The glossary terms and definitions on this page are from the second version of
the profoundly acclaimed book “B-ball Made Simple: A Spectator’s Guide”.
The glossary has been refreshed in the new third version of this book,
accessible available to be purchased on this site for $11.95.

alive: a ball is alive when it is discharged by a shooter or hurler, or lawfully tapped by a jumper amid a jump ball; the game clock  starts just when the ball winds up plainly alive; analyze with live.
alternating-possession rule: in school, the possession arrow changes course after every subsequent jump ball situation, substituting which group gets possession for the throw-in.
assist: the last pass to a partner that leads straightforwardly to a field objective; the scorer must move quickly toward the basket for the passer to be credited with a help; just 1 help can be credited per field goal.
backboard: the rectangular structure, 6′ x 3 1/2′, to which the basket is appended.
backcourt: the zone from the midcourt line to the end line furthest from the offense’s basket.
ball handler: the player with the ball; as a rule the point monitor toward the begin of a play.
bank shot: a shot where the ball is first bobbed (or managed an account) off the backboard at such an edge, to the point that it at that point drops into the basket.
baseline: see end line.
basket: appended to the backboard, it comprises of a metal edge 18′′ in width suspended 10′ from the floor, from which a 15-18′′ corded net hangs, and through which focuses are scored; additionally used to allude to a successful field goal.
beat the defender: at the point when a hostile player, with or without the ball, can move beyond an adversary who is guarding him.
blind pass: a pass from a ball handler who does not see his receiver, but rather is evaluating where he ought to be.
blocked shot: the effective redirection of a shot by touching piece of the ball on its approach to the basket, accordingly anticipating a field goal.
blocking: the utilization of a safeguard’s body position to wrongfully keep an adversary’s propel; the inverse of charging.
boosters: graduated class supporters of school groups.
boxing out: a player’s endeavor to position his body between his adversaries and the basket to get rebounds and keep the rivals from doing as such.
break: see fast break.
center circle: the round about territory at midcourt from which jump balls are taken.
charging: an offensive foul which happens when a hostile player keeps running into a protector who has established position.
clear out: see one-on-one standoff.
Commissioner: the leader of the NBA.
court: the 94′ x 50′ region limited by 2 sidelines and 2 end lines containing a basket at each end, on which a ball game is played.
court vision: a player’s capacity to see everything on the court during play —, for example, where his partners and protectors are set up — which empowers him to settle on better decisions in passing; the best point watches have this.
crossover dribble: at the point when a ball handler dribbles the ball over his body from one hand to the next.
cylinder: the fanciful region straightforwardly above the basket where goaltending or basket interference can happen.
dead ball: any ball that is not live; happens after each successful field goal or free-throw attempt, after any official’s whistle or if the ball leaves the court; it stops play which is then continued by a jump ball, throw-in or free-throw.
defense: the demonstration of keeping the offense from scoring; the group without the ball.
defensive rebound: a rebound of an adversary’s missed shot.
double team: at the point when two colleagues join endeavors in guarding a single rival.
downcourt or down the court: the bearing a group on offense moves, from its backcourt into its frontcourt and towards its own basket.
draft: the strategy by which NBA teams every year select school or foreign players to their groups, intended to advance adjusted rivalry in the NBA.
Dream Team: the name given by the media to the U.S. b-ball group that won the gold decoration at the 1992 Barcelona Olympics; it was the first run through non-beginners were allowed to speak to the nation; the individuals from this group were Charles Barkley, Larry Bird, Clyde Drexler, Patrick Ewing, Magic Johnson, Michael Jordan, Christian Laettner, Karl Malone, Chris Mullin, Scottie Pippen, David Robinson and John Stockton. In the 1996 Olympics, the U.S. group was called Dream Team II and in 2000, Dream Team III.
dribble or dribbling: at the point when a player more than once pushes, taps, taps or bats the ball toward the floor with one hand to make the ball skip go down to both of his hands; used to propel the ball or keep control of it.
dribble series: various consecutive dribbles which end when a player enables the ball to rest in one or the two hands; a player is just allowed one spill arrangement before he must pass or shoot.
