Like any other sport, soccer in America has its own “language” and terminology. Used by coaches, players, journalists, commentators, and others, Coaching American Soccer hereby presents a Master Glossary of American Soccer Terms.
(THIS IS INTENDED TO BE A “LIVING” DOCUMENT. PLEASE USE THE “CONTACT US” FEATURE TO SUGGEST TERMS AND DEFINITIONS WHICH MIGHT BE INCLUDED.)
1 v 1, etc. – practice drill with one offensive player versus one defensive player; number of offensive players listed first; see “v terminology.”
11 v 11 – practice scrimmage with two full teams with full field and full-size goals.
18 – the outermost line of the Penalty Area, parallel to the Goal Line, 18-yards out from the goal.
18-yard box – the Penalty Area; the goalie box.
4-3-3, etc. – system of play (formation) designated from the goal out; four back defenders, three midfielders, three strikers; the goalkeeper is assumed; always adds up to ten for full-sides play.
4-3-2-1, etc. – system of play (formation) designated from the goal out; four back defenders, three defensive midfielders, two attacking midfielders, 1 striker; the goalkeeper is assumed.
50-50 ball – a ball which, during the run of play, is equidistant between two oncoming opponents and is likely to result in a collision unless one player is successful in getting to it first or the other player backs off.
6 – the outermost line of the Goal Area, parallel to the Goal Line, 6-yards out from the goal.
6-yard box – the Goal Area.
Abandoned Match – Law 7; a game which has to be terminated before completion, due to such things as loss of daylight or lightning; is to be replayed unless competition rules specify otherwise.
Academy programs – “The Development Academy is a partnership between U.S. Soccer and the top youth clubs around the country to provide the best youth players in the U. S. with an everyday environment designed to produce the next generation of National Team players. The Academy’s programming philosophy of increased training, less total games and more competitive games is based on U.S. Soccer’s Best Practices utilized by the U-17 U.S. National Team Residency program.” (U.S. Soccer)
Active – a player who is demonstrating a high energy level and making the most of the minutes made available to him or her while playing in a game.
Added time, allowance for time lost – Law 7; at the discretion of the referee, playing time is extended at the end of each half for substitutions, injury, time wasting, or other events.
Administrator – league executive officer.
Advancement – for leagues having multiple divisions, there is a procedure for winning teams to move up from lower divisions to higher divisions after a competition has been completed. Losing teams move down as “relegation.”
Advantage, advantage clause, advantage rule – the referee shall refrain from penalizing an infringement of the Laws of the Game when doing so would result in giving an advantage to the infringing team. Example – a goalie fouls a forward who is taking a shot, but then the ball goes into the goal. Even though the foul occurred first, the referee does not penalize because it would take away the goal. (The referee could then card the goalkeeper for the foul.)
Advantage on shots, corners, etc. – in a count or statistic of actions in a game, one team has more than the other team.
Aggregate – total goals in a home-and-home series to qualify for advancement in a tournament.
Agility – ability of a player to react and move quickly.
Air pump – a number of various devices, powered by hand or electricity, used to put air into a ball; requires a ball needle.
Allowance – additional time for time lost; stoppage time; allowance for time lost in accordance with Law 7.
All-star – a player selected from among a number of teams by an administrative body for special recognition due to his performance during the course of a season; usually identified by position on an all-star team, which may or may not play in an actual all-star game.
All-star game – an actual match utilizing the all-star designees from the teams in a league; may be played between two teams of all-stars or a team of all-stars against some other team.
Amateur – any player who is not paid to play the game; or, a player who does not demonstrate professional training.
Analysis – breakdown of a team or individuals into their component parts, such as system of play, re-starts, and tendencies, in order to capitalize on potential defensive lapses or to defend against offensive threats. See also, match analysis.
Anchors – any number of plastic or metal devices designed to keep the backstays of a goal firmly in contact with the earth.
Angle of approach – the direction a defender takes when running to meet an opponent in possession of the ball.
Angle of pursuit – direction taken by a defender to obtain a proper defensive position against the offensive player he is marking when the offensive player makes a run.
Angle of recovery – direction taken by a defender to re-establish a proper defensive position against either, a.) an offensive player with the ball who has just beaten him; or, b.) another offensive player due to a switch.
Anticipation – to successfully analyze a situation, usually involving a specific opponent, and to project in advance what is most likely to happen next, thereby being able to react in advance.
Arc – the semi-circular line just outside the Penalty Area marking 10-yards from the Penalty Spot; also commonly referred to as the “D.”
Area – commonly the Penalty Area; less likely the Goal Area.
Armband – the Captain’s Armband as worn by the team captain.
Arriving late – mistimed tackle or charge occurring after the ball has gone, resulting in a foul.
Artificial surface, artificial turf – Law 1; a non-grass, synthetic playing surface; “AstroTurfTM;” must be green.
Assist – recognizes the player that passed the ball to the teammate who scored. In a common point system for attacking prowess, players are awarded two points for a goal and one point for an assist.
Assistant Referees – Law 6; formerly “linesmen;” assist the referee with touchline outs, offside, goalline outs, goals, fouls and other duties.
Association Football – formal name for soccer; “soccer” is widely recognized to be derived from the word “Association” when it was abbreviated as “Assoc.”
AstroTurfTM – original artificial, synthetic, playing surface used instead of grass.
Attack, attacking – offensive action against the opponent; the team with the ball strives to ultimately obtain a shot on goal by running and passing and getting the ball to a free teammate who can take the shot.
Attacking midfielder – a midfielder as designated according to the system of play (formation) who is expected to quickly join the forwards in the offense as soon as the ball is obtained.
Attacking third – the forty yards of the field of play in front of the goal at which the offense is trying to score.
Attacking-minded players – individuals who have a philosophy of, or who enjoy, going forward.
Attempts – shots taken by a player or team.
“Away” – (On-field oral communication) goalkeeper is telling the defensive teammate to kick or head the ball out from goal.
Back heel – A Back Pass executed by kicking the ball backward with the heel of the foot.
Back line – group of back defenders just before the goalkeeper.
Back of the net, in the – a goal has been scored, as in, “The ball is in the back of the net!”
Back post – the upright of the goal farthest away from the ball; far post.
“Back,” “Drop,” or “Drop It” - (On-field oral communication) there is a teammate open for a back pass.
Back pass – to pass the ball to a teammate who is behind the player with the ball.
Backpack – carrying case to be worn on the back using shoulder straps specifically designed to handle soccer gear, including a mesh attachment to carry a soccer ball.
Backs – players specifically identified in a system of play (formation) as defenders; back defenders; fullbacks.
Backstays – supports attached to, and behind, the goal in order to enforce and maintain the goal’s stability and location; may also be used to support the nets.
Badge – team emblem worn by players; association emblem worn by referees.
Balance – (1) to center body mass in order to maintain equilibrium; (2) to ensure defenders in a zone defense are equally distributed across the width of the field.
Ball, the – (Laws of the Game) Defined in Law 2, “The Ball,” including spherical, material, circumference, weight, and pressure.
Ball bag – a net or mesh bag of varying sizes sold by soccer-supply stores for carrying a number of inflated soccer balls.
Ball control – the ability of an individual player to keep the ball close to his body and, by his various actions, to place the ball the ball where he wants to when he wants to.
Ball in and out of play – Law 9; the ball is out of play when the whole of the ball goes over the touch line or goal line, whether on the ground or in the air, and when the referee blows it dead; the ball is still in play if it rebounds back into the field off the goal, the flagposts or the referees, if they are inside the field.
Ball persons – people equally spread outside the perimeter of the game field with extra game balls to be provided when the ball is not easily obtained by players when the ball goes out of bounds.
Ball size – sizes 1, 2, 3, 4, and 5, from smallest to largest, with Size 5 having the qualities and measurements as described in Law 2 of the Laws of the Game.
Ball, calling for – a player who is not directly covered by a defender yells for his teammate to pass the ball to him.
Ball mark – the impression or bruise made in the skin of a player as a result of being struck by a particularly hard ball.
Ball watching – a player who is observing the action of the game instead of moving into a proper position to react to the dynamics of the match.
Ballistic stretching – a flexibility process intended to lengthen muscles and tendons by the use of sharp bouncing or projection movements.
Ballon d’Or – French for “golden ball;” FIFA international recognition as professional player of the year.
Balls of the feet – the front part of the soles of the feet, behind the toes. The actual part of the foot used to support a player’s weight when the player has his heels raised off the ground in order to promote proper balance or increase reaction time. Colloquially, the actual part of the foot used when someone says “be on your toes.”
Banana (…pass, shot or ball) - a kick of the ball which imparts spin (“english”) causing the ball to curve or “bend” in flight, making the path of the ball look like the curve of that of a banana.
Bar – the crossbar of the goal.
Barge – to awkwardly collide with or run into a player (who usually has the ball).
Baseball throw, baseball release – after having made a save or otherwise receiving the ball, the goalkeeper throws the ball to his teammate using a motion similar to that of a baseball player.
Be creative – to try unexpected dribbling moves or passes.
Beat, beaten – an offensive player with the ball has successfully feinted and gotten around the immediate defender.
Behind the ball – a player who is positioned approximately ten to twenty yards closer to his own goal than his teammate who is in possession of the ball.
Bend, bending ball, bending pass – to curve the ball in flight by kicking it in such a way as to add “english” or spin to the ball.
Bending run, bent run – a run that creates a path that looks like a semi-circle, as made by a player trying to get open for a pass, usually made to open space behind an opponent.
Bib – vest or a pinnie; a cover designating a potential substitute or someone not actively playing in a game.
Bicycle kick – Recently used to describe a “scissors kick.” See Scissors Kick or Overhead Volley. Formerly described a ball move whereby a player pulls the ball up behind his calf using the instep or inside of one foot and then uses the heal of the other foot to kick it over his head, the motion of the feet making it look like that of pedaling a bicycle, this is now commonly called a “rainbow.” See Rainbow.
Bi-line – the Goal Line, from corner to corner, as bisected by the goal.
Bite – to be fooled or to react to a fake, feint, or juke by shifting body weight or stabbing at the ball.
Blind side – area behind a player which cannot be seen without turning the head.
Blind-side run – a run by an offensive player, hoping for a pass from a teammate, into the area behind his opponent where his opponent is not looking.
Block (blocked) – a defender, either a field player or the goalie, interposes a part of his body into the path of a shot, resulting in the ball being deflected away from goal.
Block tackle – see Front Block Tackle.
Blood rule – Law 5; a player who is bleeding must promptly leave the field and not may not return until the bleeding has stopped. (Incorporated after the advent of HIV/AIDS.)
Bomb – a particularly long and strong shot, punt, or clearance.
Boot (to boot) – to kick the ball.
Boots – old, traditional, name for a player’s soccer shoes; cleats.
Bowl, bowling throw, bowling release – after a save or otherwise obtaining the ball, the goalkeeper sends it to a teammate using a motion that looks like that throwing a bowling ball.
Box, the – the Penalty Area; the goalie box.
Brave – a goalkeeper who is willing and able to go into a crowd to save or clear a ball, generally implying a degree of risk.
Brazilian drill, Brazilians – a set of practice skill drills using two teammates where one teammate serves the ball to the other for headers, volleys, etc., either standing or moving.
Breakaway – a striker with the ball has gotten behind the defense.
Broken up – a defender stops an attack, usually by intercepting a pass.
Bubble – penalty arc, “D.”
Bunker – to place a majority of players in defense with little attempt to go on offense or to move the ball forward. (See also Catenaccio.)
Burst – a quick application of speed by an offensive player, usually with the ball.
Call, calling – generally yelling to a teammate that you are open for a pass; any type of oral communications by players on the field during a game.
Camp – go to a camp; attend a program of days dedicated to soccer; summer camp; soccer camp.
Camp, camp out, camping out – generally a striker setting up at the top of the penalty area with little movement until teammates bring the ball near.
Cannon – a particularly strong leg or shot.
Cap, caps – One “awarded” for each time a player plays for his national team in an international game; old term still in common usage; players used to physically receive caps (hats/headgear).
Captain – the member of the team designated as its leader for a match; usually calls the coin toss for the visiting team; upon approval, speaks for the team to the referees; wears the captain’s armband during the match.
Captain’s armband – elastic circle of cloth worn on the upper arm during a match by the team captain, usually a contrasting color to the jersey and containing the letter “C” or the word “Captain.”
Carbohydrate loading – a dietary technique which stresses the intake of carbohydrate-rich foods for three to five days before a match in order to try to improve performance.
Card – to issue a yellow card (caution) or red card (ejection) to a player; the actual yellow or red cards themselves as carried by the referee.
“Carry” - (On-field oral communication) Take the ball (dribble) upfield; i.e., individually attack open space.
