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Olympic Games Glossary of Terms*


Aquatics - Diving Glossary of Terms


Approach: Steps a diver takes to the end of a springboard or platform before take-off.

Arm stand dive: A dive that begins from a handstand position, used only in platform diving.

Back dive: A dive where a diver takes off with his back to the water, and spins backwards in the air.

Baulk: A false start to a dive, i.e. a restart.

Degree of difficulty: A rating, ranging from 1.3 to at least 3.6, that measures the difficulty of a specific dive and is factored into the total score after the judges give their scores. The degree of difficulty is based upon a mathematical formula.

Elevation: The height a diver achieves from a take-off.

Entry: The end of a dive when the diver enters the water. The entry should be vertical. Ideally, although there is no such rule, the diver should create little or no splash.

Execution: The performance of a dive, judged on mechanics, technique, form and grace.

Fancy diving: A 19th-century exercise where gymnasts performed over water, leading to modern-day diving.

Forward dive: A dive where the diver starts from a position facing the water and spins forward in the air.

Free position: A combination of straight, pike or tuck positions used only in twisting dives.

Hurdle: The last part of a diver's approach to a forward facing take-off, where the final step starts from one foot and ends on two feet before leaving the board.

Inward dive: A dive where the diver begins with their back to the water and, during the execution, rotates toward the board.

Layout: A diving position where a diver's body and legs are straight, the feet are together, and the toes are pointed; also called "straight".

Pike: A diving position where the body is bent at the hips, the legs are straight, and the toes are pointed.

Platform: A stationary, unbending diving platform. In Olympic competition the platform is 10 metres above the water.

Required dive: A dive specifically indicated on a list of dives with a limit on the degree of difficulty. (There are no longer any required dives).

Reverse dive: A dive from a forward facing take-off where the diver jumps upward and outward, then rotates backwards, also sometimes called "gainers".

Rip: The ideal entry that creates little splash, named for its ripping sound as the diver enters the water.

Running dive: A dive performed with a walking or running approach.

Somersault: The full rotation of the body on an imaginary horizontal axis through the hips.

Standing dive: A forward or backward facing dive from a standing position at the end of the springboard or platform.

Straight: A diving position where a diver's body and legs are straight, the feet are together, and the toes are pointed; also called "layout".

Take-off: A diver's lift-off from the board.

Tuck: A diving position in which the body is bent at the waist and knees, with the thighs drawn tightly to the chest and the heels pulled close to the buttocks. The legs should be kept together and the toes pointed.

Twisting dive: Any dive that includes a twist with the legs together and the toes pointed at all times.


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Aquatics - Swimming Glossary of Terms


"Scissor" kick: A propelling motion of the legs by which they move essentially like the blades of a pair of scissors, once used in competitive racing but now relegated to the sidestroke.

Backstroke: A stroke in which the swimmer is on his or her back performing a flutter-kick and rotating the arms alternately backward.

Breaststroke: A stroke made in the prone position in which both hands move simultaneously forward, outward and rearward from in front of the chest, and the legs move in a frog-like manner.

Butterfly: A stroke made in the prone position where both arms are lifted simultaneously out of the water and flung forward, in combination with the dolphin kick.

Crawl: A stroke made in the prone position characterised by alternate over arm movements and a continuous up-and-down kick; originally known as the Australian crawl.

Dolphin kick: A kick performed in the butterfly stroke by which the legs are held together and moved up and down by bending and straightening them at the knee twice in quick succession; also used in backstroke starts and turns.

False start: A start in which one or more swimmers leaves the blocks before the starting signal.

False-start rope: A rope dropped into the water about 15 metres from the starting end of the pool to stop any swimmer who does not hear a false-start signal.

Flutter-kick: A kick, usually performed as part of the crawl, where the legs are held straight and moved up and down alternately.

Freestyle: An event where the swimmers may use any stroke they choose, which typically is the crawl.

Gravity wave: The wave action, caused by the swimmers' bodies moving through the water, which moves down and forward from the swimmer, bounces off the bottom of the pool, then returns to the surface as turbulence.

Heat: An early race in an event which qualifies the fastest finishers for the semi-finals or final.

Lane: The area of the pool where each swimmer competes during a race.

Lane lines: The dividers used to delineate the individual lanes, now constructed to dissipate surface turbulence.

Lap: A length of the pool.

Leg: One of a number of sections of an event or relay, each of which must be completed to determine the winner.

Length: One lap; from one end of the pool to the other.

Medley: A combination event in which a swimmer or relay team swims separate legs of backstroke, breaststroke, butterfly and freestyle.

Negative split: A race strategy in which a swimmer covers the second half of a race faster than the first half.

One start rule: A rule by which swimmers are disqualified after having caused a false start in an event.

Relay: A race between teams of swimmers, with each swimmer swimming one leg of the event.

Relay take-over: The exchange between the swimmer in the water and the next swimmer on the relay team.

Roll: To move on the blocks before a team-mate touches the touch pad in a relay race to get a good start, legal as long as the swimmer doesn't leave the blocks before the team-mate has touched.

Split: A swimmer's intermediate time in a race, registered every 50 metres, to record the swimmer's pace.

Surf: To swim just behind a swimmer in an adjacent lane to take advantage of the wave created by that swimmer.

Touch: To touch the end of the pool with the hand or hands, completing an event or relay leg.

Tumble turn: An underwater roll at the end of a lap, used in backstroke and freestyle, allowing the swimmer to push off from the end of the pool with the feet.

Turn: The turnaround by a swimmer at each end of the pool.

Turn judge: An official at each end of the lane responsible for ensuring a swimmer turns correctly and, in the longer races, for displaying lap cards to inform a swimmer how many laps remain.


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Aquatics - Synchronised Swimming Glossary of Terms


Artistic impression: An effect, image or feeling retained as a result of a swimmer's routine, covers the three areas of choreography, interpretation of music and manner of presentation.

Artistic impression score: The score given by each judge of panel two for: choreography, music interpretation and manner of presentation.

Ballet leg: A position where one leg is extended perpendicular to the water surface, with the body in a back layout position.

Ballet leg double: A position where the legs are together and extended perpendicular to the water surface, with the face at the surface.

Boost: A rapid, headfirst rise out of the water, aiming to raise as much of the body as possible above the surface.

Cadence action: A sequence of identical movements performed one by one by all team members, usually in rapid succession.

Combined spin: A descending spin of at least 360 degrees followed, without a pause, by an equal ascending spin in the same direction.

Continuous spin: A descending spin with a rapid rotation of at least 720 degrees, before the heels reach the surface.

Crane: A position where the body is extended in a vertical position with one leg extended forward at a 90-degree angle.

Deckwork: The mood-setting moves that swimmers perform on the deck once the music starts before they enter the water.

Degree of difficulty: A weighting applied to a particular figure for scoring purposes in a figure competition.

Descending spin: A spin of 180 or 360 degrees that starts at the height of the vertical position and is completed as the heels reach the surface.

Difficulty: Complexity of movements, speed of movements, number if figures and hybrids.

Eggbeater: A rotary action of the legs used to support and propel the upper body in an upright position, leaving the arms free.

Execution: The performance level of the skills demonstrated.

Figure: A combination of body positions and transitions performed in a prescribed manner.

Flamingo: A position where one leg is extended perpendicular to the surface while the other leg is drawn to the chest, with the lower leg parallel to the surface and the face at the surface.