drive to the basket: to move quickly toward the basket with the ball.
dunk: at the point when a player near the basket jumps and emphatically tosses the ball down into it; an athletic, inventive shot used to scare adversaries.
elbowing: it is a violation if a player energetically or unnecessarily swings his elbows, regardless of whether there is no get in touch with; it is a foul if contact is made, and a programmed discharge if that contact is above shoulder level.
end line: the limit line behind each basket; additionally called the baseline.
established position: at the point when a guarded player has the two feet solidly planted on the floor before a hostile player’s head and shoulder move beyond him; the hostile player who keeps running into such a safeguard is charging.
fake or feint: a beguiling move to startle a safeguard and permit a hostile player to shoot or get a pass; players utilize their eyes, head or some other piece of the body to trap a rival.
fast break: likewise called the run-and-shoot offense, it starts with a defensive rebound by a player who promptly sends an outlet go toward midcourt to his holding up partners; these colleagues can dash to their basket and rapidly shoot before enough adversaries make up for lost time to stop them.
field goal: at the point when the ball enters the basket from above amid play; worth 2 focuses, or 3 focuses if the shooter was remaining behind the 3-point line.
Finals, NBA: the yearly title arrangement of the NBA‘s post-season.
Final Four: the 4 local champions (West, East, Midwest and Southeast) staying from the 64 school groups that contend in the annual NCAA Tournament; they play each other to decide the national champion.
flagrant foul: superfluous or exorbitant contact against an adversary.
floor: the region of the court within the end lines and sidelines.
floor violation: a player’s activity that disregards the guidelines yet does not keep an adversary’s development or cause him hurt; punished by a change in possession.
forwards: the 2 players on the court for a group who are typically littler than the middle and greater than the guards; regularly a group’s most noteworthy scorers.
foul: activities by players which break the standards however are not floor violations; punished by a change in possession or free-throw opportunities; see personal foul or technical foul.
foul lane: the painted region 19′ x 16′ (12′ in school) flanked by the end line and the foul line, outside which players must remain amid a free-throw; additionally the territory a hostile player can’t spend over 3-seconds on end in.
foul line: the line 15′ from the backboard and parallel to the end line from which players shoot free-throwes.
foul shot: see free-throw.
4-point play: a  3-point shot followed by a successful free-throw.
franchise: an expert group.
franchise player: a star player around which a franchise is constructed.
free agent, restricted: an NBA player whose agreement has terminated and who has gotten a “qualifying offer” from his present club which gives a pay level foreordained by the collective haggling assention. While this player is allowed to arrange an offer from another group, his present group has a right of first refusal to coordinate that offer, in this manner committing him to stay with his present group.
free agent, unrestricted: a player who has finished his 3rd NBA season (or fourth season, if his momentum group practiced its “choice” to have him play for a fourth year) and is allowed to arrange an agreement with other NBA teams without his ebb and flow group having a right of first refusal.
free-throw: an unguarded shot taken from the foul line by a player whose adversary conferred apersonal or technical foul; it is worth 1 point.
free-throw line: see foul line.
free-throw line extended: a fanciful line drawn from the free-throw line to the sideline to decide the area for certain throw-ins.
frontcourt: the region between the midcourt line and the end line closest to the offense’s bin.
full-court press: at the point when safeguards start guarding the offense in the backcourt.
game clock: indicates how much time stays in each of the four 12-minute quarters of an NBA game or two 20-minute parts of a school diversion.
guards: the 2 players on each group who are the littlest on the court; they as a rule handle setting up plays and passing to colleagues nearer to the basket.
guarding: the demonstration of chasing after a rival the court to keep him from drawing near to the basket, taking an open shot or making simple an pass, while staying away from illicit contact.
half-court or set offense: at the point when a group sets aside the opportunity to build up a play in its frontcourt, for example, the give-and-go or a screening play; inverse of fast break.
high percentage shot: a shot that is probably going to go in the basket, for example, a layup.
high post: a fanciful region outside either side of the foul lane at the free-throw line extended.
in the paint: being in the foul lane area which is painted an alternate shading.