Catenaccio – (Italian for “door-bolt”); an historical approach popularized by the Italian national team which places the majority of field players in defensive positions and looks for a fast break or quick counter-attack for offense. (See also Bunker.); incorporates a “libero” or “sweeper” behind the back line who does not have a direct marking function and double marks or obtains loose balls.
Caution, cautionable offense – Law 12; a player is cautioned and shown a yellow card for unsporting behavior, dissent by word or action, persistent infringement of the Laws, delaying the restart of play, failure to respect the required distance when play is restarted with a corner kick, free kick or throw-in, entering or re-entering the field of play without the referee’s permission, or deliberately leaving the field of play without the referee’s permission.
“Center” - (On-field oral communication) Send the ball in the air or on the ground to the middle of the field.
Center back – middle player of the back defenders; center fullback.
Center Circle – Law 1; the ten-yard circle marked on the field of play, with the radius emanating from the center mark.
Center Striker, Central Striker, Center forward – the central or lead striker usually designated as a target player on attack.
Center Line – imaginary line running the length of the field from the middle of one goal to the middle of the opposite goal, used to identify the right side of the field from the left side of the field; sides will be different based on which goal a team is defending.
Center Mark – Law 1; the midpoint of the halfway line in the field of play; where a kickoff occurs.
Centering pass – generally a square pass from the sideline to the middle of the field, usually in the attacking third of the field, and directed to an oncoming striker or attacking midfielder.
Challenge, to challenge – a defender takes on or engages an opponent with the ball; attempts a tackle.
“Challenge” - (On-field oral communication) As a supporting defender, this tells a teammate that support in defense has arrived and that a solid attempt to take the ball away may be made. This generally comes shortly after a “Jockey” or “Contain” call.
Chance – an opportunity to shoot or score.
Chances – opportunities to score.
Change ends – in the second half of a match, teams attack opposite goals from the first half, in accordance with Law 8.
Changes –substitutions; modifications to a team’s lineup or system of play.
Changing the point of attack – generally switching the ball from one side of the field to the other on offense using a series of passes among midfielders and/or back defenders.
Charging (1) – legal contact, shoulder-to-shoulder, either front-to-front or side-to-side.
Charging (2), charges an opponent – Violation of Law 12, Fouls and Misconduct, illegal contact resulting in the award of a direct free kick.
Chase, to give chase – the active and usually proper first response to being beaten by an offensive player.
Chasing – defensive players constantly running behind the player with the ball or offensive players making runs; indication of a breakdown in the defensive system of play or poor technique by defensive players.
Chasing the game – down one goal, trying to come from behind, generally implying trying to gain possession with some difficulty.
“Check” - (On-field oral communication) you will likely be a passing option if you move away from your current location (usually toward your teammate with the ball), draw your defender, and then return to the spot you left.
Checking run – any of a number of runs by a player trying to set up a passing option for a teammate involving moving in one direction to influence the defender to follow and then quickly changing direction and moving into open space.
Chest pass – use of the chest to re-direct a ball, which has arrived at chest-height, to a teammate.
Chest trap – the skill of receiving a ball in the air, taking the pace off the ball by extending and then deflating the chest, and then collecting the ball at the feet in order to make the next move.
Chip (1) – a variation of the instep drive in which the foot is pointed out to the side like the head of a golf club and then swept under the midpoint of the ball in order to arc the ball over a defender and place backspin on the ball so that it won’t run when it hits the ground.
“Chip” (2) – (On-field oral communication) pass the ball over a defender or shoot the ball over the goalkeeper with a chip instep kick.
Chippy – a player or players ticking heals, barging each other and/or jawing at each other – can be opponents or even teammates in a practice.
Chop – the act of a dribbler whereby he pivots slightly on one foot in order to turn a leg at the hip and knee in order to hit the ball from near its opposite side to deflect it beyond a 90-degree angle from its forward path.
Circuit training – the use of a number of stations established around a practice field where each station promotes a different skill or fitness objective; players rotate among the stations.
Clear, to clear, clearance; cleared away – a defender kicks the ball long, far and as wide as possible away from goal to end an immediate threat.
“Clear” - (On-field oral communication) -get the ball out of danger, away from the goal, immediately. (Tells the defender to kick the ball as far upfield, toward the sideline, and out of bounds if necessary.)
Cleared out – opened up an area for attack.
Clearance, clearing – an emergency action to kick the ball away from the defensive goal, as far upfield as possible, toward the sideline, or out of bounds, in order to quickly get the ball out of a dangerous scoring opportunity for the opponent.
Cleats – a player’s game shoes with molded or replaceable studs designed to grip the turf.
Clinic – a one-time demonstration of soccer skills, tactics, or fitness, to an interested group of players or coaches.
Clinic, give a – to demonstrate overwhelming skills and tactics, either as an individual or as a team.
Clinician – the coach presenting a clinic.
Club – a soccer team or organization supporting or sponsoring a soccer team or a number of teams.
Coach – a trainer or director of an athletics team, teacher; to provide instruction in a technique or skill.
Coaching ovals – small, colored plastic dics used by coaches to delineate practice space and drills; saucers.
Coaching sticks – short, colored rods or poles used by coaches for fitness routines.
Coaching posts/flags – the same as or similar to corner posts/flags, but used for drills or to represent the positions of players.
Coerver method (Coerver coaching, Coerver system) – a skill and technique program developed and promoted by Dutch coach Wiel Coerver
Coin Toss – Law 8; prior to match, winner of coin toss by referee chooses which goal to attack first; loser takes opening kickoff; teams change ends at halftime; winner of coin toss takes kickoff to start second half.
Collect, Collecting – initial receipt of a ball, whether on the ground or in the air, in order to get it under control, often as a result of a pass; trap; receive.
College Cup – term used for NCAA final four annual championship.
Collision – two players running into each other, not necessarily involving a foul.
Combination play, combination passes – multiple passes among players on the same team, usually within a small area, which generally sets up a through pass, a centering pass, or a cross to a teammate in another part of the field.
“Come back” - (On-field oral communication) when a defender sees a situation where there are too many teammates who have moved forward to cover potential attackers should the ball change teams, this tells defensive teammates that they must return to mark opponents or cover space.
Commissioner – an official, given the authority to administer the operation of a league or an organization of referees.
Commit (1) – a striker causes the opposing goalkeeper to come off his line and move at the striker.
Commit (2) – a goalkeeper makes the decision and comes off his line in order to cut down the angle or attempt to get the ball from an oncoming striker.
Communication – oral or non-verbal interchange between players or coaches to transmit important information regarding the game.
Complexion – the overall feeling or tenor of a match.
Compliance – players and administrators abide by team and league rules.
Compression Shorts – a skin-tight undergarment of an elastic nature worn under game shorts generally intended to support the hamstrings; when worn in games, must be the same color as the game shorts; also known as “slide pants;” protect the upper leg and hips during slide tackles.
CONCACAF – the Confederation of North, Central American and Caribbean Association Football.
Conceding – giving up goals.
Conditioning – physical fitness for playing the sport of soccer.
Conditions – aspects of the weather or the field which may affect play.
Cone ball – players getting together to play informal soccer by placing two cones to form small goals at each end of a patch of ground.
Cones – plastic devices, usually available in different colors, used to delineate practice spaces or for drills.
Confidence – an individual’s self-assurance in their own skills; a team’s self-assurance in its ability to overcome adversity.
“Contain” - (On-field oral communication) As a supporting defender, this tells a teammate to defend a dribbling opponent by standing ground and confining the opponent to a small space. By not tackling and attempting to take the ball, thereby avoiding the possibility of being beaten, this buys time so the defense can return, reorganize, balance and cover.
Contingencies – Planning in advance for any number of events, from weather to injuries to playing a man short.
Control (1), controlling, controlling the ball – the ability to receive, collect, and manipulate the ball in the way desired.
Control (2) – the ability of a defender to influence an offensive player to go in a direction he does not want to go.
Controlled scrimmage – either within one’s own team or with agreement of an opponent, setting up and practicing situations such as offensive and defensive restarts, in addition to a period of free play.
Controlling the match – the ability of a team to maintain possession of the ball and dictate the flow of the game.
Cool down – exercises and drills intended to reduce body temperature and heart rate in a controlled manner after a practice session.
Core conditioning – the overall strength and fitness of the abdomen and chest (torso, trunk) of the body.
“Corner” - (On-field oral communication) Pass the ball in the direction of the offensive near corner of the field, usually directed toward the corner flag.
Corner Arc – Law 1; a quarter circle with a radius of one yard from the corner drawn inside the field of play from goal line to touch line.
Corner Kick – Law 17; a re-start awarded when the whole of the ball passes over the goal line either on the ground or in the air having last touched a player of the defending team (as long as a goal has not been scored in accordance with Law 10); taken from the Corner Arc nearest to the point where the ball crossed the goal line.
Corner kick mark, optional – Law1; marks may be made just outside the field of play at right angles to the goal lines and touch lines 10 yards from each corner; helps referee and assistant referees ensure that defenders are the proper distance away from a corner kick.
Corner flags, corner flagposts, corner posts – see Flagposts.
Counter, counter attack – a defending team obtains possession of the ball and swiftly transitions to offense.
Cover – to mark an opponent defensively.
Covered – marked by an opponent; not open; must make a run to be free for a pass.
Cracker – a particularly strong shot.
Cramp – the involuntary and painful contraction of a muscle, often caused by over-exertion due to lack of proper training or field conditions.
Crash, crashing – to dramatically and forcefully rush to the offensive goal.
Crashing in – an offensive player or players running headlong into an area in front of the goal.
Create, creating chances – make a move or a run which generates an opportunity to shoot or score.
“Cross” (1) - (On-field oral communication) Send the ball in the air to the center, to the opposite field, or to the opposite outer corner of the penalty area.
Cross (2), crossing – the use of an instep drive kick to pass the ball from an outer area of the field into the middle of the field in front of the offensive goal in order to try to create an opportunity for a shot.
Crossbar – Law 1; horizontal component of the goal; sits atop the two goalposts.
Crunches – an exercise designed to strengthen the abdominal muscles using fast, intense contractions through a short range of motion.
Curls – an exercise designed to strengthen the abdominal muscles using slow, deliberate contractions through a the full range of motion.
Curving the ball – use of the outside or inside portions the instep during an instep drive kick to impart spin or “English” to the ball so that arcs left or right in flight; see Banana, Bending.
Curving pass – curving the ball so that is goes around a defender to a teammate.
Cut – to make a run or move in a significantly different direction.
Cut it back – to use the “chop” feature in dribbling to direct the ball beyond a 90-dgree angle.
Cutting down the angle – the act of the goalkeeper coming off his line toward an oncoming dribbler in order to reduce the amount of the goal available for a shot.
Cutting it back – a dribbler originally going down the touchline turns the ball and heads toward the middle of the field.
D – defense.
D (penalty arc) – Law 1; that portion of a circle with a radius of ten yards marked on the field outside the penalty area; looks like the capital letter “D” of the alphabet when combined with the intersecting line of the penalty area.
Dangerous – creating a situation that could result in a possible shot on goal.
Dangerous play – Law 12; generally kicking too high, heading too low or failing to get up when on the turf, when engaged with an opponent; results in an indirect free kick.
Dead ball – the referee has blown his whistle and stopped play.
Dead-ball situations – the initiation a restart by the offensive team after a stoppage of play, and the response to it by the defensive team, based on the location of the ball and the players on the field.
Decisive – goalkeeper making a quick decision and a strong move to go for the ball; striker making a quick decision and taking a fast shot.
Deck, on the deck – the playing surface; to keep the ball in contact with the ground.
Deep throw in – a long (offensive) throw-in going well into the Penalty Area, usually taken from within 18-yards of the corner flag.
Defective ball, replacement of – (Laws of the Game) Law 2; stop match, obtain suitable replacement; if during field play, restart with drop ball; otherwise with appropriate restart, e.g., throw-in.
Defenders – any or all of the players trying to stop an attack; generally the goalkeeper, the fullbacks, and defensive midfielders.
Defensive midfielder – a player designated in a formation (system of play) who plays in a midfield position but whose primary responsibilities are defensive in nature.
Defensive switch – an offensive player beats a defender, causing a teammate of the defender to have to cover his man, resulting in the original defender covering the teammate’s man, effectively exchanging positions.
Defensive third – the one-third of the field closest to the goal the team is defending.
Defensive transition – the switch to defense that a team must make immediately upon losing the ball to the opponent.
Deflection – the change in the path of the ball after it strikes, rebounds or bounces off of a player, usually a defender.
Deke – to fake, feint or juke while in possession of the ball.
Development – an unexpected occurrence during a match; player progress.
Dictating play – a team is maintaining possession and demonstrating an advantage over the opponent.
Dig – a defender’s attempt to dislodge the ball from an opponent, usually by trying to get under it with the toes of the foot and pulling it upward.
