iNDIAN fOOTBALL gLOSSARY:
Field Terminology:
- Deadline: The line signifying the back of the End Zone, 9.7 meters from the Goal Line.
- End Zone (Goal Area): The areas of the field bordered by the Goal Line, Deadline and Sidelines in Goal. There are two end zones, one at each end of the field. The purpose of the game is to move the ball towards the opponents end zone; moving the ball across the goal line results in a score.
- Field of Play: The area of the field bounded by the goal lines and sidelines. The field of play is 135-185m long and 110-155m wide.
- Fifty Meter Line: An arc drawn at each end of the ground indicating that the distance from the goal line is fifty meters.
- Goal Line: The lines marking the end of the field of play, representing the start of the end zone. There are two goal lines, each 9.7m from the goalposts. Crossing the opponent’s goal line with the ball results in a score.
- Goal Posts: Two tall posts at each end of the ground indicating the major scoring zone, positioned 6.4m apart. Kicking the ball from the ground through the goal posts results in a field goal.
- Behind posts: Two shorter vertical posts 19.2m apart on the goal line at each end of the ground, centered about the taller goal posts.
- Neutral Zone: The 1-meter space between the offensive line of scrimmage and the defense. Defensive players are not allowed to be in the neutral zone when the ball is snapped.
- Red zone: Inside the 50m line of the opposition for the offense. This is the scoring zone, with the expectation to score touchdowns when reaching this position on the field. Also called the green zone or the go zone.
- Sidelines: The lines marking the sides of the field. Sidelines represent the long side boundary of the playing field.
- Strong Side: The wide side of the field. When the ball is placed down, it creates unequal widths of the field from the center's point of scrimmage, one wide and one short. For example, strong side linebacker.
- Weak Side: The short side of the field. When the ball is placed down, it creates unequal widths of the field from the center's point of snap, one wide and one short. For example, weak side linebacker.
- Audible: After calling a play in the huddle and lining up in formation, the quarterback may decide to call an audible at the line of scrimmage once reviewing the defense. In barking the signals, he will indicate with a signal the play is changing and the signal for what the new play is. Called an audible because the play is audible or heard by the defense, meaning the audible indicator and plays must be changed game-to-game to prevent defenses from associating audible signals to play calls. Changing the play at the line of scrimmage is usually done to exploit a particular defence or avoid a good defensive formation for the play called, and would involve a major difference in the primary purpose of the play. Most offences use condition branching in route trees and play-action/rushing plays, which are dependent on the individual defensive coverage/reaction and not audibles.
- Backfield: The area behind the line of scrimmage where the running backs line up and the quarterback throws passes. Also the collective name for running backs and quarterbacks.
- Ball Control: A strategy that involves the offense keeping possession of the ball for long periods of time. The best way to do this is to run the ball often as the clock continues to count down on running plays, whereas incompletions on passing plays automatically stop the clock. The theory of a ball control attack is that the longer the offensive team has possession, the less time the opponent has to generate a scoring drive.
- Bench: The interchange area. The "bench" refers to the seat used by the players in this area.
- Blindside: The area outside the quarterback’s vision. This is the most dangerous place for a quarterback to receive a hit from a defender as he doesn’t see the pressure coming.
- Blitz: A defensive blitz is the attempt by the defense to send at least one more player rushing the passer than there are blockers, hopefully allowing a player an unblocked path to the quarterback. Play-by-play announcers and commentators often use the term blitz whenever five or more players (four lineman plus linebackers and defensive backs) rush the quarterback, though this is technically incorrect as there are always five offensive linemen for blocking.
- Block: A key part of American football. Blocking is the legal effort by an offensive player to obstruct a defender in order to complete successful running or passing plays. On running plays, offensive players block defenders in order to stop them tackling the ball carrier. On passing plays, offensive linemen aim to prevent rushing defenders from reaching the quarterback as he throws downfield.
