kicking foot. Footpassing
is usually preferred to handballs, due to the
extra distance achievable and the fact that a mark
can be taken if a footpass is caught. However
it may not always be possible to footpass in
tight situations and a handball may be the only
option.
Forward Pocket (FP)
A field position, (see Fig. 9). There are two
Forward Pockets, one on the left and one on the
right side of the field. They make up the Full Forward
Line with the Full Forward. The opposition's
Back Pocket on the opposite flank is a Forward
Pocket's match-up.
free kick
During a free kick the player with the ball has
a chance to play the ball from where the free kick
was awarded without being tackled. A player may take
a free kick after taking a mark or may
be awarded a free kick for infringement
of the rules. There are no infringements in ARC
and therefore no free kicks from infringements.
A team conceding a behind takes a free kick
from in front of their goal posts to restart
play
Full Back (FB)
A field position, (see Fig. 9). The Full Back
plays in the middle of the Full Back Line with
the two Back Pockets. The opposition's Full
Forward is the Full Back's match-up.
Full Back Line
The most defensive line of players consisting of the
two Back Pockets and the Full Back. See
Playing Tips for the role of the Full Back
Line.
Full Forward (FF)
A field position, (see Fig. 9). The Full Forward
plays in the middle of the Full Forward Line
with the two Forward Pockets. The opposition's
Full Back is the Full Forward's match-up.
Full Forward Line
The most attacking line of players consisting of the
two Forward Pockets and the Full Forward.
See Playing Tips for the role of the Full
Forward Line.
goal
Scored when the ball is kicked between the goal posts
by the attacking team without touching the posts or
another player. After a goal has been scored,
the umpire restarts play with a bounce up.
A goal scores 6 points. Also sometimes
used when referring to the area between the goal
posts.
goal posts
The two central posts, 3.2 metres either side of the
centre of the goal line.
Half Back Flank (HBF)
A field position, (see Fig. 9). There are two
Half Back Flanks, one on the left and one on
the right side of the field. They make up the Half
Back Line with the Centre Half Back. The
opposition's Half Forward Flank on the opposite
flank is a Half Back Flank's match-up.
Half Back Line
The defensive line of players (positioned between the
Full Back Line and Centre Line) consisting
of the two Half Back Flanks and the Centre
Half Back. See Playing Tips for the role
of the Half Back Line.
Half Forward Flank (HFF)
A field position, (see Fig. 9). There are two
Half Forward Flanks, one on the left and one
on the right side of the field. They make up the Half
Forward Line with the Centre Half Forward.
The opposition's Half Back Flank on the opposite
flank is a Half Forward Flank's match-up.
Half Forward Line
The attacking line of players (positioned between the
Full Forward Line and Centre Line) consisting
of the two Half Forward Flanks and the Centre
Half Forward. See Playing Tips for the role
of the Half Forward Line.
handball
A pass where the ball is held in one hand and hit with
the other. Handballs are used for quick, safe
movement of ball by the attacking team. Note that a
ball caught from a handball cannot be marked.
Info
On the Squad Menu, either stats or info
are displayed. Info displays an individual player
or team's skills (See Player Skills).
infringement
A player acting outside the laws of the game. There
are no infringements in ARC in order to
keep play flowing.
lead
To run into free space in order to become a target for
a pass. A player making good leads will be able
to catch footpasses uncontested and therefore
take a mark easily.
League Menu
The menu displaying the current ARC League standings.
league
points
The ARC League positions are resolved on league
points. League points are awarded
for a match-win (4) or a drawn match (2). No league
points are awarded for a loss.
Management Console
The area where you select your team, analyse their progress
and keep an eye on your opponents. Here you can navigate
between the Squad, Fixtures, League
and Statistics Menus using the Navigation
Arc.
mark
Taken when the ball has been caught from a kick, where
the pass is longer than 10 metres and has not touched
the ground or another player. Once a mark has
been taken a player may either take a free kick
or play on.
match points
The number of match points scored by each team
decides the outcome of a match. Match points
are awarded for goals (6) and behinds
(1). Throughout this manual match points are
referred to as points.
match-ups
Each player has an opposition player that he must defend
against and avoid when attacking. This opponent is a
player's match-up. See Field Positions
for a list of match-ups.
Navigation Arc
The area on the left of the Management Console
where you will find the buttons to navigate between
the available menus.
penalties
In Australian Rules Football there are various penalties
awarded for infringements of the rules. These
are not needed in ARC, since there are no infringements.
pitch
Australian Rules football is played on an oval pitch
135-185 metres long by 110-135 metres wide. The pitches
are often the same ones used for cricket during the
summer months.
play on
After taking a mark a player may elect not to
take a free kick but to play on. If a
player elects to play on he may be tackled.
When a mark is taken, one opponent player may
stand where the mark was caught, to prevent the
marking player from playing on. If no opponent
stands on the mark then an advantage may be gained
by electing to play on, which will help keep
an attack moving forward.