Dip – as a result of top-spin being applied to be ball at the time of a shot, the ball drops or dives in flight as it approaches the goal.
Direct Free Kick – Law 13. A re-start taken as a result of certain fouls. A goal may be scored directly from the kick, without the ball being touched by any other player. If a direct free kick is kicked directly into the team’s own goal, a corner kick is awarded to the opposing team.
Disallowed goal – an apparent score called back by the Referee due to an infraction.
Disappointed – a player’s frustration in not successfully scoring on a shot.
Discipline – maintaining defensive shape.
Discs – markers usually made of pliable plastic used to delineate spaces or locations for particular movements during practice; also known as saucers.
Disc holder – a strap or device for stacking and carrying practice discs.
Dispossessed – had the ball taken away by a defender.
Distributing – midfielders and back defenders conducting the flow of the attack by passes to the left and right and up the middle of the field.
Distribution – the goalkeeper’s selection of the player and part of the field to start an attack after receiving or saving a ball.
Dive, diving – goalkeeper jumping outward and landing on the ground in order to make a save.
Diving header – a head ball performed around the level of the knees by launching the body parallel to the ground.
Diving pit – an area, usually filled with foam blocks, used by goalkeepers to practice diving saves.
Domes – half-spheres, usually made of hard plastic approximately six inches in diameter, to mark practice spaces or for drills.
Double team – two defenders marking one offensive player.
Double pass – two give-and-go passes performed one right after the other.
Down the line (1) – to kick or pass the ball upfield parallel to and just inside the touch-line.
“Down the line” (2) - (On-field oral communication) Kick the ball upfield, parallel to the sideline.
Draw – a.) Law 10; game resulting in a tie. b.) procedure for establishing seedings in a tournament.
Dribble, Dribbling – the skill of moving the ball around the field by use of the feet, unassisted by other players.
Drills – practice routines designed to introduce or reinforce skills, tactics, or techniques which are expected to be used properly in games.
Driven in – a strong, hard, offensive, usually diagonal, pass directed toward a group of forwards in front of the goal.
Driving the ball – a particularly hard and straight instep kick, low to the ground and usually a shot.
Driving the service – a particularly hard and straight instep kick, low to the ground, which is a pass to a teammate, usually trying to set up a shot.
Drop ball, Dropped ball – Law 8; if the referee has to stop play for any reason not involving a re-start as identified in the Laws, play is resumed with a dropped ball at the point where the ball was when play was stopped; the ball is in play as soon as it hits the ground.
Drop, drop the ball – a backpass to a following teammate; see “Back.”
Drop kick – an instep drive performed by the goalkeeper by releasing the ball from his hands to the ground and then kicking it a split second after it bounces; intended to remove the friction of the turf to increase distance and accuracy.
Duffle. duffle bag – bag used for balls or equipment.
“Dummy” – (On-field oral communication) Do not touch the ball. Run over it or near it to create a distraction and let it continue on its path to a following teammate nearby, ready to receive/shoot the ball.
Dumped it back / played it back – a back pass, often to the goalkeeper, usually employed because a clear opportunity to pass the ball forward did not materialize.
Durability – quality or feature used in the evaluation of a goalie glove.
Earns the corner – a forward has forced the ball off an opponent over the end line.
Economic (or economical) training – effectively combining two or more aspects of the game in a practice drill or exercise; example involving shooting and sprinting combines skills with fitness.
Efficiency of training – making the best use of the time available during practice; examples, no standing around, no lines, no gaps between drills or exercise.
Eighteen (1) – the outermost line of the Penalty Area, parallel to the Goal Line.
“Eighteen” (2) - (On-field oral communication) Send the ball to the outer line (top) of the penalty area. Generally, this is a specific target location for a cross.
Ejection – to be shown a red card and sent off the field of play.
Emergency defending – players having to sprint back to cover their own goal due to an unexpected loss of the ball or quick counter-attack.
Empty net – the goalkeeper is out of position to defend his goal due to a.) moving far away from the goal to try to make a stop, or, in rare cases, b.) joining the attack in a desperate attempt to score.
Encroachment – defenders are less than 10 yards away prior to a re-start; sneaking up.
End Line – the Goal Line from corner to corner, at each end of the field of play.
English – spin on the ball, usually causing it to curve in flight.
Equalizer – a goal is scored that ties the game.
Equipment, basic – Law 4; a player must wear jersey, shorts, socks, shinguards and shoes.
Exercises – lessons, problems, or drills, designed to people in particular functions or skills.
Exhibition – a full game between two teams which is not counted as part of any competition.
Extension – the straightening out of a limb.
Extra time – overtime.
Eye contact – conscious recognition of the direct view of two people.
Fair charge, legal charge – see Charging (1).
Fake – to feign or simulate an action in order to obtain a reaction from an opponent; deke, juke.
False pressure- mental pressure applied internally by a player with the ball who thinks that there will be imminent contact by a defender, but it is not happening yet.
Far post – (1) the upright of the goal farthest away from the ball; back post.
“Far post” – (2) (On-field oral communication) Pass or shoot the ball toward the part of the goal farthest from you.
Fast counter – a counter-attack by an opponent marked by speed or swift action.
Fast restart – to quickly take a direct or indirect free kick, thereby not allowing the defense to recover or set up.
FC – Football Club
Feed – to pass a ball to a teammate who has an opportunity to shoot.
Feel – the perception, sensory impression, or touch of the ball to a player.
“Feet” – (On-field oral communication) Pass the ball directly to my feet; do not lead me.
Feint – a movement intended to divert attention or modify the balance of the opponent; juke, deke, fake.
Field, field of play – Law 1; must be rectangular; long side is bounded by “touch lines,” short side is bounded by “goal lines;” touch line minimum 100 yards, maximum 130 yards; goal line minimum 50 yards, maximum 100 yards.
Field bag – kit bag carried by players that contains shoes, outer clothing, back-up shoelaces, etc.
Field conditions – status of the turf and weather that must be taken into consideration during a match; includes such things as wind, rain, mud, puddles, slickness, and hardness.
Field markings – Law 1; defines the field of play in accordance with the plan of the field; lines are part of the areas they bound; lines must all be the same width, no greater than five inches.
Field player – any player other than the goalkeeper.
Field player gloves – tight-fitting, non-goalkeeper gloves designed to provide warmth but allow for a proper grip during throw-ins.
Field surface – Law 1; natural grass or artificial turf.
FIFA – Federation Internationale de Football Association (French); International Federation of Association Football (English); world authority of soccer; headquartered in Switzerland.
FIFA Laws of the Game – see Laws of the Game.
FIFA World Cup – FIFA conducts the largest international soccer competition in the world. Held every four years, with play-ins conducted in the two years leading up to the event, every country on earth with a FIFA-recognized soccer governing body is eligible to apply for entry to this competition in order to determine the best national team.
Fifty-Fifty ball – a ball which, during the run of play, is equidistant between two oncoming opponents and is likely to result in a collision unless one player is successful in getting to it first or the other player backs off.
Figure 8 drill – two cones set approximately 10-feet apart allow a dribbler to control a ball in a full turn using only the inside of the left foot and then only the inside of the right foot.
Filling space – (1) a defender moves to cover open ground; (2) an offensive player makes a run into open ground; (3) [derogatory] a player stands around doing nothing.
Final third – the one-third of the field closest to the attacking goal; attacking third.
Find an opening – to discover and take advantage of attacking space within a defense.
Fingertip touch/save – a goalkeeper stretches out to just barely reach the ball and deflect it away from the goal.
Finish, finishing – the ability of a striker to complete the last action of shooting to score.
First aid – to provide immediate treatment for an injury before full medical care can arrive.
First aid kit – a container inclosing supplies and equipment for providing first aid; often includes such items as bandages, topical disinfectant, and chemical cold packs.
First half – playing time of a soccer match prior to halftime; Law 7, the Duration of the Match.
First three steps – the critical reaction of a player on offense or defense regarding the direction and speed to take in response to an opportunity with the ball or the need to defend.
First time – a one-touch scenario for a player to kick, pass, or play the ball.
Fixture date – a day or block of days established by a soccer administrative body matches to be held outside of a competition. See also, “International Fixture Date.
Flag, assistant referee’s flag, linesman’s flag – device used by assistant referees to indicate a foul, offside, or that the ball has gone out of play; Law 6, The Assistant Referees.
Flag is up – phrase used to denote that the assistant referee has raised his flag to identify to the referee that offside should be called.
Flagposts – Law 1; posts with a rounded top, a minimum of 5 feet tall, with a flag are required at each corner of the field.
Flagposts, optional – Law 1; posts may be placed 1 yard or more outside the touchline to mark the halfway line.
Flanks – the right or left sides of the field closest to the touch lines, either on the attacking or defending ends of the field.
Flat back four – a defensive system which has the back defenders starting in a position which has them in a straight line from touchline to touchline.
Flat ball – a kick which imparts no spin on the ball.
Flat footed – the full soles of both feet in contact with the ground; not “on your toes” (balls of the feet); implies an inability to react quickly to a change of direction.
Flats – training shoes with no cleats and a rubber or composition sole; “tennis shoes.”
Flexion – to bend a body part at a joint as a result of contraction of a muscle.
Flick header – a head ball characterized by a subtle or glancing touch designed to only slightly alter the flight of the ball.
Flick, flick on – a minimal kick to a ball, or header, characterized by a subtle or glancing touch designed to only slightly alter the path of the ball.
Flip, flips, flip-flops – sandals.
Floor, on the floor – the playing surface; to keep the ball in contact with the ground.
Flop, flopping – to fake having been fouled by falling or diving to the ground, often in the Penalty Area to try to draw a Penalty Kick.
Flow of play, free flow of play – the usual, ongoing, performance of a match; not a re-start.
“Follow” - (On-field oral communication) A reminder that attackers must continue to follow-up shots on goal in order to play rebounds or loose balls. This includes the original shooter.
Follow-up – continuing to run at goal after a shot to possibly collect a rebound.
Foot race – two opponents running full speed trying to be the first to catch up to a ball.
Football – soccer; the soccer ball.
Football Club – an administrative organization which fields soccer teams in organized competitions; FC.
Footwork – the ability to quickly maneuver the ball with the feet, as desired.
Footy – slang, British; football; soccer; often when speaking about children playing the game.
Formation – system of play designating the number of back defenders, midfielders and strikers, e.g., 4-3-3 from the goal out; the goalkeeper is assumed; always adds up to 10.
Forward (1), forwards – player or players positioned to lead the attack; strikers.
Forward (2) – to advance upfield; to move into the attack.
Foul – generally recognized as any illegal body contact made with an opponent in violation of the provisions of Law 12, “Fouls and Misconduct,” as contained in the FIFA Laws of the Game.
Fouls and Misconduct – Law 12; specific major and minor offenses which, when performed, result in direct and indirect free kicks for the other team.
Fouled – the act of having committed a foul against an opponent under Law 12; the act of having had a foul committed against you.
Fourth official – Law 5; when appointed, assists in such duties as identification of substitutions and amount of added time.
Frame – the physical goal itself, including the uprights and the crossbar.
Free flowing – match play which exhibits a lot of running and passing with few tackles or collisions.
Free Kicks – Law 13; certain types of re-starts defined as “direct” or “indirect.” A direct free kick may result in a goal without having to touch another player. An indirect free kick may result in a goal only after having been touched by at least one additional player other than the original kicker.
Free oneself – to get away from a marking defender in order to be available to receive a pass.
Free-kick specialist – a player who has demonstrated a unique ability to bend or swerve a dead-ball restart kick from within approximately 25-yards of the goal such that he has a significant chance of scoring; the player on a team designated to try to score on a direct free kick.
Friendly – a full game between two teams which is not part of a competition.
Front block tackle – a defender coming to meet an opponent in order to contact the ball between the insides of their feet and then win it (dispossess the attacker of the ball).
Front line – the group of strikers or forwards playing for a team.
Frustrated, getting – a player or team so stymied by a defender or defense that they begin acting out or start to commit fouls.
Full sides – 11 players on both teams participating in a match.
Fullback – general term for player playing a mostly-defensive position closest to his own goal.
Functional training – practice training or training under match conditions which stress skills that are position-specific.
Fundamentals – the basic skills of soccer.
Futsal – FIFA-recognized indoor soccer.
Game – soccer match; practice activity.
Game jersey – a player’s shirt, worn during a match, that must otherwise conform to recognized administrative standards; Law 4.
Game shorts – a player’s pants, worn during a match, that must otherwise conform to recognized administrative standards; Law 4.
Game situation – to create in practice a scenario that would be encountered in a match.
Game socks – a player’s hose, worn during a match, that must otherwise conform to recognized administrative standards; Law 4.
Garbage, Garbage goal – a player following up a rebound and scoring after a shot has been taken by a teammate resulting in the ball deflecting off a defender or the goal.