Float: A surface formation where between two and eight swimmers are connected horizontally.

Free routine: A routine where the choreography and choice of music is completely free.

Full twist: A rotation of 360 degrees at sustained height.

Half twist: A rotation of 180 degrees at sustained height.

Hybrid figure: A combination of figure parts, body positions and transitions that come from mixed origin or composition.

Level: The body's position in relation to the water surface, such as high, medium or low.

Lift: When one or more swimmers gives support to lift another swimmer (or more) above the surface of the water.

Manner of presentation: The total command of a swimmer's performance as she presents it to the audience.

Pattern: A formation made by the spatial relationship between the members of a team.

Pool pattern: The path a swimmer takes through the water.

Propulsion technique: The way a swimmer uses her arms, legs or both to move through the water; a driving force.

Required elements: Eight to ten fixed figures or other requirements which must be performed by all participants in a Technical Routine session.

Reverse combined spin: An ascending spin of at least 360 degrees followed without a pause by an equal descending spin in the same direction.

Risk factor: The use of a difficult action in which an error in execution may cause a near disaster.

Rocket split: A move involving a thrust to the vertical position, followed by a rapid leg split before returning to the vertical position at maximum height.

Routine: A composition of strokes, figures and parts thereof, choreographed to music. It is judged on both technical merit and artistic impression.

Scull: A movement of the hands designed to apply continuous pressure against the water to propel, balance and support the body.

Spin: An ascending or descending rotation in a vertical position, performed in a uniform motion unless otherwise specified.

Split: A position where the legs are split evenly forward and back, with the feet and thighs at the surface while the lower back is arched and the hips, shoulders and head are in a vertical line in the water.

Technical merit: The level of excellence demonstrated by the swimmers' mastery of highly specialised skills.

Technical merit score: The score given by each judge in panel one for execution, synchronisation and difficulty.

Technical routine: A routine which contains required elements woven into the choreography. Competitors are free to choose the music they perform to.

Thrust: A move that starts from a back pike position with the legs perpendicular to the surface and involves a rapid vertical upward movement of the legs and hips as the body unrolls to assume the vertical position.

Twirl: A rapid twist of 180 degrees.

Twist: A rotation at sustained height.

Twist spin: A move that involves a half-twist followed, without a pause, by a continuous spin.

Vertical position: A position where the body is extended, with face, chest, thighs and feet at the surface.

Walkout front: A move where, starting in the split position, the front leg is lifted in a 180-degree arc over the surface to meet the other leg in a surface-arch position, and with continuous movement an arch to back layout is executed.


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Aquatics - Water Polo Glossary of Terms


Advantage rule: A rule permitting a referee to refrain from calling a foul if it appears the call would advantage the offender's team.

Backhand: A deceptive shot or pass flipped backward.

Ball under: A foul called on a player for taking or holding the ball underwater when an opponent tackles the player.

Brutality: Dangerously rough play, such as elbowing an opponent in the face or punching.

Centre-back: A defensive player whose main task is to counter the opposition's centre-forward.

Centre-forward: A team's main attacking player, usually big and strong in men's play, who takes position directly in front of the opponent's goal between the two-metre and four-metre lines; also known as the hole man, hole set or two-metre man.

Corner throw: A throw used to restart play if a defensive player touched the ball last before it went out over the goal line.

Dead time: The time between the whistle for a foul and the restarting of play and the clock.

Dead-time foul: Any foul committed during dead time.

Double dead-time foul: Simultaneous fouls by both an offensive and defensive player during dead time.

Double hole: An offence using two hole sets, one in front of each post of the goal; also known as a double post.

Double post: An offence using two hole sets, one in front of each post of the goal; also known as a double hole.

Dribble: To swim with the ball.

Drive: To swim quickly into the space in front of the goal on offence without the ball.

Driver: A player, usually a fast swimmer, whose main task is to move the ball into goal-scoring position.

Drop: A defensive strategy in which the players drop back to protect the centre of the pool and help block shots.

Dry pass: A pass made so that the receiver can catch it before it hits the water.

Eggbeater: The alternating leg kick used to tread water and lift players vertically out of the water.

Exclusion area: The designated area outside the field of play where excluded players wait to return to the game.

Exclusion foul: A foul serious enough that the offending player is sent to the exclusion area.

Face off: A throw by a referee giving each team an equal chance to reach the ball following a stoppage where neither team was solely to blame; also called a neutral throw.

Field player: Any player other than the goalkeeper.

Four-metre foul: A foul by a defensive player inside the four-metre line directly aimed at preventing a goal.

Four-metre line: An imaginary line marked with yellow buoys four metres from each goal line.

Free throw: The standard method of restarting play after the ball crosses the sideline or after any foul that does not earn a penalty throw.

Front: To defend between the ball and the hole set, preventing the hole set from receiving a pass.

Goal throw: A throw by the defending goalkeeper to restart play if an attacking player was the last to touch the ball before it went out over the goal line.

Half-distance line: An imaginary line marked with white buoys that divides the field of play into two equal ends.

Hold: To lift or carry the ball, press it underwater or place the hand over or under it.

Hole guard: A defensive player who takes position in front of his or her own goal and guards the hole set.

Hole man: A team's main attacking player, usually big and strong in men's play, who takes position directly in front of the opponent's goal between the two-metre and four-metre lines; also known as the centre-forward, hole set or two-metre man.

Hole set: A team's main attacking player, usually big and strong in men's play, who takes position directly in front of the opponent's goal between the two-metre and four-metre lines; also known as the centre-forward, hole man or two-metre man.

Impeding: To hinder the movement of a player not in possession of the ball.

Inside water: The position of being in front of a defender and moving toward the goal.

Lane press: A defensive strategy where players are positioned in the passing lanes, or between the ball and the players they are guarding, instead of between the offensive players and the goal.

Live time: When the clock is running.

Man-down: A 20-second situation for the defensive team where it plays with one less player than the offence after a defensive player commits an exclusion foul.

Man-up: A 20-second situation for the offensive team where it plays with one more player than the defence after a defensive player commits an exclusion foul.

Moving pick: A move by an offensive player to swim in front of a player defending another offensive player, freeing that team-mate for a pass or shot .

Neutral throw: A throw by a referee giving each team an equal chance to reach the ball following a stoppage where neither team was solely to blame; also called a face off.

Ordinary foul: An infringement by a player that, in most cases, leads to the referee awarding possession of the ball to the opposing team.

Penalty foul: A foul committed by a defending player within his four-metre area that is judged to have prevented a goal from being scored.

Penalty throw: A throw from the four-metre line by a member of the attacking team, defended only by the goalkeeper, after a penalty foul against a defending player.

Personal foul: An exclusion foul or penalty foul recorded against a player.

Point: The position on offence that is farthest from the goal in the 12 o'clock position.

Press: To extend the defence beyond its normal range to increase the pressure on each offensive player.

Seven-metre line: An imaginary line marked with green buoys seven metres from each goal line.

Sink: To push a player under the water during a tackle.

Splashing: An exclusion foul for deliberately splashing water in an opponent's face.

Stalling: An ordinary foul for a team's failure to shoot or advance the ball within 35 seconds.

Stationary pick: A move by an offensive player to stop in the path of a player defending a team-mate, freeing that team-mate for a pass or shot.

Swim-off: A race for the ball in the centre of the field of play to start each period.