- Blocked goal/behind/punt: Making contact with a punt or goal/behind attempt after it leaves the kicker’s foot but before it crosses the line of scrimmage. A blocked ball that crosses the line of scrimmage is partially blocked, while one that doesn’t cross the line is blocked.
- Bomb: A long pass completion.
- Bootleg: A deceptive move by the quarterback where he fakes handing the ball to the running back and then hides the ball against his hip as he runs around one end of the line of scrimmage. After bootlegging to the end of the line, quarterbacks can either throw to open receivers or run downfield on their own.
- Bump & Run: A defensive technique employed by the cornerbacks covering opposing wide receivers. The defender hits the receiver as he comes off the line and then runs downfield with him. The technique is aimed at disrupting the finely-tuned timing between a wide receiver and his quarterback.
- Clipping: A dangerous and illegal block in which a player takes out his opponent from behind.
- Coin Toss: A pre-game ceremony to determine who kicks off, who receives the ball and in which direction the teams will play.
- Completion: A forward pass that is successfully caught by an eligible receiver.
- Conversion: After scoring a touchdown, teams receive an additional opportunity to add to their score. All conversions must take place on the 50m line and can either be place kicked or punted. a conversion that travels through the goalposts is worth 2 points, while traveling through the behind posts scores 1 point.
- Counter Play: A running play where the direction of the play starts in one direction only to reverse in the other direction. This may occur by the running back running one direction before the handoff, only to reverse direction or another player creates the misdirection and the ball is given to a player heading in the opposite direction. Sometimes some blocking players pull in the opposite direction of the actual runner to further disguise the play.
- Cut: The term used to describe a player changing direction on the pitch.
- Down: One of six plays the offence gets to try to advance past the 50m lines to achieve another set of six downs. Teams move down the field this way attempting to cross the opponents goal line to score a touchdown.
- Draw Play: A delayed handoff to a running back, who appears to be staying in the backfield to block. The delay allows the defence to move into pass defensive positions, opening up room for the RB. Often used in passing situations such as second or third and long when a rushing play is unexpected.
- Empty Backfield: The backfield is empty of running backs, either initially or by motion.
- Flag: The yellow duster thrown on the pitch by any of the seven officials means a penalty has been committed during the play.
- Flea Flicker: A deceptive play intended to draw the defense towards the line to defend the run then throw a pass. The quarterback will hand off the ball to a running back, who as he approaches the line will turn and pitch the ball back to the quarterback. The quarterback then throws a pass to a hopefully undefended receiver. If the defense does not bite and defenders stay with their receivers, the quarterback may not have a receiver to throw to and may take a loss. Other variations include the RB sweeping to the side of the field and throwing a lateral back to the quarterback before crossing the line of scrimmage.
- Flight: The way a ball travels through the air.
- Formation: The alignment of offensive and defensive players on a given play.
- Forward pass: A forward pass is one that is not a lateral, but moves forward towards the opponent’s deadline. A forward pass is dead upon striking the ground before being caught. There is no consideration for how a pass is throw, underhand, overhand, sidearm to determine whether it is live or not. Only the direction of the pass matters. That is why an overhand pass parallel to the line of scrimmage or backward is a live ball, the same as a pitch-out and a pitch forward (shovel pass) to a receiver that falls incomplete is an incomplete pass.
- Fumble: The loss of the ball before being tackled, which is a live ball able to be recovered by either team. Forced fumbles, fumbles lost and fumbles recovered are all tracked statistically.
- Gameplan: The strategy a team will employ during an upcoming match. Includes plays they think will work best against that week’s opponent and more general tactics such as running the ball more against one team and passing more against another.
- Hail Mary: A desperation pass downfield usually employed at the end of a half or game. A team will send four or five receivers to one side of the field and have them run downfield into the same area of the end zone. The quarterback will then throw a high pass into the area in the hope that one of his receivers will come down with the football amidst the confusion in the end zone.