Garters – elastic or cloth ties used to hold soccer socks up to a position just below the knee.
Gassed – a player who is noticeably tired, not performing skills well and not able to run or recover position.
Game plan – a formal or semi-formal approach to attack and defend a specific opponent, often based on scouting.
Gave it up – lost the ball; dispossessed.
Get a foot on – did not successfully complete a tackle, but deflected the ball; stretched out and was able to reach the ball with little effect.
“Get back” - (On-field oral communication) When the defense is in desperate need of help, this tells teammates to return and play defense immediately.
Get free, get open – to loose, or separate from, one’s defender and move or run into space in order to be available to receive a pass.
Get/getting involved – an individual who makes active runs, usually into the attack; not ball watching.
Get turned / can’t get turned – the ability, or inability, to manipulate the ball so that one is facing the attacking goal, after having received the ball or being forced to have one’s back to the goal.
Gets by – beats a defender.
Getting beaten – a player in a defensive position who allows an attacker, who usually has the ball, to get around or behind him.
Getting behind the defenders – running into open space between the defenders and the attacking goal.
Getting into it – two players escalating the game challenges between them into something personal.
Getting into position – a player, particularly a goalkeeper, who properly recognizes and anticipates the flow of play and moves in advance to a spot that best benefits his team.
Getting under it – unintentionally lofting a ball, usually causing it to go high and over the crossbar on a shot.
Gift – an easy, uncontested, goal, often occurring as a result of a defensive error.
Give it away – a player or team making a bad pass or no challenge such that the ball is easily obtained by the other team.
Give it up – to lose the ball.
Give the ball to – to pass to a teammate.
Give up a corner (throw-in, etc) – to provide an out-of-bounds restart to the opponent.
Give-and-go – a combination of two passes where a player passes to a teammate and then runs forward and immediately receives the ball back with a return pass; wall pass; one-two.
Giving ground – defenders back-peddling, jockeying or controlling an opponent, using up space in the defensive end to obtain additional help or to prepare for a tackle.
Glove bag – a container specifically designed to hold goalkeeper gloves.
Gloves – commonly refers to the gloves specifically designed for use by goalkeepers.
Go – an individual player is to make a run; a team is to transition quickly to attack.
Go at – a player with the ball intentionally takes on a defender to try to beat him.
Go up for – jumping for a head ball; goalkeeper jumping to catch or punch a ball.
Goal (equipment) – Law 1; consisting of two goalposts and a crossbar and centered on the goal line, must have an inside dimension of eight-feet high and eight-yards across; material, dimensions and color stated in Law 1.
Goal (to score) – Law 10: “A goal is scored when the whole of the ball passes over the goal line, between the goalposts and under the crossbar, provided no infringement of the Laws of the Game has been committed previously by the team scoring the goal.”
Goal Area – Law 1; a rectangle at each end of the field of play formed by the goal line and lines drawn six yards into the field from a point six yards from each goal post and the parallel line connecting the two ends.
Goal Kick – Law 16; a re-start awarded to the defending team when the whole of the ball passes over the goal line, whether on the ground or in the air, when last touched by an attacking player (as long as a goal has not been scored in accordance with Law 10); kick is taken from within the Goal Area in accordance with the procedures identified in Law 16.
Goal line – common use for the line between the two goal posts.
Goal Lines – Law 1; the shorter lines of the rectangular field of play; the full end lines of a soccer field from corner to corner, including the part of the line between the goal posts; must be the same width as the goalposts and crossbar of the goal.
Goal mouth – the plane of the goal inside the uprights, under the crossbar, and above the goal line.
Goal posts – Law 1; vertical components of the goal; two upright posts equidistant from the ends of the goal line.
Goal safety – Law 1; goals must be securely anchored to the ground, especially true for portable goals.
Goal-side – the position of a defender which places him on an imaginary line between the goal he is defending and the opponent he is defending.
Goal side - (On-field oral communication) This is a defensive reminder to position your body between the ball and the goal or between an opponent and the goal. (Recognize that there may be occasions where you may think you are properly aligned but are not and this lets you know.)
Goalie – see Goalkeeper.
Goalie Box – the Penalty Area; 18 x 44-yard space where the goalkeeper is allowed to use his hands.
Goalie gloves – specifically designed handware to help goalkeeper’s catch soccer balls; oversized mitts usually incorporating some type of synthetic rubber or other material that aids in gripping the ball.
Goalie headgear – a soft helmet designed to provide some protection to a goalkeeper’s head in the event of a collision with an opponent or a goalpost.
Goalkeeper, Goal Keeper – player specifically designated under Law 3; must wear contrasting jersey; has unique handling privileges within his own Penalty Area under Law 12.
Goalkeeper change – Law 3; the goalkeeper may be substituted according to the provisions for the match, or a player on the field may switch with the goalkeeper, either upon informing and receiving permission from the referee, during a stoppage in the match. Law 4 jersey color must be followed.
Goals allowed – a statistic which aggregates the number of goals scored by opponents against a team during the course of a competition.
Going in/coming off – substitutions; one player leaves the field of play and one player enters.
Golden Boot – Award to player scoring the most goals in a tournament.
Golden Goal – First team to score in an overtime wins and the game is over.
Good ball – a player has made an excellent pass to a teammate which has set up an opportunity for a scoring chance.
Grabbed – goalkeeper caught the ball with his hands; player held an opponent.
Greasy – a slick surface due to rain.
Great ball – an excellent pass or service.
Grid – a confined area designated by discs or cones delimiting a space used for a practice drill.
Grip – quality of a goalie glove as determined by the goalkeeper’s feeling of how well he can hold onto a ball.
Hacking – consistently kicking an opponent’s feet or legs without contacting the ball.
Halfbacks – midfielders; “middies;” players positioned between back defenders and strikers.
Halftime, half-time interval – Law 7; halftime interval may not exceed 15 minutes; duration based on competition rules and agreement of referee.
Halftime changes – substitutions or tactical modifications made by the coach at the half-time interval to try to correct deficiencies or improve the chances of scoring, as identified by the play observed in the first half of a match.
Half-volley – an instep kick of an airborne ball just as it bounces.
Halfway Line – Law 1; joins the midpoints of the two touch lines of the rectangular field of play; the midline which divides the field into two equal halves; the “50.”
Hand signals – on-field, non-oral, visual communication which identifies such things as the type of corner kick to be taken, or that a player is open for a pass.
Hands, Handling, Handles the ball, – violation of Law 12, “Fouls and Misconduct,” which is the deliberate act of a player making contact with the ball with his hand or arm; resulting in a direct free kick.
Hat trick – player scores three goals in a game.
Head-butt – a player intentionally striking an opponent with the part of the head usually used in heading; violation of Law 12, Fouls and Misconduct, subject to caution or ejection.
Head trap – player receives a ball in the air and takes the pace off the ball by contacting it with his forehead and relaxing his neck so the ball drops toward his feet.
Header, heading – player aggressively strikes a ball with his head to shoot, pass, or defend.
Headgear, protective – a soft helmet worn most by goalkeepers to minimize the possible effects of collisions.
Heel pass– A Back Pass executed by kicking the ball backward with the heel of the foot; back heel.
Helicopter parent – a mother or father constantly hovering over their child, sometimes hovering over the coach.
“Here” - (On-field oral communication) You are open and calling for the ball. (Generally a short-pass option to a specific spot. The teammate with the ball likely has an imminent challenge and needs to get rid of the ball quickly.)
“Here’s your help” - (On-field oral communication) You are open and available for a pass. (Generally a short-pass option to a specific spot. Lets the teammate with the ball know that you are a passing option.)
High – a shot over the crossbar.
High ball – intentionally sending a ball arcing up and into the area in front of the attacking goal, not necessarily to a specific teammate, to see if something dangerous might occur.
High catches – goalkeeper has to jump, stretch and reach out in order to obtain possession.
High kick – common usage for a form of dangerous play (Law 12) where a foot is raised above the waist into an oncoming opponent.
Hitch kick – a ball skill whereby the non-kicking leg is thrust into the air in order to raise or alter the path of the kicking leg as it is thrust in the air to strike the ball immediately thereafter, before the first leg comes back to the ground.
Hitting the 30- to 40-yard bomb – a shot from great distance which scores.
Hitting the ground – a field play is tripped or fouled in such a way as to land hard or awkwardly; a goalkeeper goes for a save and is undercut, or otherwise lands badly.
Hobbling – a defender running behind an opponent with the ball nips at his heels or feet with the front of his shoes.
Hoodie/hoody – a hooded sweatshirt.
Holding, holds an opponent – Violation of Law 12, Fouls and Misconduct, resulting in the award of a direct free kick.
Holding ground – a defender or defenders stop backpedaling.
Holding onto the ball – an individual player maintaining possession of the ball while dribbling; a team maintaining possession of the ball by passing.
Hospital ball, hospital pass – a pass leading a teammate directly into a likely collision with an opponent.
Hostile Environment – generally an away game where tensions, for whatever reason are running high among the spectators.
Hurdles – training devices used to improve quickness, stamina, or jumping ability.
“I’ve got (#)” - (On-field oral communication) Tells teammates who you are marking. This is used to assist in organizing the defense.
“I’ve got two” - (On-field oral communication) When a defender finds they are marking two players, this tells teammates that someone needs to come back and cover the opponent farthest from the goal of the two.
“I’ve got your spot” - (On-field oral communication) Tells a player that their position is covered if a natural switch has occurred (one during the normal course of play which was not announced with a call of “switch”). Generally, this call is made after a player goes forward and the teammate is telling them that they have the position covered until the player gets back.
Ice – frozen water (or chemical cold packs) to be applied to the site of an injury; to apply ice to reduce swelling.
Icing – to go up by two goals with little likelihood that the opponent has enough time left in the match to get more than one.
Impeding – A player blocks or obstructs an opponent’s path to the ball without the ball in playing distance; Violation of Law 12, Fouls and Misconduct, resulting in the award of an indirect free kick.
Improvisation – a dribbling move or a pass made by a player which is unexpected or unique. May not always have the desired outcome.
In the back of the net – – a goal has been scored; the ball is in the net.
In the net – a goal has been scored; the ball is in the net.
In touch – the ball is within the field of play and is playable.
Indirect free kick – Law 13. A re-start which requires that the ball be touched by another player other than the kicker for a goal to be scored. If the ball goes into the opponent’s goal without touching another player, a goal kick is awarded. If the ball goes into the team’s own goal without touching another player, a corner kick is awarded.
Indirect free kick signal – Law 13. When an indirect free kick has been awarded, the referee is to raise his arm above his head.
Indoor ball – a soccer ball specifically designed to be used for indoor soccer played on a hard-court service, like a basketball floor; often covered with felt.
Indoor soccer – soccer played on a court, such as wood or artificial turf, under a roof, using modified rules.
Infringement – a violation of any part of the Laws of the Game.
Injury/Injuries – damage to the body; a team having to deal with players who are not 100% fit; justification for removal or substitution of players from the field.
Injury time – part of the extra time added at the end of the first or second halves to compensate for the playing time lost while an injured player was accommodated during a match; Law 7.
Inside forwards – a pair of central strikers, designated as “left” and “right,” usually operating within a four- or five-forward system of play.
Instep – the top of the foot, otherwise covered by the shoelaces of a tie shoe.
Instep drive, instep kick – the main kick of soccer, using flexion generated from the hip and knee and then the force of the quadriceps extending the lower leg to strike the ball with the part of the foot covered by the shoelaces (the instep).
Instep trap – use of the top of the foot to receive and take the pace off the ball.
Inside of the foot – that part of either foot that easily conforms to the shape of the ball.
Inside of the foot pass – pass made by turning the foot and the leg outward at the hip and striking the ball with the inside of the foot, like a golf putter, so that the ball goes to a teammate.
Inside of the foot trap – use of the inside of the foot to receive and take the pace off the ball.
Instruction – coaching, teaching, demonstrating or otherwise presenting soccer information to players.
Inswinger – a type of corner kick marked by the path of the ball in the air which starts into the field of player from the corner arc and then, due to spin imparted to the ball, curves back toward the goal.
Intended for – the player to whom a pass was supposed to go before the ball was intercepted, deflected, or went out of bounds.
Intercept, interception – s defender cuts off and collects an opponent’s pass.
Intermission – halftime.
International – any game between two national teams representing their country; a player who has played for his national team.
International friendly – a game played between two national teams which is not part of a competition.
Isometrics – a form of strength training marked by applying force to an immovable object.
Jacket – windbreaker, zippered sweatshirt or warm-up top intended to retain heat or keep weather away from the body.
Jersey, colors – Law 4; players on a team must wear the same shirts; the two teams must wear different colors; all must be different than the referees; the goalkeeper must wear a shirt that is a different color from the other players and the referees.