Two-metre man: A team's main attacking player, usually big and strong in men's play, who takes position directly in front of the opponent's goal between the two-metre and four-metre lines; also known as the centre-forward, hole man or hole set.

Two-metre violation: An ordinary foul called when a player is inside the opponent's two-metre line and the ball is not farther ahead.

Wet pass: A pass from one player to another, but designed to land in the water.

Wet shot: A shot attempted while the ball is controlled in the water, usually a quick wrist shot.


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Archery Glossary of Terms


Archers' box: An area a metre behind the shooting line where the archers in a team event await their turns.

Back: The part of the bow handle that faces the target when the archer is shooting.

Belly: The part of the bow handle that faces the archer when shooting.

Blind: A dugout where scoring judges, the archers' representatives and a spotter sit.

Bow hand: The hand that holds the bow, usually the left hand.

Bowman: An archer.

Bowshot: The distance a bow sends an arrow.

Bullseye: The central spot on the target.

Draw: To pull back the bowstring and arrow in preparation to shoot.

End: A group of arrows, usually three, shot in one sequence before the archer goes to the target to retrieve them.

Group:

  1. The pattern of arrows on a target.
  2. To shoot three arrows on a target.

Limb: The upper or lower portion of a bow from the handle to the tip.

Match: Head-to-head competition between two individuals or teams.

Nock: To place an arrow on a bow string.

Recurve: To curve or bend back or backward. The form limbs have in the bow called “recurve”.

Robin Hood: The act of splitting the shaft of an arrow already in the target with another arrow.

Round: A stage of competition where an archer is trying to advance from one stage to the next.

Scoring hit: Any arrow that hits the target and counts for points.

Shaft: A long pole or rod forming the body of an arrow.

Shooting line: The line the shooter stands on.

Spotter: A person who identifies each archer's score with a telescope and enters the score.

Tip: The pointed extremity of an arrow.

Waiting line: A line at least five metres behind the shooting line, limiting where archers not competing may stand.

X: A mark denoting an arrow that strikes the inner circle, or X10, within the bullseye on a target.


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Athletics Glossary of Terms


Anchor: The last runner in a relay race.

Breakline: An arc across the track denoting the point where runners may leave their original lane and use any part of the track, which is normally the inside lane.

Changeover: The passing of the baton from one runner to the next.

Countback: A process used to determine the winner if two high jumpers or pole vaulters reach equal heights, based upon reviewing which athlete failed least in his or her jumps at that height or in the whole competition.

Crouch start: The crouched position all sprinters must assume before starting a race.

Decathlete: A contestant in a decathlon.

Decathlon: An athletic contest comprising 10 different track-and-field events and won by the contestant having the highest total score.

False start: An illegal beginning to a race in which a runner begins before the starter's pistol is fired.

Field event: An athletic event that involves jumping or throwing.

Fosbury flop: A style of high-jumping, named after former high-jumper Dick Fosbury, in which the athlete clears the jump facing upwards, with the back to the bar, and lands with the back on the mat.

Foul: A violation where, most commonly, an athlete jumping or throwing for distance steps across the line or circle defining the limit of the athlete's approach to an attempt.

Hammer throw: The field event in which athletes attempt to throw the hammer as far as possible.

Heat: An early race of an event, with the top finishers advancing to the finals or semi-finals of the competition.

Heptathlete: A contestant in a heptathlon.

Heptathlon: An athletic contest comprising seven different track-and-field events and won by the contestant having the greatest total score.

High jump:

  1. A vertical jump with which athletes attempt to clear a bar.
  2. The field event in which athletes attempt to jump over a bar.

Hurdles: A running race in which athletes must leap over set obstacles on the track.

Javelin: The field event in which athletes attempt to throw the javelin as far as possible.

Jump the gun: To commit a false start by beginning to run before the starter's pistol is fired.

Jump-off: A sudden-death contest used to determine the winner in high jump and pole vault if the athletes finish at the same height and a countback cannot determine the winner.

Lanes: The eight alleys of a track which runners must run within during certain races.

Lap: The distance of once around the track (400 metres) or course (outside stadium). Or: to pass another runner in a race by one lap.

Leg: One of a number of parts of a race, each of which must be completed to determine the winner.

Lifting: A violation in the walk for lifting a foot before the leg has bent for a moment.

Long distance: Type of race which is at least 10,000 metres in length.

Long jump: The field event in which athletes try to jump as far as possible.

Marathon: A 42.195-kilometre road race re-enacting the distance run by a Greek messenger in 490 BC.

Middle distance: Type of race including 800, 1500 and 5000 metres.

On your mark: The starter's call for runners in a race to move to the starting line and assume position to start the race.

Pentathlete: A contestant in a pentathlon.

Pentathlon: An athletic contest comprising five different events and won by the contestant having the highest total score.

Pole vault: The event in which athletes try to clear a bar with the help of a long pole.

Relay: A race in which athletes race in teams of four, taking turns to run.

Road race: A race run on established roads or footpaths, not on grass or other soft ground.

Runway: A running strip for jumpers and throwers where they build up speed as they approach their attempts in their events.

Scratchline: A line marking the centre of the take-over zone.

Set: The starter's second call to runners in a sprint, alerting them to rise quickly into their final starting positions before the starter's gun is fired.

Shot-put: The field event in which athletes try to put, or throw, the shot as far as possible.

Sprint: A short race at full speed, generally meaning a race of 400 metres or less.

Starter's gun: The pistol used by the starter to fire blanks in the air, signalling the start of a race.

Starting blocks: A pair of angled supports for the feet, temporarily attached to the track, to increase the power of a sprinter from a crouch start.

Steeplechase: A race run by people over a course which features obstacles such as hurdle barriers and water jumps.

Stop board:

  1. The far point of a tapered box sunk into the runway for the pole vault, where the vaulter's pole is intended to lock into position as the athlete launches into the air for the vault.
  2. The raised board that defines how far a thrower can range before releasing his attempt.

Sudden death: An extra round or rounds of competition held to resolve a contest that has resulted in a tie, e.g. a jump-off in the high jump or pole vault.

Take-off board: A rectangular board, usually made of wood, placed in the runway in the long jump and triple jump, marking the jumping area.

Take-off line: The plasticine line at the end of the take-off board in long jump and triple jump before which athletes must have jumped.

Take-over zone: A defined area in a relay race where the baton must be exchanged between runners on a team.

Track:

  1. The oval course laid out for racing.
  2. Athletic events run on that course.

Uprights: The vertical poles which hold the bar in high jump and pole vault in place.

Walk: A race where the walker must have at least one foot on the ground at all times and the advancing leg must be kept straight.

Water jump: A man-made obstacle in the steeplechase consisting of a solid hurdle barrier and a miniature pool containing water up to 70 centimetres deep.


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Badminton Glossary of Terms


Attacking clear: An offensive stroke hit deep into the opponent's court.

Backhand: The stroke used to return balls hit to the left of a right-handed player and to the right of a left-handed player.

Base position: The location in the centre of the court to which a singles player tries to return after each shot; also called "centre position".

Baseline: The back boundary line at each end of the court, parallel to the net.

Battledore and shuttlecock: A game played with a battledore and shuttlecock, the forerunner of modern badminton.

Carry: An illegal stroke in which the shuttle is not hit, but caught and held on the racket before being released; also called a "sling" or "throw".

Centre line: A line perpendicular to the net that separates the left and right service courts.