- Hole: The space opened by blockers for a ball carrier.
- Huddle: The brief gatherings of the offense and defense between plays to outline what the next play will be.
- Incomplete: A pass that falls to the ground without being caught is incomplete. The ball is then dead and the down over.
- Inside-50: The act of running or passing the ball inside the 50m arc.
- Instant Replay: System where television replays are used to establish the outcome of disputed plays. TV cameras can show the play in question from several different angles, allowing the official looking at a monitor down on the pitch to make his decision.
- Interception: A defensive player who catches a pass thrown by the offence has intercepted the ball. Interceptions are tracked for both quarterbacks and defensive players.
- Lateral: A pass that is parallel or backwards towards the offensive team’s deadline. As this is not a forward pass, the ball is live and not dead if it hits the ground.
- Meters After Catch (MAC): The amount the receiver gains after receiving the ball before being tackled. If a player is thrown a pass 10 meters down field and runs 40 meters to score, the 50 meter passing play would have 40 MAC yards credited to the receiver.
- Motion: The moving of an offensive player from one position on the field to another prior to the snap which signifies the start of the play. Receivers, tight ends and running backs are the players most likely to go in motion to confuse the defence.
- Muff: When a player drops a punt and the ball becomes free for players from both teams to gather up.
- Option Pass: A trick play where the quarterback hands the ball to a running back and the ball carrier has the option to either run with the ball or throw it to a receiver downfield.
- Out of Bounds: A player is deemed out of bounds if he touches or crosses the six-foot wide, solid white boundary line that rims the pitch.
- Play Action: A fake handoff to a RB in order to draw the defense in and set up the pass.
- Playbook: A confidential collection of a team’s plays, including diagrams, strategies and terminologies. Each player is expected to know his playbook like the back of his hand and these books are usually filled with more than 300 pages of plays and schemes.
- Pocket: The protected area around the quarterback formed by his blockers as he passes.
- Punt: A ball dropped from a player’s hands and kicked before it touches the ground. When faced with their last (third) down and long yardage to gain, teams will punt the football to the opposition rather than risk turning the ball over to the other team at the point of scrimmage if they fail to gain the necessary yardage.
- Quarterback Draw: A delayed running play executed by the Quarterback. The QB will receive the snap from center in the shut fun formation, pause for a moment before running off-center or off-tackle depending on the play design. Rarely seen today, but in the past QB’s under center would complete their 3 or 5 step drop before rushing the ball. Quarterback draws are used in passing situations (such as second and long) and use receiver routes to pull defenders out of the middle of the field to be successful.
- Quarterback Sneak: A play used in short yardage situations as the quarterback takes the snap from the center and immediately runs forward behind his blockers.
- Reverse: A handoff to a RB or receiver who then hands off to a receiver running the opposite way. An end-around, where a receiver receives a hand-off in the backfield moving from one side of the field to another is often incorrectly called a reverse.
- Roll Out: The action of the quarterback as he moves across the backfield area towards the sideline as he prepares to pass. This is the alternative to the straight drop back before passing.
- Rush: The defensive players pursuing the QB is called the rush.
- Rushing Play: A running play, that is a hand-off or pitch to another player, or the QB running the ball after receiving the snap. Yards gained on the ground are called rushing yards.
- Sack: Tackling the quarterback (with the ball) behind the line of scrimmage is called a sack and is a statistical category tracked for defensive players. See Section 16 of the Statistical Scoring Rules for details on what qualifies and is recorded as a sack.
- Scramble: When the quarterback runs to avoid being sacked, often still looking for an open wide receiver at the same time.
- Screen Pass: A play where offensive lineman release their blocks and the QB throws a short pass to a player who has blockers in front. A center screen would be a pass to a RB with OL blockers. A hitch screen or hitch pass would be to a WR behind the line of scrimmage (but not usually a lateral) with other receivers in position to block defensive backs.