Jersey swap – players exchanging game shirts with opponents after a match, as a courtesy to provide a souvenir or memento.
“Jockey” - (On-field oral communication) As a supporting defender, this tells a teammate to defend a dribbling opponent by slowly giving ground. By not tackling and attempting to take the ball, thereby avoiding the possibility of being beaten, this buys time so the defense can return, reorganize, balance and cover.
Jockeying – movements by a defender intended to delay an opponent with the ball from advancing, allow time for move defenders to arrive, force the player toward the sideline, and/or create an opportunity to make a tackle.
Juggle, juggling – generally as a practice activity, to repeatedly strike the ball to keep it up in the air; may be done as an individual or in groups.
Jugs soccer machine – electric device designed to project soccer balls in a variety of directions with different pace and spin; often used in goalkeeper training.
Juke – to fake or feint, causing an opponent to be set off balance
Jump header – a head ball performed in the air at the peak of jump off the ground.
Jump rope – traditional single rope for an individual to skip over for fitness and agility.
Jumping, jumps at an opponent – Violation of Law 12, Fouls and Misconduct, resulting in the award of a direct free kick.
Just behind – pass intended for a running teammate did not lead him enough.
Keep it alive – field player saves a ball from going out of bounds such that it can be played by a teammate.
Keeper – See Goal Keeper.
“Keeper” - (On-field oral communication) Used by the goalkeeper only, the goalkeeper is calling all defenders off in order to get the ball (or otherwise wants the ball).
Keeping the ball – an individual or a team maintaining possession of the ball.
Keeping the ball in front – given the inability to make a clean trap, a player is at least successful in blocking the ball forward with his body.
Kick – to strike with the foot.
Kicking, Kicks or attempts to kick an opponent – Violation of Law 12, Fouls and Misconduct, resulting in the award of a direct free kick.
Kicking around – two small-sided teams playing an informal game.
Kickoff – Law 8; a place kick taken at the center mark to start play, after a goal is scored, at the start of the second half, and to start each period of extra time.
Kit – originally a player’s game uniform, including jersey, shorts and socks; commonly a player’s full set of equipment, including shoes, shinguards, and everything else necessary for a practice or game.
Kit bag – gym bag, game bag or other device designed to hold a player’s equipment.
Knee pad – soft protective device allowed to be worn by players to cover the patella, designed to try to prevent bruising or cuts; often recommended for growing girls.
Knocked away – a defender, unable to make a clean tackle, dispossesses an opponent of the ball by kicking it out of reach.
Knocked out – the ball is kicked out of bounds.
Knocking balls down – due to the pace of a shot, the goalkeeper redirects the ball to the ground instead of trying to catch it directly.
Knuckle ball – the wavering and unpredictable flight of a shot which resembles the flight of a specific type of pitch thrown in American baseball.
Laces – string devices to help shoes conform to and stay on the foot; must be properly tied so as to not come untied during a match.
Laces kick – see Instep Drive; term often used with young children who may not understand the word “instep.”
Lacking possession – during the course of a match, a team fails to control the ball for any length of time.
Late – very little time left in a match, especially to try to score a tying goal.
Lateral pass – a pass made by a player to a teammate directly to his left or right such that the path of the ball is parallel to the halfway line; square pass.
Law 1 – (Laws of the Game) – The Field of Play
Law 2 – (Laws of the Game) – The Ball
Law 3 – (Laws of the Game) – The Number of Players
Law 4 – (Laws of the Game) – The Players’ Equipment
Law 5 – (Laws of the Game) – The Referee
Law 6 – (Laws of the Game) – The Assistant Referees
Law 7 – (Laws of the Game) – The Duration of the Match
Law 8 – (Laws of the Game) – The Start and Restart of Play
Law 9 – (Laws of the Game) – The Ball in and out of Play
Law 10 – (Laws of the Game) – The Method of Scoring
Law 11 – (Laws of the Game) – Offside
Law 12 – (Laws of the Game) – Fouls and Misconduct
Law 13 – (Laws of the Game) – Free Kicks
Law 14 – (Laws of the Game) – The Penalty Kick
Law 15 – (Laws of the Game) – The Throw-in
Law 16 – (Laws of the Game) – The Goal Kick
Law 17 – (Laws of the Game) – The Corner Kick
Laws of the Game, FIFA – the 17 rules of soccer as controlled by FIFA; new rule book issued annually in July for the upcoming competitive year (fall/spring); available on FIFA’s website.
Laying it off – generally passing a ball to an open teammate on attack instead of taking on a defender.
Lead – to place a pass in the space in front of a teammate so that he can run onto it.
Learning progressions – teaching technique designed to impart skills which build upon one another from the simple to complex.
“Leave (it)” - (On-field oral communication) You are calling off a teammate to let him know that you are taking the ball.
Left side – that part of the field to the left of the imaginary center line down the middle of the field of play, when facing away from the goal one is defending.
Let it ride - (On-field oral communication) Let the ball roll over the end-line or side-line. This is used to let you know that your team will have possession of the ball after it goes out of play.
Letter of the Law – the FIFA Laws of the Game as specifically printed in the text; contrast Spirit and Intent of the Law.
Libero – free-roaming defender, without a marking assignment, usually active behind the main group of back defenders; sweeper.
Line – Commonly refers to the touchline (sideline); any of the lines laid out on the field of play under Law 1.
“Line” - (On-field oral communication) Kick the ball upfield on a diagonal toward the sideline.
Line of offside – an imaginary line that runs through the middle of the next-to-last defensive player, moves with him as he moves, and is used to determine if an offensive player is in an offside position. See also Offiside Line.
Linesmen – outdated term for Assistant Referees, see Law 6.
Lob – a high chip pass from a field player; a high, arcing throw-in; a high, arcing release from a goalkeeper.
Lofted pass – a pass sent in the air from one teammate to another which takes it over the heads of defenders; does not necessarily impart backspin to the ball like a “chip.”
Long – a pass which was struck too hard is is going to go over (or went over) the end line.
“Long” – (On-field oral communication) Pass the ball far upfield to a teammate who is making a run.
Long ball, long pass – generally a pass beyond approximately 20 yards which requires an instep kick.
Looking for help – player with ball seeks a teammate to pass to who is open.
“Look left” - (On-field oral communication) A teammate from behind is telling the ball handler that there is an open teammate available for a pass on the left.
“Look right” - (On-field oral communication) A teammate from behind is telling the ball handler that there is an open teammate available for a pass on the right.
Loses it – player with the ball has it taken away by a defender, usually due inability to obtain or maintain control.
Lower 90 – the bottom-right or bottom-left corner of the goal, just inside the goal post.
Maintain width of the field – players positioned outside’ who remember to operate closer to the sidelines, open up attacking space for their entire team.
Make a move – free oneself from an opponent; juke, deke, or feint while dribbling.
Make a run – sprint or move into open space to set up receipt of a possible pass.
Making the most (of one’s chances) – getting off shots that have a chance of scoring.
Man defense, man-to-man defense – a system of defense based on individual defenders covering specific opponents every time the opposing team is on attack.
Manager – (international usage) coach; (American usage) team administrator.
Man down, man short – due to injury or ejection, a team has fewer than 11 players on the field.
“Man-on” - (On-field oral communication) An opponent who is probably outside your field of vision is about to challenge you for the ball.
Mark, marking – a defender identifying, covering, getting goal-side, and staying with a specific individual opponent during an attack.
“Mark (#)” - (On-field oral communication) When the defense is organizing, the defensive leader may assign who is responsible for each attacker, especially if the defense has broken down. This tells a defender to stay with a particular attacker until directed otherwise.
Marked – covered one-on-one with an opponent.
Match – a regulation game played between two teams.
Match analysis – post-game evaluation of the play of the team, individual players and responses to situations.
Match conditions – to practice in situations that replicate those of an actual game.
Meg – short for nutmeg; to kick the ball between a player’s legs as a dribbling move to beat a defender.
Micro goals – very small goals used in practice or indoor games.
Middle third – the middle of the field, approximately 20-yards on either side of the halfway line typically used to identify transition play from defense-to-offense or offense-to-defense.
Midfield play – successful soccer by the midfielders, particularly in the area approximately 20-yards on either side of the halfway line, in support of the attack and in initiating the defense.
Midfielders, Middies – players in positions between the back defenders and the strikers.
Midpoints – Law 1; the intersections of the touchlines and the halfway line.
Mini goals – typically goals used on game fields which are less than full sized.
Minute – the time of the game; often identified with an asterisk; ex., the goal was scored in the 40th minute (40’).
Minutes – amount of playing time for a player in a match.
Misconduct – inappropriate behavior subject to penalization under Law 12.
Mixer – a group of offensive and defensive players congregated in front of the goal awaiting a cross or free kick.
Molded cleats – gripping studs, made of rubberized or synthetic material specifically formed as one unit with the sole of the shoe; non-replaceable; contrast old replaceable/screw-in cleats.
Moves – fakes, feints, dekes or jukes performed by a player with the ball in order to beat a defender or create space for a shot or pass.
Moving the ball (around) – a team’s ability to pass the ball quickly and accurately to various parts of the field in order to create space or probe a defense for weaknesses.
Moving to open space – a player making a run to an unoccupied area.
MVP – Most Valuable Player
NAIA – National Association of Intercollegiate Athletics
“(Name) take (#)” - (On-field oral communication) The person organizing the defense tells a teammate which opponent to mark.
“(Name)’s ball” - (On-field oral communication) Used in a situation where two teammates are both likely going for an un- possessed ball, you are calling the other teammate off. (There must be no hesitation on the part of the caller and the other teammate is obligated to back off.)
National Association – a country’s governing body authorized by FIFA to represent and administer soccer.
National team – a group of players, made up of natural born or naturalized citizens, authorized by a country’s soccer governing body to represent the country in international competition.
Natural surface – Law 1; grass field.
NCAA – National Collegiate Athletic Association
Near post – (1) the upright of the goal closest to the ball.
“Near post” – (2) (On-field oral communication) Pass or shoot the ball to the part of the goal nearest you.
Near-post corner – a corner kick directed to a teammate usually situated approximately two yards inside the closest goalpost to the kicker and six yards into the field as the kick is taken.
Neck bridges – a form of strengthening exercise marked by only having the toes and the forehead in contact with the ground.
Needle –device used with an air pump to be placed in a valve within a ball in order to inflate it.
Net minder – archaic for goalkeeper.
Nets – Law 1; optional under Law 1, are designed to help the referees determine if a goal has been scored; can be any color; must be of small enough weave to trap a ball, with no gaps; must be securely attached to the goalposts and the crossbar of the goal and the ground behind the goal; must not interfere with the goalkeeper.
Net clips, net ties – devices used to securely connect the net to the goal.
NFHS – National Federation of State High School Associations.
Nil – zero, nothing, no goals scored.
Nil-Nil – a zero to zero game score resulting in a draw.
NISOA – National Intercollegiate Soccer Officials Association.
No angle – striker takes a shot from so close to the end line (goal line, bi-line) that it has essentially no chance of going into the goal.
Nod, nodded – header, not necessarily overly forceful.
Non-kicking foot – the foot in contact with the ground which allows the kicking foot and leg to swing freely; plant foot.
Non-verbal cue – a visual observation taking many forms, such as a defensive teammate indicating someone to be covered or a goalkeeper “leaning the wrong way,” indicating to which side of the goal a striker should shoot.
NSCAA – National Soccer Coaches Association of America
Nutmeg – to kick the ball between a players legs as a dribbling move to beat a defender.
Obstruction, obstructing – older terminology for impeding the progress of an opponent; see Impedes.
ODP – Olympic Development Program.
Off- the-ball – play or movement of a player, players, or an entire team when not in possession of the ball.
Off the line, off his line – the goalkeeper has moved away from the goal, out into the field of play, possibly exposing more of the goal to a shot.
Offensive switch – an offensive player runs into the space occupied by a teammate and the teammate runs into the space vacated, effectively exchanging positions.
Offensive transition – rapid change from defense to offense as soon as the ball is obtained from the opponent.
Offside – Law 11; a player shall be called for an offside penalty if, at the moment the ball is played to him by a teammate, he is in an offside position and, in the opinion of the referee, he is interfering with play, interfering with an opponent or gained an advantage. (Note – no “s” at the end of the word.)
Offside line – an imaginary line which, assuming the presence of a goalkeeper at the goal line, runs through the middle of the body of the last defender playing in the field closest to the goal and parallel to the goal line. During the normal run of play, this imaginary line moves up and back on the field of play with the defender and switches defenders as these players move ahead of or behind each other.
Offside position – Law 11; a player is in an offside position if he is in the opponents’ half of the field of play and he is nearer to his opponents’ goal line than both the ball and the second-to-last opponent.
Offside trap – defensive maneuver where all of the defensive backs step upfield, just before the opponent passes the ball forward, causing a striker to be caught in an offside position.