Centre position: The location in the centre of the court to which a singles player tries to return after each shot; also called "base position".

Clear: A shot hit deep into the opponent's court.

Doubles: A game where two people play two people as teams.

Doubles sideline: The side boundary of a doubles court.

Drive: A fast and low shot that makes a horizontal flight over the net.

Drop shot: A shot hit softly and with finesse to fall rapidly and close to the net in the opponent's court.

Fault: A violation of the rules.

Feint: Any deceptive movement that disconcerts an opponent before or during the serve; also called a "baulk".

Flick: A quick wrist-and-forearm rotation used to surprise an opponent by changing an apparently soft shot into a faster passing shot.

Forecourt: The front third of the court, between the net and the short service line.

Forehand: The stroke used to return a ball hit to the right of a right-handed player and to the left of a left-handed player.

Game: The part of a set completed when one player or side has scored enough points to win a single contest.

Hairpin net shot: A shot made from below and very close to the net and causing the shuttle to rise, just clear the net, then drop sharply down the other side so that the flight of the shuttlecock resembles a hairpin.

Halfcourt shot: A shot hit low and to midcourt, used effectively in doubles play against the up-and-back formation.

High clear: A defensive shot hit deep into the opponent's court.

Kill: A fast shot hit straight down into the opponent's court so that it cannot be returned.

Let: A minor violation of the rules allowing a rally to be replayed.

Long service line: The back line for the area into which a serve must land (also the back boundary line in singles play, but a line 83 centimetres inside the back boundary line in doubles play).

Match: A series of games to determine a winner.

Mid court: The middle third of the court.

Net shot: A shot hit from the forecourt that just clears the net and drops sharply.

Passing shot: A shot which passes the opposing player or team.

Poona: A 19th-century game in India, named after the city of the same name, with similarities to lawn tennis.

Push shot: A gentle shot played by pushing the shuttlecock with a little wrist motion.

Rally: The exchange of shots that decides each point.

Serve: The stroke used to put the shuttlecock into play at the start of each rally; also called a "service".

Service: The stroke used to put the shuttlecock into play at the start of each rally; also called a "serve".

Service court: The area into which a service must be delivered.

Set: To choose to extend a game beyond its normal ending score if the score is tied with one point to go.

Short service line: The front line of the service courts 1.98 metres from the net.

Singles: A game where one person plays one person.

Singles sideline: The side boundary of a singles court.

Sling: An illegal stroke in which the shuttle is not hit, but caught and held on the racket before being released; also called a "carry" or "throw".

Smash: A hard-hit overhead shot slammed straight down into the opponent's court.

Throw: An illegal stroke in which the shuttle is not hit, but caught and held on the racket before being released; also called a "carry" or "sling".

Wood shot: A legal shot in which the shuttle hits the frame of the racket.


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Baseball Glossary of Terms


Balk: An illegal, often deceptive move by the pitcher, penalised by a ball being called, or letting baserunners advance one base.

Ball: A pitch outside the strike zone that the batter does not try to hit.

Base: One of the three safe stations for the batter or baserunner.

Baseline: The direct line between each base, along which the baserunner must generally run.

Baserunner: A batter who has reached base safely.

Bases loaded: Bases are said to be loaded when there is a baserunner on each base.

Batter: The player trying to hit the pitch.

Batter's box: A rectangular area beside home plate where a batter stands to hit the pitch.

Bullpen: The area where relief pitchers wait, or prepare, to enter the game.

Bunt: An attempt by the batter to tap the ball instead of swinging at it.

Catcher: The fielder positioned behind home plate who catches the pitches.

Centerfielder: The fielder positioned in centre field (near the middle of the outfield).

Changeup: A pitch thrown deceptively slowly to surprise the batter.

Curveball: A pitch thrown with a rotation that makes the ball curve.

Designated hitter: A player who bats in place of the starting pitcher and all subsequent pitchers in the batting line-up.

Double: A hit that allows a batter to reach second base.

Double play: A play in which two outs are made with one pitch.

Dugout: The semi-enclosed area beside the playing field where players sit when they are not actively involved in the game.

Error: A mistake by a fielder that lets a batter or baserunner advance to a base.

Fair ball: A ball hit into the field of play.

Fastball: A pitcher's fastest pitch.

First baseman: The fielder stationed near first base.

Flyball: A ball hit in the air to the outfield.

Forceout: An out made when a baserunner, forced to run because another team-mate must run to the base he is occupying, cannot make the next base safely.

Foul ball: A ball hit outside the foul lines.

Foul lines: The two straight lines, extending from home plate past the outside edges of first and third bases to the outfield fence, which define fair territory.

Foul tip: A ball that barely touches the bat before continuing sharp and direct to the catcher's glove or hand.

Grand slam: A home run with a baserunner on each base, scoring four runs.

Groundball: A ball hit along the ground.

Hit: A ball struck by a batter that enables him to reach base safely.

Home plate: The five-sided slab of whitened rubber, 17 inches wide, which the batter stands beside to hit the pitch.

Home run: A hit by a batter, which usually goes over the outfield fence, that enables him to run around all the bases safely.

Infield: The diamond-shaped area formed by the three bases and home plate.

Infielder: A fielder in any of the four infield positions, not including the pitcher and catcher.

Inning: A turn at batting and fielding for each team.

Leftfielder: The outfielder stationed in left field (the left-hand side of the outfield from the batter's perspective).

Line drive: A ball hit sharply in a straight line roughly parallel to the ground.

Live ball: A ball in play.

Mound: The packed hill of dirt in the middle of the infield from which the pitcher throws the ball.

On deck: Due to bat next.

Outfield: The playing area inside the foul lines and beyond the infield.

Outfielder: A fielder in any of the three outfield positions.

Passed ball: A catcher's failed attempt to catch a good pitch, allowing a baserunner to advance to the next base.

Pickoff: Is the act made by the pitcher or catcher, throwing a ball to a fielder so that the fielder would tag out a baserunner who is either leading off or about to begin stealing the next base.

Pinch hitter: A player who bats in place of a team-mate one time in a game.

Pinch runner: A player who replaces a baserunner on his team line up.

Pitcher: The player who throws the ball to the batter.

Popup: A ball hit in the air to the infield.

Relief pitcher: A pitcher substituted into the game.

Rightfielder: The outfielder stationed in right field (the right side of the outfield from the batter's perspective).

Rubber: The rubber slat on the mound, against which the pitcher must plant his back foot when pitching.

Run: The point scored when a batter or baserunner advances to home plate.

Run batted in: The credit a batter receives for a turn at bat that enables a team-mate to score a run.

Sacrifice: A bunt that allows a baserunner to move to the next base while the batter gets out.

Sacrifice fly: A flyball hit far enough to enable a baserunner on third base to score a run after the ball is touched.

Scoring position: A good position for scoring a run on most hits, referring specifically to a baserunner standing on second or third base.

Second baseman: The fielder stationed near second base.

Shortstop: The fielder normally positioned between the second and third basemen.

Single: A hit that allows a batter to reach only the first base.

Sinker: A pitch thrown with a grip that makes it drop lower as it reaches home plate.

Slide: A baserunning manoeuvre in which the player slides into a base so he does not have to slow down to avoid overrunning it, or to make it difficult for the fielder to tag him with the ball.

Slider: A pitch essentially mixing a fastball and a curveball, thrown almost as hard as a fastball with a rotation that makes the ball curve more slightly than a curveball.