inbounds: the zone inside the end lines and sidelines of the court; additionally the demonstration of bringing the ball into this territory by methods for a throw-in.
incidental contact: minor contact typically ignored by officials.
inside shooting: shots taken by a player close or under the basket.
jump ball: 2 contradicting players bounce for a ball an official tosses above and between them, to tap it to their partners and gain possession; used to begin the amusement (tip-off) and all overtime periods, and infrequently to restart play.
keepaway game: a strategy utilized by the group that is driving close to the finish of the game to keep the ball from its adversaries to keep them from scoring while at the same time spending time off the game clock; likewise called solidifying.
key or keyhole: the zone at each finish of the court consisting of the foul  circle, foul lane and free-throw line; named for the shape it had years prior.
layup or layin: a shot taken after driving to the basket by jumping up under the basket and utilizing one hand to fail specifically into the crate (layin) or to bank the ball off backboard into it (layup).
leading the receiver: at the point when a passer throws the ball where he supposes a receiver is headed.
live ball: when a ball is given to a free-throw shooter or a hurler on a throw-in, it is live, yet the game clock  does not restart until the ball is alive.
loose ball: a ball that is alive but not in the possession of either group.
low post: a nonexistent region outside either side of the foul lane close to the basket.
lower percentage shot: a shot that is less inclined to go in the basket, for example, one thrown by a player who is cockeyed or outside his shooting range.
man-to-man defense: the cautious style where every protective player is capable for guarding one rival.
March Madness: see NCAA Tournament.
match-ups: any blending of players on contradicting groups who guard each other.
MVP (Most Valuable Player): a honor perceiving the NBA player who contributed most to the regular season or to the Finals.
NBA (National Basketball Association): an expert alliance made in 1949 that now has 27 groups in the U.S. furthermore, is including 2 Canadian groups in 1995.
NCAA (National Collegiate Athletic Association): a willful relationship of more than 1,200 schools and colleges in the U.S. whose part is to build up measures and ensure the uprightness of unprofessional quality for understudy competitors.
NCAA Tournament: a yearly rivalry between 64 school groups to crown a national champion; additionally called March Madness because the three-week-long occasion is held amid March; see also Final Four.
NIT (National Invitational Tournament): the most established school competition, in which 32 groups not chose to the NCAA Tournament compete every year.
off the dribble: a shot taken while driving to the basket.
offense: the group with possession of the ball.
offensive rebound: a rebound of a group’s own particular missed shot.
officials: the crew boss, official and umpire who control the diversion, stop and begin play, and force punishments for violations and fouls.
1-and-1 or 1-plus-1: in school, a free-throw attempt granted for certain violations  that gains the shooter a second endeavor only if the first is fruitful.
open: at the point when a player is unguarded by a safeguard.
out of bounds: the region outside of and including the end lines and sidelines.
outside shooting: shots taken from the perimeter.
over the limit: at the point when a group confers 5 or more team fouls per NBA period (4 in each overtime); at least 8 per WNBA half; at least 7 for every half in school; this group is likewise said to be in the punishment.
overtime or OT: the extra period(s) played after a regulation game ends tied.
pass: at the point when a passer throws the ball to a partner; used to begin plays, move the ball downcourt, keep it far from safeguards and get it to a shooter.
passer: the player who passes the ball to a colleague.
period: any quarter, half or overtime segment.
perimeter: the zone past the foul hover far from the basket, including 3-point line, from which players take long-extend shots.
personal foul: contact between players that may bring about damage or furnish one group with an unjustifiable preferred standpoint; players may not push, hold, trip, hack, elbow, limit or charge  into a rival; these are additionally checked as team fouls.
picked off: alludes to a safeguard who has been effectively kept from achieving the ball handler by an offensive screen.
pick-up games: off the cuff diversions played among players who just met.
pivot: an inside; likewise the foot that must stay touching the floor until a ball handler who has stopped dribbling is prepared to pass or shoot.
playmaker: the point protect who by and large sets up plays for his colleagues.