Off target – a shot which misses the goal entirely and has no chance of going in.
On frame – a shot which, with no intervention by a goalkeeper or defender, would go into the goal; on goal.
On goal – a shot which, with no intervention by a goalkeeper or defender, would go into the goal; on frame.
On target – a shot which at least has a chance of going into the goal.
On the attack – a team has possession of the ball.
On the break – a team is executing a “fast break” scoring opportunity.
On the foot – a pass was made directly to the feet of a player, as opposed to leading him; a player has particularly good control of the ball while dribbling.
“On your back” - (On-field oral communication) An opponent is coming up fast from behind to challenge you for the ball.
“One-Two” - (On-field oral communication) Teammate is asking to perform a give-and-go passing combination.
One touch – a player passes or shoots with only a single contact of the ball, as opposed to trapping it first.
One up – one goal ahead of the opponent.
Onside – a player is not in an offside position; in accordance with Law 11, a player has at least one defender between and another defender even with him at the moment his teammate passes the ball to him.
Onside run – a player making a run for a pass is not offside at the moment his teammate passes the ball to him.
Open – player is unmarked or has freed himself from a defender.
Open space – a part of the field which is not occupied by a defender.
“Open”; or, “I’m Open”; or, “(Name) is Open” - (On-field oral communication) You are open or a teammate is open and available for a pass. (Generally a mid-range or long-pass option into space.)
Opening the angle – a striker with the ball makes a move that causes the goalkeeper to change his position such that more of the goal is exposed.
Opportunities, making the most of – either a team or a player getting a shot on goal, or actually
scoring, as a result of attacks made during the course of a match.
Opportunity – a chance to shoot and score.
Opposite field – the other side of the field from the location of the ball; the left side if the ball is on the right; the right side if the ball is on the left.
Optional Mark – Law1; marks may be made just outside the field of play at right angles to the goal lines and touch lines 10 yards from each corner; helps referee and assistant referees ensure that defenders are the proper distance away from a corner kick.
Organize – to prepare a proper defense, with defenders in the best positions.
Organizer – the player responsible for organizing the defense.
Out – the ball has gone beyond the field of play; a player is unavailable.
Out of play, out of touch – the whole of the ball has passed outside of the field of play and is not playable.
Outside backs, outside fullbacks, wing backs – back defenders playing closest to either touchline.
Outswinger – a type of corner kick marked by the path of the ball in the air which starts into the field of player from the corner arc and then, due to spin imparted to the ball, curves toward the field of play, away from the goal.
“Over” - (On-field oral communication) Called by the goalkeeper when the ball is going to go over the top of the goal. Do not attempt to play the ball.
Over the back – a player charges illegally in the air from behind, contacting a player who has position, while attempting to go for a head ball in front of them.
Over the top – a shot that goes above the crossbar.
Overhead volley – a ball skill whereby the non-kicking leg is thrust into the air in order to raise the path of the kicking leg as it is thrust in the air to strike the ball immediately thereafter above the original level of the head, before the first leg comes back to the ground, with the player landing on his shoulders; scissors kick. Recently called a “bicycle kick.”
Overlap, overlapping run – defensive player runs beyond his midfielder or striker, without a switch of positions, to go into the attack.
“Overlap” - (On-field oral communication) Make an overlapping run. Tells a defender or midfielder that the situation is acceptable for them to go beyond the midfielder or attacker, respectively, in front of them without a switch.
Overtime – competition rules state the amount of time and other conditions to extend play beyond regulation time if the game ends in a tie (draw). Usually two 15-minute periods in international matches.
Own goal – a defender inadvertently sends the ball into his defensive goal, giving a score to the opponent.
Pace – the speed of the ball.
Pace (of the game) – team speed while in possession of the ball, ranging from slow, as demonstrated by multiple back passes and moving the ball from side-to-side among the back defenders, to fast, with energetic runs and passes being sent forward.
Pair of goals – two goal scored by the same player.
Panicked – a player has over-reacted to a ball or a situation, sometimes creating a dangerous situation on defense or resulting in a goal.
Parried – the goalkeeper redirected a shot so that it didn’t score, usually outside the upright or over the crossbar.
Partial block – goalkeeper or defender deflects the ball instead of cleanly sending it back in the direction from which it came.
Pass, passing – intentionally kicking the ball to a teammate in order to advance the ball around the field or get the ball beyond an opponent.
Passing angle – the degree from straight ahead that a ball must be kicked in order for it to not be intercepted by a defender.
Penalties (1) – Law 12; fouls and misconduct resulting in direct and indirect free kicks.
Penalties (2) – common usage for penalty kicks when used to determine the winner of a match; see penalty kicks.
Penalty Arc – Law 1; that portion of a circle with a radius of ten yards marked on the field outside the penalty area.
Penalty Area – Law 1; a rectangle at each end of the field of play formed by the goal line and lines drawn 18 yards into the field from a point 18 yards from each goal post and the parallel line connecting the two ends.
Penalty Box – the Penalty Area.
Penalty Kick – Law 14; awarded if, in the normal course of play, a defender within his own Penalty Area, commits kicking, tripping, jumping, charging, striking, pushing, tackling, holding or spitting against an opponent, or handles the ball.
Penalty Kick Procedure – Law 14; ball on penalty mark; kicker identified, goalkeeper must remain on goal line, facing the kicker, and between the goalposts until the ball has been kicked; all other players must be inside the field of play, outside the penalty area, behind the penalty mark, and outside the penalty arc.
Penalty Kicks – Process for determining the winner of a match, usually alternating five players from each team.
Penalty Mark, Penalty Spot – Law 1; a marking on the field 12-yards directly into the field from the center of the Goal from which a Penalty Kick is taken.
Pendulum trainer, pendulum training – a device for holding a freely-moving ball hung from a rope used mostly to teach heading.
Penetration – the amount of movement of an attack into defensive space in proximity of the goal.
Periods of Play – Law 7; two equal halves of 45 minutes each unless agreed upon by the teams and the referee to be less; based on competition rules.
Philosophy – a coach’s approach to the conduct of his program, team, and individual players.
Pinnies – scrimmage vests.
Pitch – the field of play; soccer field.
PK, PKs – Penalty kick(s).
Place kick – any dead ball start or restart to a game within the field of play.
Plant foot – the foot in contact with the ground which allows the kicking foot and leg to swing freely; non-kicking foot.
Play it wide – to pass the ball toward the sideline, touchline, flank or wing.
Players – Law 3; teams consist of not more than eleven players; a match may not start or continue with a team of few than seven players.
Playing it back – to pass the ball from forwards to midfield, from midfield to back defenders, or from back defenders to the goalkeeper.
Playing narrow – consistently attacking up the middle of the field; not generating or utilizing space on the wings.
Plays in a dangerous manner – Law 12; generally kicking too high, heading too low or failing to get up when on the turf, when engaged with an opponent; results in an indirect free kick.
Plyometrics – a fitness regimen intended to increase explosive power.
Point of attack – location of the ball and general concentration of offensive players as a team heads for the opponents’ goal, generally described as right, middle, or left.
Point system (for scoring) – players are awarded two points for a goal and one point for an assist.
Point system (for standings) – teams are awarded three points for a win and one point for a tie.
Portable goals – any number of small to full-sized soccer goals which can be moved from one place to another; soccer goals which are not fixed or permanently set in the ground.
Position of free kick – Law 13. Upon infringement of the Laws of the Game, the resulting free kick is to be taken from the spot where the infringement occurred.
Positions – the assignment of players to particular areas of the field in order to facilitate tactics and strategy; commonly goalkeeper, back defenders, midfielders, and strikers.
Possession – an individual in control of the ball; a team, through dribbling and passing, controls the ball for a period of time; the goalkeeper has the ball in his hands.
Possession pass – a pass intended to retain possession of the ball for the team; usually a back-pass or square-pass to a clearly-open teammate, not necessarily intended to further any specific type of attack.
Post – one of the uprights of a soccer goal.
“Post”, or, “Post up” - (On-field oral communication) Attacker to run toward teammate coming upfield with the ball, stopping before the passing distance between the two becomes too short. Ball may be received and then passed back or flicked and turned.
Power – the physical faculty of applying strength or force.
Practice – a training session; instruction, repetition or exercise of a skill.
Practice games – small-sided activities during practice; scrimmages, full-sided games against an opponent; controlled scrimmages; exhibitions; pre-season matches.
Practice vests – scrimmage vests, pinnies; colored outer garments that can be pulled over existing clothing, used to visually designate members or a side, team or group.
Preliminaries – Law 8; see Coin Toss.
Preliminary – a game before an official match.
Pre-season – training, practice sessions and scrimmages before the start of actual competition.
Pressing – bringing more players forward into the attack in an attempt to get a tying or go-ahead goal; often leaves the team vulnerable in the back, especially to quick counter-attacks.
“Pressure” – (On-field oral communication) in the defensive end, player is telling teammate, who is taking on an opponent with the ball, that he either has support or can no longer give ground and must force the opponent to stop or make a move; in the offensive end, player is telling a teammate to take on the opponent with the ball in order to try to force an error.
Pressure, under pressure – a team is constantly having every move challenged all over the field and is having difficulty getting the ball out of their own end.
Pressure skills – the ability to perform techniques with the ball while under extreme duress.
Probe, probing – offensive thrusts into a defense to try to find a weakness that can be exploited.
Professional – a player who is paid to play the game.
Professional attitude – taking on the proper demeanor and approach to training and the game of that of a player who is paid to play.
Professional foul – a last defender intentionally trips, kicks, charges or otherwise brings down an attacker who has broken free and is about to go one-on-one with the goalkeeper and has a high chance of scoring.
Progression, learning progression – moving from fundamental, basic components to more advanced skills; e.g., moving from the alphabet to writing an essay.
Progressions, passing progressions – generally a player with the ball would look for a long-ball, fast break option; then intermediate; then short; and then back options to pass.
Protective gear – any number of products allowed by the Laws of the Game used to cover body parts to reduce the chance of injury; usually shinguards, sometimes elbow, knee, ankle or hip pads; cups for male goalkeepers; rarely headgear.
Pull the goalie – send the goalkeeper into the attack in a desperate attempt to score; substitute for the goalkeeper
Punch, punching – the use of the fist or fists by the goalkeeper to knock the ball away from the goal.
Punt – to kick the ball upfield by the goalkeeper releasing the ball to his foot directly from his hands.
Push pass – inside of the foot pass.
Push up – more players move toward the attacking end of the field, particularly the defensive midfielders and back defenders; strengthening exercise for the triceps and upper chest.
Pushing, pushes an opponent – Violation of Law 12, Fouls and Misconduct, resulting in the award of a direct free kick.
Pushing the line – forcing defenders back; testing offside.
Quarter circle – the Corner Arc.
Quick counter – a fast counter attack.
Quick play – a fast restart.
Rain gear – foul weather jackets, pants or coats made available to players and coaches.
Rainbow – a ball skill whereby a player pulls the ball up behind his calf using the instep or inside of one foot and then uses the heal of the other foot to kick it over his head, the motion of the feet making it look like that of pedaling a bicycle.
Rattled (1) – the goalkeeper, defenders or team are being constantly bombarded with shots.
Rattled (2) – the post or crossbar literally shakes after being hit with a particularly hard shot.
Reaction – the response by a player to the movement of another player; the response of a whole team to the tactics of an opposing team.
Reaction time – the quickness with which a goalkeeper can respond to a shot.
Real corner – a traditional corner kick from the corner arc to the front of the goal; contrast with “short corner,” “near-post corner,” “skip-header corner,” etc.
Real pressure – hard pressure and even contact by a defender as an offensive player is trying to work with the ball; contrast with “false pressure” perceived by the player with the ball, but not necessarily happening.
Rebound – the ball bouncing off a field player, the goalkeeper, or the goalpost and returning in the direction from which it was kicked.
Receiving – to take possession of the ball, usually as the result of a pass.
Recovery – 1.) during a game, the ability to get back on defense after the ball changes possession; 2.) during a game, the ability to regain normal breathing and fitness to continue play at the highest possible level; 3.) between games, the ability to regain full fitness for the next game of a tournament.
Red card – Law 12; shown to a player who has committed violations of the Law for which he is being sent off the field. (See Sent off.)
Redirected – the ball strikes anything in flight after being kicked and heads off in another direction. This can include a teammate, an opponent, and the referee.
Referee – Law 5; enforces the Laws of the Game; performs all associated powers and duties as contained in the FIFA Laws of the Game book; authority exists from the moment of arrival until departure.
Reflex save – goalkeeper makes an instantaneous move to save a hard, close-in, shot based on instinct and repetition rather than thought.
Relegation – for leagues having multiple divisions, there is a procedure for losing teams to be moved from higher divisions to lower divisions after a competition has been completed. Winning teams move up as “advancement.”