Squeeze play: A play in which the batter bunts to try to let the baserunner on third base score a run.

Starting pitcher: The pitcher for each team at the start of the game.

Steal: A baserunner's successful advance from one base to the next on his own, usually during a pitch that is not hit.

Strike:

  1. A pitch judged by the umpire to have passed over home plate between the batter's armpits and the bottom of his knees.
  2. A pitch that the batter fails to hit when he swings. 3. A foul ball when the batter has fewer than two strikes against him.

Strike zone: The area over home plate between the batter's armpits and the bottom of his knees, where a pitch is called a strike even if he does not swing the bat.

Strikeout: An out where the batter gets three strikes.

Suicide squeeze play: A play in which the batter bunts to try to let the baserunner on third base score a run.

The difference between this and a normal squeeze play is that baserunner starts running towards home plate as soon the pitch is thrown.

Third baseman: The fielder stationed near third base.

Triple: A hit that allows a batter to reach third base.

Triple play: A play in which three outs are made with one pitch.

Walk: An automatic advance to first base for the batter after the pitcher throws four balls.

Wild pitch: A pitch thrown so wildly that the baserunner advances to the next base.


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Basketball Glossary of Terms


8-second violation: Failure by the offensive team to cross the centre line within 8 seconds of gaining possession of the ball.

Airball: A shot that missed the rim, net and backboard.

Alley oop: A play in which one player throws the ball into the vicinity of the rim and a jumping team-mate catches it and scores a basket in one motion, usually with a dunk.

Assist: A pass that leads directly to a basket by a team-mate.

Back court: The half of the court that a team is defending.

Bank shot: A shot that caroms off the backboard before touching the rim.

Baseline: The line defining each end of the court; also known as the "end line".

Basket: A successful shot at the goal.

Block: To intercept a player's shot, preventing the ball from continuing on its path towards the basket.

Box out: To stay between an opposing player and the basket in search of a rebound when someone shoots the ball.

Breakaway: An easy chance for a basket when a player gets the ball well behind the defence.

Centre: A position usually played by the biggest player on the team.

Centre line: The line across the court dividing the back court and front court.

Dead ball: A ball out of play.

Double dribble: A violation, caused by either dribbling again after discontinuing the original dribble or by dribbling with both hands touching the ball simultaneously.

Double foul: Simultaneous fouls by two opposing players.

Dribble: To control the basketball by bouncing it with either hand.

Dunk: To force the ball down into the basket with one or both hands.

End line: The line defining each end of the court; also known as the "baseline".

Fast break: A quick attack on offence after gaining possession of the ball on defence.

Forward: A position usually played by players bigger than guards but more versatile than centres.

Free throw: A shot, worth one point, awarded to a player who has been fouled.

Free-throw line: The line where a player stands to shoot free throws.

Front court: The half of the court where the offensive team attacks the basket.

Full-court press: A defence that is extended the full length of the court.

Goal tending: The act of touching the ball when a shot is descending towards the basket or is directly above the basket.

Guard: A position usually played by players adept at ball-handling, passing or long-range shooting.

Hook shot: A one-handed shot, with the shooting hand extended far above the head and with the body turned sideways between the shooting hand and the basket.

Intentional foul: A foul judged by the referee to have been committed intentionally.

Jump ball: A ball tossed in the air by the referee so two opposing players can jump and try to tip it to a team-mate.

Jump shot: A shot by a player releasing the ball while at the top of a leap.

Key: The area between the free-throw line and the near end line and bordered by two angled lines, in which no offensive player may stand for three seconds at a time.

Lay-up: A shot by a moving player who jumps very close to the basket and shoots while in the air.

Live ball: A ball in play.

Man-to-man: A defence in which each player is designated an offensive player to mark.

Personal foul: Common illegal physical contact with an opposing player.

Pick: To block a defensive player while standing still, enabling a team-mate on offence to evade the defender; also known as "screen" or “block”.

Pick-and-roll: A play in which an offensive player sets a screen, then pivots towards the basket looking for a pass; also known as a "screen-and-roll".

Pivot foot: The foot that a player must keep fixed to the floor to avoid a travelling violation while holding the ball.

Press: To extend defensive pressure beyond its usual area.

Rebound: To grab the ball in the air after a player has missed a shot. Defensive or offensive rebound.

Screen: To block a defensive player while standing still, enabling a team-mate on offence to evade the defender; also known as "pick".

Screen-and-roll: A play in which an offensive player sets a screen, then pivots towards the basket looking for a pass; also known as a "pick-and-roll".

Steal: To take the ball from an opposing player.

Technical foul: A foul called for unacceptable behaviour.

Three-point basket: A basket shot from beyond the three-point line.

Three-point line: An arc on the floor 6.25m from the basket, dividing three-point shots from two-point shots.

Three-second violation: A violation called for an offensive player standing in the key for three seconds.

Time-out: A stoppage of the game clock, normally called by a coach to discuss strategy with the team.

Travelling: A violation by a player with the ball who moves both feet without dribbling.

Violation: An infringement of the rules.

Zone: A defence in which each player is assigned an area of the court to defend.


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Boxing Glossary of Terms


Bantamweight: A boxing division with a 54-kilogram maximum weight.

Belt: An imaginary line from the navel to the top of the hips, below which opposing boxers are not allowed to hit.

Bout: A boxing contest; also called a "match".

Break: A referee's order for boxers to step back and separate if they are in a clinch.

Caution: The lightest potentially penalising move by a referee for an infringement by a boxer. Three cautions mean an automatic warning.

Clinch: The act of one or both boxers holding the other in a way that hinders the other's punches.

Corner: The junction of the ropes where a contestant rests between rounds.

Count: The counting up to 10 seconds by the referee, after which, if a boxer is still down, a loss by knockout is declared.

Down:

  1. Touching the ring floor with some part of the body other than the feet.
  2. Officially, also having any part of the body outside the ropes, hanging on the ropes helplessly after being hit, or being judged to be in a semiconscious state and unable to continue fighting.

Featherweight: A boxing division with a 57kg maximum weight.

Flyweight: A boxing division with a 51kg maximum weight.

Foul: An illegal move, such as hitting below the belt or holding.

Heavyweight: A boxing division with a 91kg maximum weight.

Hold: To clutch the opposing boxer so he cannot punch.

Infighting: Fighting at close quarters so blows using the full reach of the arm cannot be delivered.

Knockout: A ruling where the referee stops the bout and declares a boxer the winner if his opponent has been down for the count of 10.

Light flyweight: A boxing division with a 48kg maximum weight.

Light heavyweight: A boxing division with an 81kg maximum weight.

Light middleweight: A boxing division with a 71kg maximum weight.

Light welterweight: A boxing division with a 64kg maximum weight.

Lightweight: A boxing division with a 60kg maximum weight.

Mandatory eight-count: An eight-second count that a downed boxer must take when he gets back to his feet, allowing the referee time to decide whether to continue the bout.

Match: A boxing contest; also called a "bout".

Middleweight: A boxing division with a 75kg maximum weight.

Out for the count: Knocked out for the referee's count of 10.

Outclassed: A ruling where the referee stops the bout because a boxer is taking excessive punishment, and declares his opponent the winner.

Passbook: An updated record of a boxer's bouts, used as a medical check among other purposes.

Passive defence: Covering up with both arms and not trying to avoid a blow.