point-shaving: an unlawful practice where players purposefully win an amusement, yet by less focuses than the point spread; prompted 2 noteworthy school embarrassments (included 32 of the greatest stars in the 1950s, at that point 22 universities in 1961).
point spread: a gadget built up by bookmakers to even out 2 groups for wagering purposes; e.g., if a group is thought to be 4 focuses superior to another, the spread is 4 focuses; to win a wager on the top choice, that group would need to win by more than the spread (for this situation, by more than 4 focuses); the edge of triumph can be more imperative than whether a group wins or loses.
possession: to hold or responsible for the ball.
possession arrow: in school, used to figure out which group’s turn it is to inbounds the ball to start aperiod or in a jump ball situation.
post position: the position of a player remaining in the low post or high post.
quadruple double: a triple double with twofold digits scored in 4 classifications.
rebound: at the point when a player snatches a ball that is falling off the edge or backboard after a shot endeavor; see offensive rebound and defensive rebound.
receiver: the player who gets a pass from the ball handler.
regulation game: four 12-minute quarters in the NBA or two 20-minute parts in school; a diversion that finishes without overtime periods.
release: the minute that the ball leaves a shooter‘s hands.
rookie: a player in his first NBA season.
roster: the rundown of players on a group.
run: happens when one group scores several field goals in fast progression while its adversaries score few or none.
salary cap: a yearly dollar confine that a solitary group may pay every one of its players.
scoring opportunity: at the point when a player gets open for a shot that is probably going to score.
screen or screener: the hostile player who remains between a colleague and a protector to allows his partner to take an open shot.
shot clock: a clock that constrains the time a group with the ball needs to shoot it; 24 seconds in the NBA; in school, 35 seconds for men, 30 seconds for ladies.
shooter: a player who tackles the basket.
shooter’s roll: the capacity to get even an incorrect shot to skip softly off the edge and into the basket.
shooting range: the separation from which a player is probably going to make his shots.
sidelines: 2 limit lines that run the length of the court.
sixth man: the best substitute on a group; for the most part the primary player to fall off the seat to supplant a starter.
slam dunk: see dunk.
squaring up: at the point when a player’s shoulders are confronting the basket as he releases the ball for a shot; thought about great shooting position.
starting lineup: the 5 starters who start an amusement; as a rule a group’s best players.
substitute: a player who comes into the amusement to supplant a player on the court.
swing man: a player who can play both the guard and forward positions.
team fouls: each personal foul committed by a player is likewise represented a mark against his group; when a group goes over the cutoff, its adversary is awarded free-throw opportunities.
technical fouls or Ts: procedural infringement and offense that officials believe are inconvenient to the amusement; punished by a single free-throw opportunity to the non-irritating group (2 free-throwes and ownership in school).
3-on-3: an amusement played with just 3 players on the court for each group.
3-point play: a 2-point field goal followed by a successful free-throw.
3-point shot: a field goal worth 3 focuses on the grounds that the shooter had the two feet on the floor behind the 3-point line when he released the ball; likewise checks in the event that one foot is behind the line while the other is noticeable all around.
throw-in: the strategy by which a group with possession inbounds the ball.
timeout: at the point when play is briefly suspended by an official or at the demand of a group to react to a harmed player or talk about methodology; there are full timeouts (100 or 60 seconds in NBA, 120 seconds in WNBA, 75 or 60 seconds in school) and 20-second timeouts (30 seconds in school).
tip-off: the initial jump ball that begins the diversion.
transition: the move from offense to defense.
traveling: a floor violation when the ball handler takes excessively numerous means without dribbling; additionally called strolling.
triple double: at the point when a player scores twofold digits in 3 classes amid one diversion (points, assists and rebounds are most normal, however it can likewise be blocks or takes); an indication of incredible adaptability.
turnover: at the point when the offense loses possession through its own blame by passing the ball out of bounds or submitting a floor violations.
upset: at the point when a higher-seeded (better) group loses to a lower-seeded (substandard) one.
violation: see floor violations.
weakside: the side of the court away from the ball.
zone defense: a defense where every protector is in charge of a region of the court and must guardany player who enters that territory; contrast with man-to-man defense.

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