Reorganize – to return to positions in the base formation after being disrupted by the run of play.
Repetition – practicing a skill properly over-and-over until it becomes ingrained.
Re-possession – Violation of Law 12, Fouls and Misconduct, resulting in the award of an indirect free kick; goalkeeper inside his own penalty area touches the ball again with his hands after he has released it from his possession and before it has touched another player.
Reserve, reserves, reserve player – pool of available players to use as substitutes.
Responsibility – duties of a player in a system of play; the person a defender is to cover.
Restarts – any of a number of procedures for putting the ball back into play after a stoppage, including throw-ins, corner kicks, goal kicks and free kicks; commonly refers to free kicks.
Retaliation – striking an opponent after having (perceived to have) been fouled by him; subject to sanctions of Law 12.
Return – as an individual or a group, to get back into a defensive position after having gone on attack.
Release – after obtaining possession of the ball, the goalkeeper throws it to a teammate
Resubstitution – the ability to return a player to a game who has already been substituted; determined by competition rules.
Rhythm – consistency with which a player or a team defends or attacks during a match.
Right side – that part of the field to the right of the imaginary center line down the middle of the field of play, when facing away from the goal one is defending.
Rocket – an extremely fast, well-struck, straight-line shot.
Roof of the net – the inside of the top of the goal net as held back from the crossbar by the backstays; usually referenced when hit by a shot that scores a goals.
Rookie – an inexperienced player; someone new to a team or in their first year of participation.
Roster – the list of names of the players on a team.
Route 1 – an attack straight up the center of the field, directly to the goal.
Run, running – keeping up with play; moving into open space; covering a defender; not standing around.
Run of play – normal free flow of a match in progress; not dead-ball situations or set pieces.
“Run”, or, “Make a run” - (On-field oral communication) Generally, this means you are standing and need to move promptly into open space in order to receive a pass or to open up space for the attack.
Running shoes – shoes designed for running; not cleats.
Runs – players moving into open space to set up a passing opportunity.
Safe handling – goalie cleanly catches and holds on to the ball.
Safe play, make the – passing the ball to an open teammate in a way that retains possession.
Safety – Law 4; a player may not wear anything that is dangerous to himself or others, including jewelry.
Sanction – The award or penalty resulting from a violation or infringement of the Laws of the Game.
Sanctions, administrative – the penalty for failure to comply with team or league rules.
Sandals – an open foot covering, usually consisting of one sole, for soccer generally made of synthetic, water-proof material; slides, flip-flops
Saucers – small, colored plastic discs used by coaches to delineate practice space and drills.
Save – goalkeeper stops a shot from going into the goal, either by securing or deflecting the ball.
SC – soccer club.
Scarves – clothing worn by fans showing support for their team, printed or sewn with the team’s colors, town, name and/or nickname.
Scissors kick – a ball skill whereby the non-kicking leg is thrust into the air in order to raise the path of the kicking leg as it is thrust in the air to strike the ball immediately thereafter above the original level of the head, with the player landing on his shoulders; the motion looks like a pair of scissors cutting; overhead volley. Recently called a “bicycle kick.”
Score (1) – the number of goals made by each team during a match; the score, the halftime score, the final score.
Score (2) – to score a goal
Scoring chance – an opportunity created during the run of play in a match that allows a shot to be taken.
Screamer – a ridiculously high-speed shot.
Screening – keeping one’s body between a defender and the ball while dribbling; taking a position in front of an opponent to discourage a pass or to keep him from seeing the ball.
Scrimmage – a practice session or unofficial game between two teams.
Scrimmage vests – colored outer garments that can be pulled over existing clothing, used to visually designate members or a side, team or group; pinnies, practice vests, vests.
Second ball – the opportunity to shoot again due to a rebound from a first shot.
Second half – playing time of a soccer match after halftime; Law 7, the Duration of the Match.
Securing – the goalkeeper takes firm and complete possession of the ball in his hands.
Self confidence – confidence in oneself and ones abilities.
Self-control – the ability of a player to retain composure, particularly to not retaliate after being fouled.
Sell the dummy – to run over or near the ball to create a distraction to make it look like it is going to be played, but to let it continue on its path to a following teammate nearby who is ready to receive and shoot the ball.
“Send it” - (On-field oral communication) Send the ball upfield. Kick the ball out of the defense into the attack. (Generally this is used to tell a defender that there is immediate danger OR that there is a fast-break opportunity.)
Send it in – to cross the ball into the Penalty Area. (“…to the box.”)
Sent off, sending off offences – Law 12; a player is shown a red card and ejected from the game for serious foul play, violent conduct, spitting at a person, denying a goalscoring opportunity by deliberate handling of the ball, denying a goalscoring opportunity by a person with a foul punishable by a free kick or penalty kick, offensive language or gestures, or receiving a second caution in the same game.
Serve, service – to pass the ball to a teammate in a specific way designed to facilitate or maximize a specific skill, such as a header or a volley.
Serves – goalie releases, other than a punt, sent to a teammate following a save.
Set pieces, set plays – designed actions for players to perform, including how the ball is to be served or shot, on a restart.
Set play situations – a restart location close enough to the goal that a set piece should be used.
Shape – the proper positioning of defenders in a system of play.
Shield, shielding – keeping one’s body between a defender and the ball while dribbling.
Shin – front part of the lower leg; tibia.
Shinguards – Law 4; must be worn by all players and fully covered by the socks; to be made of rubber, plastic or similar material; must provide a reasonable degree of protection.
Shirt – player’s jersey; Law 4, The Player’s Equipment.
Shoe accessories – products designed to keep leather supple or waterproof; heavy rubber bands that can be slipped over the shoe to keep the shoe laces tied.
Shoe bag– a small player’s tote designed specifically to hold a pair of cleats.
Shoes – soccer shoes; cleats.
Shooting – kicking the ball in an attempt to score a goal, generally using an instep kick.
Short, short a man, playing a man short – a team has ten rather than eleven players on the field due injury or ejection.
Short corner – a corner kick which is directed to a teammate standing within approximately 25-yards of the kicker or closer.
Short-sided games – any scrimmage or match with teams of fewer than eleven players.
Shorts – player’s pants; Law 4, The Player’s Equipment.
“Shot” - (On-field oral communication) Shoot the ball on goal immediately. Don’t hesitate; take one set-up touch at most.
Shot – to have kicked the ball at the goal in an attempt to score.
Shoulder charge – making legal contact, shoulder-to-shoulder.
Shove – push, pushing, pushes, violation of Law 12; an attempt to create separation.
“Show” - (On-field oral communication) You will likely be a passing option if you move left or right from being on a direct line with a defender between you and your teammate with the ball.
Shutout – to have kept the other team from scoring at the conclusion of a match; no goals allowed.
Shutting down the angle – the goalkeeper moves out toward a striker who has the ball in order to reduce the amount of the goal at which to shoot.
Side – team.
Side netting, side panel – those portions of the nets on the left and right behind the goal posts.
Sideline – unofficial term for the touch line; see touch line; field marking delineating the right and left sides of a game field to identify the ball being in and out of play.
“Sides,” “‘sides” – (On-field oral communication) tells a teammate to watch out to not go into an offside position.
Situational awareness - the ability of a player to identify, process, and comprehend the critical elements of information about what is happening to the team; an example would include knowledge of the amount of time remaining in a match in order to try to score or to effectively defend.
Six – the outermost line of the Goal Area, parallel to the Goal Line.
Six-second rule – Violation of Law 12, Fouls and Misconduct, resulting in the award of an indirect free kick; goalkeeper inside his own penalty area controls the ball with his hands for more than six seconds before releasing it from his possession.
Size 1, 2, 3, 4, and 5 – recognized ball sizes from smallest to largest, with the largest being the standard for adult play; see Law 2, The Ball.
Skills – usually ball skills – the ability and techniques used by a player to make the ball do what he wants to do with it when he wants to; all soccer techniques.
Skip-header corner – the ball is kicked directly from the corner arc to the head of a player close to the near post who flicks it on with his head to a teammate near the far post.
Slalom dribble – a dribbling drill where cones or discs are placed in a straight line, a number of feet apart, and the player advances forward by weaving around them with the ball.
Slide, sliding – to throw oneself along the ground; slide tackle.
Slide pants – See Compression Shorts.
Slide tackle – to throw oneself along the ground feet first in an attempt to increase momentum to reach the ball out in front of an opponent who has gone past.
Slides – an open foot covering, usually consisting of one sole, for soccer generally made of synthetic, water-proof material; sandals, flip-flops
Sling – variation on goalkeeper’s “baseball-style” release.
Slot – to score a goal by placing the ball in the narrow space between the goalkeeper and the post.
Small goals – anything other than regulation goals as mandated in Law 1; commonly discs or cones set approximately two yards apart.
Smothered – the ball is covered up completely by the goalkeeper’s body as a result of a save.
Soccer – a game played with the feet using a ball and two goals; football; Association Football; commonly accepted that the word “association” was first abbreviated to “assoc” which then became “soccer.”
Socks – commonly meaning game socks; player’s stockings; Law 4, The Player’s Equipment.
Space – an area of ground on the playing field not otherwise occupied by anyone.
Speed – rate of movement or swift progression.
Speed kits – devices sold by sports-products companies designed to try to increase a player’s speed.
Spilled it – goalkeeper stopped the shot, but did not cleanly catch or hold on to the ball, thereby putting the ball in a position where it might be followed-up by an opponent.
Spirit and Intent of the Laws of the Game – the real meaning behind the written words, recognizing that language doesn’t always capture thought.
Spitting, spits at an opponent – Violation of Law 12, Fouls and Misconduct, resulting in the award of a direct free kick.
Sprawling save – the goalkeeper was scrambling along the ground before capturing the ball securely.
Sprint – to run at top speed, usually for a short distance.
Sprint ahead – to run at top speed into the attack.
Sprint back – to run at top speed to get back into the defense.
“Square” - (On-field oral communication) You are open directly to the left or directly to the right of the ball-handler.
Square pass – a pass made by a player to a teammate directly to his left or right such that the path of the ball is parallel to the halfway line; lateral pass.
Starters – players designated by the coach to take the field to begin a game.
Static stretching – a flexibility process intended to lengthen muscles and tendons by the use of an expand and hold technique.
Statistics – the collection, tabulation and manipulation of data for analysis; for example, for a team in a tournament the total of “Goals For” minus the total of “Goals Against” equals “Goal Differential;” for example, for an individual player in a game the total number of passes received by teammates divided by the total number of passes attempted equals the percent of successful passes.
“Stay with him (her)”- (On-field oral communication) As a supporting defender, this tells a teammate who, during the flow of play, has taken on an opponent that may be making a crossing run or offensive switch to continue to defend that opponent.
Staying in the keeper’s range – the teammate setting up for a throwing release by the goalkeeper must not exceed the distance the goalkeeper can throw the ball (or be so far away that the ball is likely to be intercepted).
Staying with – as a defender, running with an opponent to ensure that he remains marked; as a team, playing up to the level of a stronger opponent.
Steal – to intercept or take away the ball in a way that was unexpected.
“Step Out,” “Move Out,” or, “Move Up” - (On-field oral communication) Goalkeeper or central back is telling the defenders to move upfield.
Step-over – a dribbling feint (move) whereby the player with the ball literally steps over and places a foot in front of the ball in an attempt to cause the defender to shift his weight in one direction so the dribbler can then proceed in the other direction.
Stick it in the back of the net – to score a goal.
Stolen – to have intercepted or taken away the ball in a way that was unexpected.
Stop – a goalkeeper save.
Stoppage time – part of the extra time added at the end of the first or second halves to compensate for the playing time lost while an injured player was accommodated during a match; Law 7, Duration of the Match; allowance for time lost.
Stopper – primary central defender; center fullback; first to challenge in the back middle of a “Stopper/Sweeper” defensive scheme.
Strength – muscle power; durability; toughness.
Stretch, stretching – to reach out or extend one’s body or limbs to lengthen muscles and tendons.
Strike – a quick, almost unexpected shot, often resulting in a goal being scored.
Striking, strikes or attempts to strike an opponent – Violation of Law 12, Fouls and Misconduct, resulting in the award of a direct free kick.
Striker – a forward in a system of play whose primary duty is to score goals.
Stud key, stud wrench – devices used to insert and remove different-length studs in the days shoes had replaceable, screw-in, cleats.
Studs – projections, grips, or knobs on the bottom of shoes; cleats.
Submarines – a player undercuts and “takes the legs out” from under another player who has jumped in to air to go for a head ball.
Subs – substitutes.
Substitutes – players who do not start the game and replace starters or other substitutes as the match progresses; must conform to Law 3.
Substitution procedure – Law 3; With the approval of the referee, one player out and then one player in, at the halfway line. Ability and the number of players who may be substituted (or resubstituted) are determined by the competition rules.