- Shovel Pass: A short, underhand forward pass to a RB or receiver between the tackles. If the pass is incomplete, the ball is dead as a forward pass. The underhand flip of the ball looks like the QB is shovelling the ball forward.
- Signals: The number and worded codes called by the quarterback in the huddle or at the line of scrimmage ahead of each play. Signals are also called by the defense, usually by a linebacker.
- Stunt: A defensive maneuver where players switch positions at the snap of the ball in order to confuse the blockers. This may involve a lineman dropping into a linebacker role while the linebacker rushes the quarterback or the switching of two players rushing the quarterback, with one looping behind the other in his path to the quarterback. This crossing of players during the rush is also called a trade, twist, or loop.
- Sweep: An outside run by a quarterback or running back with blocking help from pulling guards or other offensive linemen. The ball carrier runs parallel to the line of scrimmage until blocks are in place allowing them to turn up field.
- Time out: A legal stopping of the game at any time. Each team has three time outs per half and can use them to stop the clock whenever they desire. Officials can also call time outs to measure first down yardage or if a player is injured.
- Touchback: When the ball is kicked or punted into an opponent’s end zone. The ball is whistled dead and the opposing team takes possession on its own 50m line.
- Turnover: The collective name for interceptions or fumbles that are recovered by the opposition. Any play where the offense turns the ball over to the defence.
- GP: Games played, total games played by the team.
- L: Losses, games lost.
- L6: Last six. Record in the last six games, in Win-Loss-Tie format.
- OT: Overtime games, number of games to go into overtime.
- OTL: Overtime loss, games lost in overtime. An overtime loss was granted 1 point in the standings from 2000-2002.
- PA: Points against. Points scored against this team, or points scored by the opposition.
- PF: Points for. Points scored by this team, or points scored against the opposition.
- PTS: Points earned. Generally, wins are awarded 2 points in the standings and ties 1 point in the standings.
- Streak: Current streak, win, loss or tie. For example, 2W would be a 2 game win streak while 4L would be a 4 game loss streak.
- T: Ties, games tied.
- W: Wins, games won.
- 1-PT: 1-Point converts, successful 1-pt convert attempt.
- 2-PT: 2-Point converts, successful 2-pt convert attempt.
- ATT, PASS: Pass attempts.
- AVG: Average gain per attempt, reception or rush.
- COM: Pass completions.
- COM%: Completion percentage.
- FF: Forced fumbles. Number for fumbles forced on the opposition.
- MGBR: Missed goal/behind returns.
- FM: Fumbles made. Number of times a player has fumbled.
- FR: Fumbles recovered. Number of fumbles recovered.
- GP: Games played, number of games player is on active roster
- GS: Games started, number of games player is in a starting position on offence or defence
- INT: Interceptions, passes intercepted. INT can be used offensively/defensively, IR, for interception returns, is used defensively to differentiate.
- INT%: Interception percentage.
- KOR: Kick-off returns.
- LG: Long. Long pass completion, reception, rush or return.
- MAC: Meters after catch, The amount the receiver gains after receiving the ball before being tackled. If a player is thrown a pass 10 meters down field and runs 40 meters to score, the 50 meter passing play would have 40 MAC yards credited to the receiver.
- MTS: Meters gained, either passing, rushing, receiving or return (interception, fumble, punt, kick and missed field goal).
- PR: Punt returns.
- REC: Receptions, passes caught.
- RUSH: Rushing attempts.
- SK: Sacks. Number of times a quarterback is tackled behind the line of scrimmage. Used offensively and defensively.
- TD: Touchdowns.
- TD%: Touchdown percentage.
- Thrown to: Number of times ball is thrown to a receiver.
- TKL: Tackles. Number of players tackled.
- PTS: Points scored. Touchdowns are worth 6 points, goals 3/4 points, behinds 1/2 points, safeties 2 points, 2-point convert 2 points, and 1-point convert, singles and rouges are worth 1 point each.