Queensberry rules: The set of rules followed in modern boxing, developed by the 8th Marquess of Queensberry in the mid-19th century.

Reach: The distance between the fingertips of the outstretched arm across the chest to the fingertips of the other arm outstretched.

Round: One of a series of periods, separated by rests, which make up a boxing bout (The Olympic Games include four two-minute rounds).

RSC: Meaning "referee stops the contest", a term used to stop a bout when a boxer is being outclassed or is unfit to continue.

RSCH: Meaning "referee stops the contest because of head blows", a term used to save a boxer from a knockout after he has received hard blows to the head which have left him incapable of defending himself.

Saved by the bell: Saved from being counted out by the bell marking the end of the round (only possible in the final round of the final at the Olympic Games).

Scoring hit: A clean hit with force, using the knuckle area of a closed glove, on the front or side of the opposing boxer's head or body above the belt.

Second: A boxer's assistant.

Southpaw: A left-handed boxer.

Super heavyweight: A boxing division for fighters heavier than 91kg.

Throw in the towel: The traditional declaration of defeat in boxing, where a second who feels his boxer cannot continue the bout throws a towel into the ring to end it.

Warning: A notice from the referee that a boxer has committed an infringement of the rules (three warnings mean disqualification).

Welterweight: A boxing division with a 69kg maximum weight.


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Canoe/Kayak Glossary of Terms


Beam: The widest part of a canoe.

Bow: The front of a boat.

Bowhand: A paddler who kneels or sits in the forward position of a canoe or kayak; also known as a "bowman".

Bowman: A paddler who kneels or sits in the forward position of a canoe or kayak; also know as a "bowhand".

Draw: A stroke pulling in towards the paddler at 90 degrees to the direction of travel, causing the bow of the canoe to turn in the direction of the drawing side when performed by the bowhand.

False start: A start when one or more boats take off too early.

Five-metre rule: A rule prohibiting any boat from coming within five metres of the boat positioned next to it, thereby preventing it from riding the other boat's wash.

Flat water: Lake water or a slow-moving river current with no rapids.

Gunwale: The upper edge of a canoe's side (pronounced "gunnel").

Heat: The early divisions of a competition, with the top finishers advancing to the finals or semi-finals.

J stroke: A paddle stroke that ends with a rudder manoeuvre.

Keel: The ridge running the length of a canoe on the bottom.

Kevlar: An extruded fibre, composed of synthetic long-chain polyamides, which is extremely strong and resistant to high temperatures.

Line: The path a whitewater paddler chooses to take through the gates.

Riding the wash: Gaining an unfair advantage in sprint events by travelling in the wash of the next boat and being pulled along by it.

River left: The left side of the waterway as it appears to a paddler facing downstream.

River right: The right side of the waterway as it appears to a paddler facing downstream.

Rudder: To drag the paddle to create resistance, causing the stern of a canoe to turn in the direction of the rudder side when performed by the sternsman.

Rudder: A board or plate of wood or metal hinged vertically at the stern of a sprint kayak as a means of steering. Boats may have one rudder. The rudder is situated under the boat, behind the paddler.

Shaft: The narrow part of a paddle, gripped by the paddler.

Spray skirt: A cover worn by paddlers in whitewater events that attaches around the cockpit and seals the paddler into the boat to prevent water from entering.

Sprint: A straight canoe/kayak race on open, flat water.

Stem: The forward part of a boat.

Stern: The back end of a boat.

Sternsman: A paddler who kneels or sits in the back position of a canoe or kayak.

Sweep: A stroke made in a broad curve, turning a canoe in the direction opposite the sweeping side when performed by the sternsman.

Thwart: A supporting member of a canoe's structure, extending across the canoe from side to side between the gunwales.

Wash: The rough or broken water left behind a moving boat.


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Equestrian Glossary of Terms


Aid: A prompt that a rider gives a horse to change gaits, turn, etc., using the hands, legs, voice or body weight.

Canter: An easy gait of a horse (between a trot and a gallop in speed) where, in the course of each stride, three legs are off the ground at once.

Centre line: In dressage, an imagined line down the middle of the arena.

Combination: A series of related jumps labelled A, B (and C) one or two strides apart.

Cross-country:

  1. a section of the cross-country day in the three-day event where competitors must complete a course of difficult obstacles in a countryside setting.
  2. the new term for the speed-and-endurance test.

Disobedience: In jumping, a general term for a horse's refusal, run-out, resistance, turning in a circle or deviating from the course.

Dressage: An Olympic equestrian event where each horse must perform a series of movements testing the rider's control of the horse, and a panel of judges awards points.

Fall:

  1. the act of a horse touching either its shoulders or hind quarters to the ground.
  2. the act of a rider touching any part of the body to the ground or pushing up from an obstacle to return to the saddle.

Fault: In jumping, a unit of scoring equal to each point a rider is penalised for committing an error.

Flying change: A skipping movement at the canter where a horse changes its lead leg at every fourth, third, second and finally single stride.

Forefoot: A horse's front foot.

Gait: Any of a horse's characteristic motions, including, in order of speed, a walk, trot, canter or gallop.

Gallop: The fastest gait of a horse, essentially equivalent to running.

Grand prix de dressage: In dressage, the test used to determine team medals at the Olympic Games and the first round of the individual competition.

Grand prix freestyle test: In dressage, the third round of the individual event at the Olympic Games, a composition of grand prix movements performed with the rider's own choreography to musical accompaniment.

Grand prix special: In dressage, the second round of the individual event at the Olympic Games.

Grand prix test: See grand prix de dressage.

Half pass: A forward and sideways movement at the trot or canter where the horse crosses its legs.

Half pirouette: The same as a pirouette, except executed only in a half-circle.

Hind foot: A horse's back foot.

Impulsion: A state of readiness to act impulsively and push onward.

Jump: An obstacle which requires a horse to jump over it.

Jumping: Short for "showjumping", an Olympic equestrian event where each horse must clear a number of obstacles on a set course within a specified time.

Jump-off: In jumping, an extra round held to break a tie for first place after the final scheduled round of competition.

Knock down: To cause any part of an obstacle to fall.

Lath: In jumping, the thin white strip that defines the boundary of a water jump.

Mane: The long hair growing about the neck and neighbouring part of a horse.

Movement: A single characteristic style of motion of a horse, several of which make up a dressage performance.

On the bit: A term used for a horse being restrained by pressure on the bit, with the horse attentive to the rider's aids.

On the flat: A term referring to riding or training performed over ground without obstacles.

Pace: Manner of stepping; gait

Passage: A suspended trot in slow motion where each diagonally opposite pair of feet is raised and returned to the ground alternately.

Penalty point: A point added to a rider's score for committing an error.

Piaffe: A highly elevated and majestic trot on the spot, with each diagonally opposite pair of feet raised and returned to the ground alternately while the horse's head ideally is vertical and the neck raised and arched.

Pirouette: A rhythmic turning on the spot at the walk and canter where the inside hind foot is the pivot for the circle and ideally returns to the spot each time it is lifted from the ground.

Resistance: A horse's act of refusing to continue, rearing, stepping back or making a half-turn.

Roads and tracks: Two parts of the cross country test in the three-day event, consisting of riding on the flat at a measured pace.

Run-out: A horse's attempt to escape the rider's control and avoid an obstacle it is supposed to jump.

Schooling area: In jumping, the area designated for warming up the horses before competing.

