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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 player’s 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