“Support,” or, “You have support” - (On-field oral communication) Tells defensive teammate that you are in a proper defensive position that if an unsuccessful challenge for ball is made, you have it covered.
Support – offense: players who are behind the ball who are available for a backpass; defense: players who are behind the defender who is taking on the offensive player with the ball who can come to the ball if the first defender is beaten.
Support in defense – position of the next defender to the defender taking on the offensive player with the ball such that he is behind and nearer the goal in order to come to the ball if the first defender is beaten.
Surface – type of playing field: natural grass or artificial turf; status of field: hard or soft, rocky or bumpy, wet or dry.
Sweeper – last central defender, another center fullback directly in front of the goalkeeper, without a marking assignment; moves left to right, to challenge anything that gets past the back defenders; usually in a “Stopper/Sweeper” defensive scheme.
“Swing,” or, “Swing the ball” - (On-field oral communication) Defenders are open in the back to use two or more passes to get the ball from one side of the field to the other.
“Switch” - (On-field oral communication) Tells a player to assume their position. There are generally two types of switches, offensive and defensive. The offensive type usually starts with a player dribbling at a teammate and the teammate moves into that player’s position. The defensive type is usually made by a player that moves to cover an opponent expected to be covered by another teammate and the teammate now needs help to cover the space vacated.
“Switch back” - (On-field oral communication) This is the formal acknowledgement that a switch which has occurred is being undone and the players are resuming their normal positions.
“Switch fields” - (On-field oral communication) Kick the ball from one side of the field to the other or get it there via a mid-field player.
Switch, offensive – an offensive player runs into the space occupied by a teammate and the teammate runs into the space vacated, effectively exchanging positions.
Switch, defensive – an offensive player beats a defender, causing a teammate of the defender to have to cover his man, resulting in the original defender covering the teammate’s man, effectively exchanging positions.
Switching fields – sending the ball from the right side of the field to the left side of the field, or vice versa, often via midfield players, in order to change the point of attack.
System of play – a structure designating the positions of players on the playing field, establishing a basis for the strategy and tactics of a team’s play; formation; common usage (with a goalkeeper assumed) identifies the players from the goal, outward, signifying the total number of back defenders (fullbacks), midfielders (halfbacks) and strikers (forwards), e.g., 4-3-3; always adds up to 10; formation.
Tackle, tackling (legal) – to attempt to, or to actually, take the ball away from an opponent who has the ball; to dispossess; may involve legal contact; takes a number of forms, such as “front block” tackle and “slide” tackle.
Tackling, tackles an opponent (illegal) – Violation of Law 12, Fouls and Misconduct, resulting in the award of a direct free kick; fails to legally contact the ball between himself and the opponent.
Tactics – the approaches that will be used to attack and defend an opponent.
Take a strike – to shoot.
Take a tumble – fall as a result of a collision.
Take away – get the ball from an opponent; dispossess.
“Take him (her)” - (On-field oral communication) When the defense is organizing, the defensive leader may assign who is responsible for an attacker. In comparison to “Mark #,” this is generally associated with the closest attacker, often coming with the ball.
Take it forward – a player or a team moves the ball decisively upfield to attack.
Take off – to sprint upfield.
Taking – receiving the ball against pressure.
Taking a dive – a player faking a foul, usually a trip, by stretching out and falling forward, landing sprawled on the ground, in an attempt to draw a penalty, usually within the Penalty Area.
Taking on – coming to meet an opponent with the intent of making an immediate tackle.
Taking the pace off the ball – reducing the ball’s momentum, as in part of the act of trapping.
Tangled up – two opponents going for the ball who get their legs, arms, or both intertwined.
Tapped out – a player or players physically exhausted; a team unable to find any way to break down an opponent’s defense; frustrated.
Target, target player – a player specifically designated to receive a pass in any given situation.
Teaching – coaching.
Team – Law 3; a group consisting of seven to 11 players while on the field, one of whom is designated as the goalkeeper; otherwise, all of the individuals collectively in the group, including possible substitutes.
Team bag – a player’s equipment (kit) bag, which matches all of the other players’ bags on a team, to be used at games.
Team shape – ability of players to maintain the team’s formation during play.
Technical Area – Law 1, Board Decision; coaches’ box(es) near midfield outside the playing field.
Technique – ball skills.
Tempo – team speed while in possession of the ball, ranging from slow, as demonstrated by multiple back passes and moving the ball from side-to-side among the back defenders, to fast, with energetic runs and passes being sent forward.
Tentative – uncertain or indecisive; hesitant to make a move for the ball or to take a shot.
Testing the keeper – how shots or crosses are handled by the opposing goalkeeper during a match can be evaluated to determine if he has any weaknesses which can be exploited.
Thigh trap – receiving the ball with the inside, top, or outside of the upper leg.
“Through” - (On-field oral communication) Pass the ball from the midfield between defenders into the open space behind the defenders so an attacker can run onto the ball.
Through ball, through pass – the ball is sent from the midfield between defenders into the open space behind the defenders so an attacker can run onto the ball.
Throw-in – Law 15; re-start awarded to a team when an opponent who last touched the ball and the whole of the ball has crossed the touch line, whether on the ground or in the air; put back into play at the point where the ball went out, according to a strict procedure.
Tie Breaker – a procedure to decide a winner; penalty kicks, sudden death, golden goal.
Tied – the number of goals is or was equal for both teams in a match.
“Time,” or, “You’ve got time” - (On-field oral communication) There is no immediate pressure from nearby and you have the time you need to trap or collect the ball and then look up to see your options.
Time Wasting – see Wasting Time.
Timing runs (into the box) – players sprinting into the Penalty Area in such a way to permit teammates to pass them the ball just before they may go offside.
Tired – inability to perform at peak level; unable to run well due to physical exhaustion.
Toe kicking, toeing the ball – using the front tip of the shoe to kick; discouraged in favor of the instep drive.
Toe poke – generally stretching the leg out as far as possible to tap the ball with the front tip of the shoe in order to get it away from an opponent or to score a goal.
Token pressure – defender stays goalside of the opponent with the ball, but only slows him up without attempting to tackle, taking the ball only if the opponent makes an error.
Top of the box – at the eighteen; the 18; the outermost line of the Penalty Area; the “D.”
Total Football – Introduced in the late 1960s and advanced by the Dutch in the 1970s, all players learned all skills and interchanged on the field as if there were no positions. Difficult to sustain, features such as all players learning all skills and the overlap remain.
Touch (1) – to contact the ball.
Touch (2) – light control; to exert the minimum force to the ball to make it do what you want.
Touch pass – a short, one-touch, pass that is little more than a deflection of the ball to a teammate.
Touch Lines – Law 1; the two long sides of the rectangular field of play from corner to corner; side lines.
Tournament – a limited-timeframe competition involving a small number of teams.
Trail, trailing – a player behind a player with the ball; or, team is behind in the score.
Trainer – person who helps prevent, or promotes recovery from, injury (American); coach (foreign).
Training – all of the work and practice, including skills, tactics, fitness, and scrimmages, that go into preparing for games.
Training jacket, jersey, pants, shoes, suit, top, clothes, outfit – clothing used at practice, usually matched sets for members of the same team.
Transfer fee – money paid from one professional club to another when a player switches teams.
Transition – the switch from offense-to-defense or defense-to-offense when the ball changes hands.
Trap, trapping – to receive the ball and get it under control.
Triangles – three players on the same team coming together in a way that promotes open, short-passing opportunities; the position of three players on the same team that looks like they are at the points of the three-sided geometric shape.
Tricks – clever ball skills, usually as a part of juggling.
Tripping, trips or attempts to trip an opponent – Violation of Law 12, Fouls and Misconduct, resulting in the award of a direct free kick.
Turf – playing surface, usually a grass field; shorthand for artificial turf; AstroTurf.
“Turn” - (On-field oral communication) As you receive the ball facing away from the attacking goal, it is safe to turn the ball upfield without an immediate challenge from an opponent.
Turns – while dribbling, the ability to quickly change direction.
Tussle – two opposing players staying in contact with each other, usually hand and arm checking.
Two touch – a player receives or traps the ball with the first contact and then passes it to a teammate or shoots with the second contact.
Under pressure – a player with the ball is being challenged aggressively by one or two defenders trying to thwart a move, pass or shot.
Under socks – first, usually thin, socks placed on the feet, followed by the shinguards, with the game socks on top.
Undercut – to submarine an opponent or otherwise hit him low when he has jumped for a ball, usually causing him to crash to the ground.
Unlucky – a good attempt at a pass or shot that just misses the intended target.
Unorganized – a defense that lacks the discipline, control, communication, and/or coordination to cover an attack properly.
Up, up by # goals – the goal differential during a match; example, team leading 3 -1 is up by 2.
Up-downs – a fitness exercise during which a standing player goes prone to the ground and then immediately returns to a standing position.
Upfield – in the direction of the goal a team is attacking.
Upper 90 – the top-most corner of the goal, either left or right, just inside the upright and under the crossbar.
Upright – goalpost.
USSF – United States Soccer Federation.
USYSA – United States Youth Soccer Association.
v terminology – versus; against; common usage during practice to denote squad or team strength in drills or scrimmages; e.g., 2 v 1 generally represents a drill utilizing two offensive players against one defensive player.
Verbal cue – on-field oral communication.
Versus – against; opposing; v.; v; see v terminology.
Vests – scrimmage vests; colored outer garments that can be pulled over existing clothing, used to visually designate members or a side, team or group; pinnies, practice vests.
Vision – the ability of a player to see as much as possible of what is happening on the field.
Visual cue – non-verbal communication by a teammate indicating what he is going to do; an action by an opponent which tips off what he is going to do.
Volley, volley kick, volleying – an instep kick of an airborne ball.
Wall – a group of defenders lined up shoulder-to-shoulder to block the goal from a nearby free kick.
“Wall, (number)” – (On-field Oral Communication) The goalkeeper calls for the defense to build a wall in response to an upcoming free kick and announces how many players he wants to be in the wall.
Wall building, wall placement, wall setting – the process of putting a wall in place based on the angle and distance from which the free kick will be taken.
Wall pass – a give-and-go; “one-two”; a pass resembling kicking a ball into a wall at approximately a 45-degree angle and then running to receive the rebound.
Warm down – a brief period of light exercise after a strenuous practice designed to decrease the heartrate and promote a gradual return to a resting state.
Warm up – a period of gradually more challenging exercises designed to increase the heartrate and promote a level of activity appropriate for a strenuous practice. Must include stretching.
Warm up suit – training clothes designed to retain body heat.
Warm ups – s systematized approach to ensure that appropriate exercises and stretching are performed to prepare the body for a practice or match.
Warning – the referee verbally admonishes a player that his foul or misconduct is just short of a yellow card.
Wasting Time – the deliberate act on the part of a player of not putting the ball back into play promptly in order to run the clock down. Cautionable offense under Law 12.
“Watch your ‘sides” – (On-field oral communication) tells a teammate to watch out to not go into an offside position.
Weather conditions – part of overall field conditions, such as wind or rain, which will affect play.
“What you see” - (On-field oral communication) There is no pressure from your back or sides and what you see in front of you as a dribbler is all you have to be concerned about for the time being.
Whistle, to whistle – a foul has been called.
Whistle, the – a whistle has been sounded, usually denoting the beginning or ending of the match of half.
“Wide” – (On-field Oral Communication) Play the ball out toward the sideline.
Wing, wings, winger, wing forwards – player(s) in a traditional attacking or striker position playing forward and nearest the touchline as either a “right” or “left” wing.
Wing backs – outside fullbacks; back defenders playing closest to the touchlines.
Wings – the sides of the field nearest the touchlines.
Winning Team – Law 10; the team scoring the greater number of goals during a match.
Wiped out – a defender tackles or fouls an opponent so severely that the player’s legs are taken out from under him and he is sent sprawling to the ground.
Woodwork – the face of the goal, including the uprights and the crossbar; common usage, “[his shot] hit the woodwork”; from when the goals were made of wood.
Work rate – the pace or level at which a players runs, attacks, defends, recovers, or pursues opponents during the course of a match.
World Cup; FIFA World Cup – International competition held every four years by the world governing body of soccer, FIFA, to determine the best national team.
Worthless – an extremely poor shot or pass.
Wrap, protective – soft covering over an injury or device to protect the wearer and others.
Yellow card – Law 12; shown to a player who has committed a cautionable offense. (See Caution.)
“Yours” - (On-field oral communication) You are telling your teammate that THEY must play the ball. (This is NOT a very good call and should only be used in case of injury or odd circumstance.)
Zonal, zone defense – a type of defense which starts with the defensive players assigned to an area of the field in front of the goal and first covering any attacker who comes into their area; contrast with man-to-man defense.