Player Cam
Camera setting that follows an individual player. The
player followed is either the currently selected player
or the first player selected as part of a group.
player selection area
The area to the right of the screen during a match,
where your players' names are displayed (in team
list order) and where they may be selected.
points
Throughout this manual points refer to match
points unless used in the term league points.
Pre-Match Screen
The screen displaying the 18 players selected for your
team before you start a match.
quarter
A match is played over four quarters, each lasting
20 minutes. The clock is stopped when the ball is out
of play. The actual length of a quarter in ARC
is 2 minutes 30 seconds (2m30s), plus any stoppages
for when the ball is out of play.
radar
During a match the radar is displayed in the
bottom right corner of the screen. It tracks all the
players and ball on the pitch, with your players
displayed in red. The radar is useful for monitoring
the overall pitch coverage and flow of your players.
Rover (R)
A field position, (see Fig. 9). The Rover
is one of the roaming players known as the Followers.
Traditionally, he will cover most of the field of play,
fighting for possession and initiating attacks alongside
the Ruck Rover. In ARC the Rover's
default position is the centre of the pitch and it is
up to you, as coach, to determine his role using the
coach commands. The opposite Rover is the Rover's
match-up.
Ruck Rover (RR)
A field position, (see Fig. 9). The Ruck Rover
is one of the roaming players known as the Followers.
Traditionally, he will cover most of the field of play,
fighting for possession and initiating attacks alongside
the Rover. In ARC the Ruck Rover's
default position is the centre of the pitch and
it is up to you, as coach, to determine his role using
the coach commands. The opposite Ruck Rover is
the Ruck Rover's match-up.
Ruckman (F)
A field position, referred to as Follower in
ARC.
Skill Levels
Each player has a set of skills that describe
their various Australian Rules Football abilities. You
can view the skills of your players using the
info option on the Squad Menu. It is crucial
in ARC to pick players for each position in your
team based on their skills and the tactics
you are going to use in the match. (See Player Info)
slider
A moveable button on a slider bar. Its position
determines the amount of emphasis you want to specify
for a particular command slider.
slider bar
A bar with specific tactical instruction within a coach
command category.
squad
In ARC you have a squad of 30 players.
Each week, you must select a team of 18 players from
your squad to play the week's match (see Selecting
Your Team).
Squad Menu
The screen where you choose your 18 players for the
next match. Each player or the team's info and
stats can also be viewed here.
Start Menu
The first screen seen when launching ARC, from
where you can start a new game or continue an old one.
statistics
Throughout the game, statistics refer to the
record of achievements for each player or team during
the ARC League and ARC Finals combined.
Your own team's statistics can be viewed using
the stats option on the Squad Menu. Statistics
for every player and team can be viewed on the Statistics
Menu. (See Player Statistics).
Statistics Menu
The screen where you can view individual, team and top
30 statistics for all teams.
Stats
On the Squad Menu, either stats or info
are displayed. Stats displays the player or team's
statistics (See Player Statistics).
tackle
The player with the ball may be tackled by being
held between the knees and the shoulders. If a player
is tackled he must release the ball.
Tactical Timeout
A period before the start of each quarter where
you have an opportunity to set your team's tactics,
using the command sliders before continuing play.
tactics
The combination of command slider positions for
each coach command. Each player plays to the
tactics assigned to him and it is the combination
of each players tactics that make up your
team tactics. It is your ability to set the right
tactics for your team that will define your success
as an ARC coach.
team list
The ordered list of players displayed in the player
selection area.
throw-in
When the ball has gone out of bounds over the boundary
line the ball is thrown back into play towards the centre
of the pitch. In ARC the ball is launched into
play automatically from the edge of the pitch
after a delay of a few seconds to allow the players
to settle.
toggle button pair
Two linked buttons, one of which when selected, will
deselect the other.
TV Cam
Camera setting that follows the action using TV style
cameras. Keeping up with the action might mean following
the ball or trying to keep up with play by jumping ahead
of the ball to view passes being received.
umpire
Each match is officiated by an umpire. The umpire
moves about the pitch, following play and awarding
marks, goals and behinds. It is
also his responsibility to restart play with a bounce
up after every goal and at the beginning
of each quarter.
uprights
The posts. There are two sets of four uprights,
one set at either end of the pitch. Each set
of four comprises of the two goal posts and the
two behind posts.
Wide Cam
Camera setting that follows the action with a single,
wide field of view camera. This is useful for getting
an over view of how your tactics are causing
your players to interact with each other.
Wing (W)
A field position, (see Fig. 9). There are two
Wings, one on the left and one on the right side
of the field. They make up the Centre Line with
the Centre. The opposition's Wing on the
opposite flank is a Wing's match-up.
50 points to nil
When a match is quit early (by pressing ESCAPE
then selecting Forfeit 50-0) you are deemed to
have been beaten 50 points to nil. This means
that none of your players will get any statistics
for the match and the opposition will be given an 8
goals 2 behinds 50 points win