Showjumping: An Olympic equestrian event where each horse must clear a number of obstacles on a set course within a specified time.

Speed and endurance: The section of the three-day event consisting of road and track, steeplechase and the cross-country obstacle course, now generally referred to as the cross-country section.

Steeplechase: A part of the cross-country test where horses run on a turf track featuring several low brush fences.

Submission: Unresisting or humble obedience.

Take-off point: The optimum point before an obstacle for a horse to jump.

Three-day event: An Olympic equestrian event incorporating the three equestrian disciplines of dressage, cross-country and jumping in one series of tests for horse and rider.

Triple bar: A jump featuring three sets of rails at varying heights that produce a spread.

Trot: An easy gait of a horse (between a walk and a canter in speed) where the legs move in diagonal pairs alternately.

Walk: The slowest gait of a horse where the legs move individually in a diagonal pattern.

Wall: A jump simulating an actual solid wall.

Wings: Structures designed to frame a jump and used to hold the cups.


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Fencing Glossary of Terms


Advance: To step forward.

Beat: A sharp tap on an opponent's blade to initiate or threaten an attack.

Black card: A card from the referee signifying a fencer has been expelled.

Bout: A contest in its entirety between two fencers.

Centre line: A line across the piste, or field of play, dividing it into two equal halves.

Compound: An attack or counterattack involving several moves.

Corps-a-corps: A move involving body contact, where two fencers are engaged in a way that allows neither to use his or her weapon. Corps-à-corps is forbidden at conventional weapons, foil and sabre.

Counter-parry: A defensive move where a fencer makes a circular movement around the opponent's blade and moves it away.

Disengage: To break contact between blades, done by one fencer passing his or her blade under the opponent's blade.

Double hit: Both fencers hit their opponent within .04 of a second, counted only in epee competition.

En garde: French for "on guard", the position that fencers take before a bout begins or after a break in the action.

Engage: To make contact blade-to-blade.

Feint: A false attack designed to force an opponent into a reaction that opens the way to a genuine attack.

Fleche: A running attack.

Hit: A point scored by a touch with the tip of the blade or, in sabre, the edge of the blade against any part of the opponent's body in the target area.

Lunge: The basic attack in fencing where a fencer closes the distance between foes by moving the front leg forward while the back leg remains stationary and straightens out.

Octave: The eighth of eight defensive positions in fencing.

One-metre penalty: A penalty where the action is moved a metre further back on the piste for the offending fencer before a bout is restarted.

On-guard line: A line on each side of the centre line where a fencer stands to begin or resume a bout after a hit has been awarded.

Parry: A defensive action where a fencer blocks the opponent's blade.

Penalty hit: A hit credited to a fencer when the opponent commits an offence after a warning.

Plastron: Protective clothing worn under a fencer's jacket.

Prime: The first of eight defensive positions in fencing.

Quarte: The fourth of eight defensive positions in fencing.

Quinte: The fifth of eight defensive positions in fencing.

Recover: To return to the en garde position after lunging.

Red card: A card from the referee signifying a penalty hit has been charged against a fencer for a rules violation.

Redouble: To attack an opponent a second time after the opponent fails to counterattack.

Remise: To attack again immediately after the opponent has blocked an initial attack.

Right of way: A rule established to eliminate virtually simultaneous attacks between two fencers in foil or sabre by allowing a referee to determine who was on offence at that moment and had "right of way" to score a point.

Riposte: An action by a fencer who just has blocked an attack by the opponent with a parry.

Seconde: The second of eight defensive positions in fencing.

Septime: The seventh of eight defensive positions in fencing.

Simple: In one move, as in an attack or riposte involving a single move.

Simultaneous: A ruling of no hit when two fencers in foil and sabre hit each other at the same time with an attack, redouble or remise.

Sixte: The sixth of eight defensive positions in fencing.

Stop-thrust: A sudden counterattack made by extending without lunging.

Target: The portion of the opponent's body which may be touched with the weapon to score points.

Thrust: To extend the arm and sword toward the opponent.

Tierce: The third of eight defensive positions in fencing.

Touch: A hit with the point of the weapon or a cut with the edge of the sabre, scoring a point.

Warning line: A line two metres inside the rear line warning a fencer he or she is near the end of the piste.

Yellow card: A card from the referee signifying a warning has been issued to a fencer for violating a rule.


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Football Glossary of Terms


Advantage: Allow play to continue when the team against which an offence has been committed will benefit from such an advantage.

Centre: Mid-point of the centre circle from which the ball is kicked to start play (kick-off) at the start of the match, for the start of the second half and each period of extra time, or to restart play after a goal has been scored.

Centre circle: A circle in the middle of the field (on the halfway line) with a radius of 9.15m (10 yds).

Charge: To initiate contact such as (shoulder-to-shoulder) bumping with an opponent in an attempt to force the player to commit to either a pass or a run; it is an offence if the referee considers it to be careless, reckless or using excessive force.

Corner flag posts: A flag post not less than 1.5m (5ft) high with a nonpointed top and flag is placed at each corner of the field of play.

Corner kick: A kick from the corner of the field to team-mates lined up in front of the goal, awarded to the attacking team when the ball goes over the goal line outside the goal posts and the defending team touched it last.

Defender: One of the players generally positioned in the defensive half of the field and primarily responsible for preventing the opposition from scoring.

Direct free kick: A free kick is given after an offence. It is taken from where the offence occurred and may be aimed directly at the goal.

Dive: To fake an illegal tackle in an attempt to gain a free kick from the referee; also known as to “act” or “take a dive”.

Dribble: To move the ball along the field with the feet while maintaining possession.

Foul: Any illegal interference with an opposing player, including kicking, pushing, shoving, tripping and dangerous or aggressive play.

Free kick: A kick is awarded after offences ranging from the less serious, such as impeding a player, to the more serious, such as dangerous charging, striking, pushing, tripping, kicking or an intentional handball. It is taken from where the offence occurred. All opponents are at least 9.15 m (10 yds) from the ball.

Goal:

  1. :Consisting of two upright posts joined at the top by a horizontal crossbar (2.44m by 7.32m - 8 ft by 24 ft), this is the area which the ball must enter for a team to score.
  2. : A score made by getting the ball into the goal.

Goal area: Consists of two upright posts joined at the top by a horizontal crossbar (2.44m by 7.32m – 8yds by 8ft). The goal is placed on the centre of each goal line.

Goal kick: A free kick from within the goal area, taken by the defending side if the ball has crossed the goal line after being touched last by the attacking side.

Goal line: The two shorter boundary lines on which the goal stands, marking each end of the field of play.

Goalkeeper or goalie: The only player who is allowed to handle the ball within the penalty area, whose special duty is to prevent the ball from going into the goal.

Golden goal: A sudden-death method of resolving a tie, where the first goal scored during extra time wins the game.

Hand ball: A violation where a player other than the goalkeeper touches the ball with the hands during play or the goalkeeper handles the ball outside the penalty area.

Header: To use the head to hit the ball.

Indirect free kick: A free kick taken after an offence. A goal can be scored only after the ball has been passed to or touched by a team-mate first. It is taken from where the offence occurred.

Kick-off: The way of starting each half-time and each period of extra time or a restart of play after a goal has been scored.

Match: A single game, lasting 90 minutes and divided into two 45-minute halves. Players are entitled to an interval at half-time not exceeding 15 minutes.

Midfielder: One of the players generally positioned near the middle of the field and primarily responsible for creating scoring opportunities for the strikers.

Offside: A violation where a player is closer to the other team’’s goal line than any defenders except the goalkeeper when receiving a pass.

Own goal: A goal scored for the opposing team when a player puts the ball into his or her team's goal.

Penalty area: A space in front of each goal where any of various infringements by the defending team results in a penalty kick for the attacking team; also called the "penalty box".

Penalty box: A space in front of each goal (16.5m -18 yds) where any of various infringements by the defending team results in a penalty kick for the attacking team; also called the “penalty area”.

Penalty goal: A goal scored from a penalty kick.

Penalty kick: A free kick directly from the penalty spot 11m (12 yds) in front of the goal with only the goalkeeper defending, awarded when the defending team commits a foul within its penalty area.

Penalty shoot-out: An extension of the tie-breaking system where, if neither team has won after two extra periods, the teams get a series of five penalty kicks - and more, taken one at a time, if necessary - until one side is ahead.

Penalty spot: Within each penalty area, a penalty mark is 11m (12 yds) from the midpoint between the goalposts and equidistant to them. This is where the ball is placed for a penalty kick.

Play the advantage: The referee's option to ignore a violation if it would disrupt action without providing any benefit to the opposing team.

Red card: Expulsion du terrain ordonnée par l'arbitre au bout de deux cartons jaunes ou après une faute grave telle que cracher, jouer dangereusement, être violent, faire une main intentionnelle ou toute autre faute empêchant un but d’être marqué.

Save: The act of preventing a goal.

Sidelines: The two longer boundary lines of the field; also called “touchlines”.

Striker: An offensive player who generally plays far upfield and concentrates on trying to score goals.

Tackle: To try to take possession of the ball from another player.

Take a dive: To fake an illegal tackle in an attempt to gain a free kick from the referee; also known as to "act" or "dive".

Team: A match is played by two teams, each consisting of not more than 11 players, one of whom is the goalkeeper. A match may not start if either team consists of fewer than seven players. Up to a maximum of three substitutes may be used in any official competition.

Throw-in: A throw from a player on the sideline into the field of play, awarded after the ball goes out over the sideline.

Touchlines: The two longer boundary lines of the field; also called “sidelines”.

Wall: A defensive formation where defensive players stand shoulder-to-shoulder between an opposing kicker and the goal to try to block a free kick.

Yellow card: by the referee as a warning to a player for a serious foul or other offences such as persistent fouling, dissent or unsportsmanlike behaviour.


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Gymnastics Glossary of Terms


Aerial: A manoeuvre where a gymnast completes a full rotation in the air without touching the apparatus.

Amplitude: The height or degree of execution of a move.

Arabesque: A pose on one leg with the other leg extended behind the body, which is lowered from the hips to form a graceful curve; often used in a balance or pivot.

Arch position: A position where the body is curved backward.

Assemblé: A common jump where the legs are brought together in the air.

Back flip: A move that begins with taking off from one or two feet, then jumping backward onto the hands and landing on the feet.

Back handspring: A move where a gymnast takes off from one or two feet, jumps backward onto the hands and lands on the feet; also known as a "flic-flac" or "flip-flop".

Back-in, full-out: A double salto with a full twist performed during the second salto.

Balance: A static position which holds a distinct shape.

Balance beam: A five-metre beam 10 centimetres wide and 1.2 metres above the floor, used for routines involving leaps, turns and tumbling moves.

Body wave: A wave-like movement of the entire body passing through the hips, shoulders, arms and head.

Boomerang throw: A throw of the ribbon where the cane is thrown but the gymnast grasps the end of the ribbon and pulls back on it, sending the cane flying towards her.

Cabriole: A leap where one leg is raised to the front and the other leg is brought up swiftly underneath and beats against it before the gymnast lands on the foot used for take-off.

Cartwheel: A sideways acrobatic roll with the arms and legs extended.

Cat leap: A leap where a gymnast takes off from one foot, raising one knee and then the other.

Chainé turn: A turn on the balls of the feet.

Chassé: A movement of the feet which gives the impression of one foot chasing the other, often used as a lead-up to a leap.

Circumduction: The act of moving the body, with or without apparatus, in a full circle with forward and backward flexion of the trunk and one hand leading the other to make a small circle in front of the body or a large circle around the body and overhead.

Composition: The structure of a gymnastics routine.

Compulsories: Pre-designed routines that contain specific movements required of all gymnasts.

Cossack: A leap where both legs are horizontal with the floor, one leg straight, the other bent at the knee.

Cross: A rings position where the arms are stretched fully and sideways, supporting the body, which is held vertically.

Degree of difficulty: A rating that measures the difficulty of specific moves and is factored into the total score after judges have scored the execution of the moves.

Développé: The unfolding of a leg into an open position in the air.

Dismount: To leave an apparatus at the end of a routine, usually done with a difficult twist or salto.

Element: A single move that has a recognised way of performance and technical value.

Execution:

  1. The performance of a routine.
  2. The form, style and technique used to complete the skills included in a routine.

Flexion: Any movement of a joint which brings connected body parts closer together.

Flic-flac: A move where a gymnast takes off from one or two feet, jumps backward onto the hands and lands on the feet; also known as a "flip-flop" or "back handspring".

Flip-flop: A move where a gymnast takes off from one or two feet, jumps backwards onto the hands and lands on the feet; also known as a "flic-flac" or "back handspring".

Fouetté: A pivot involving a sharp turn of the body away from the extended leg and a swift inward action of the lower leg, reminiscent of cracking a whip.

Frontal plane: An imaginary surface in front of, and parallel to, the body, where moves are performed.

Full-in, back-out: A double salto with a full twist performed during the first salto.

Gaylord: A move, named after US gymnast Mitch Gaylord, involving a front giant into a 1½ salto over the bar to grasp it again.

Giant: A swing through 360 degrees around the bar, with the body fully extended.

Grand jeté: A scissor-like movement from one leg to the other with legs outstretched in the air.

Grand plié: A position where the gymnast stands with legs fully bent.

Half-in, half-out: A double salto with a half-twist on each salto.

Handspring: A linking move involving a spring off the hands, performed by placing the weight on the arms and pushing strongly from the shoulders, which can go forward or backward.

Healy: A common manoeuvre on the parallel bars where a gymnast starts with a handstand on top of the bars, then falls forward, releasing one arm, executing a half-turn with the other, grasping the bar again and continuing the swing.

Inward turn: A turn in the direction of the supporting leg or arm; also known as a "reverse turn".

Jeté: A graceful move where a gymnast springs from one foot to the other.

Kip: A move from a position below an apparatus to a position above it.

Leg circle: A standard pommel-horse move where a gymnast keeps the legs together and swings them in a full circle around the horse, with each hand lifted in turn from the pommel to let the legs pass.

Legmount: A balance on one leg, with the other leg fully extended in a front, side or rear split position.

Lunge: A position often used to prepare for a pivot, with one foot well in front of the other and taking most of the weight with the knee bent.

Needle scale: A balance on one foot, with the other leg lifted high behind, the body dropped forward and the hands either on the floor or gripping the ankle.

Optionals: Manoeuvres selected by the gymnast which portray their best skills, often with a high degree of difficulty.

Passé: A basic balance position where one leg is turned outward with the thigh at horizontal, knee bent and toes touching the inner knee of the other leg.

Penchée: A balance position where the straightened legs are split vertically, one supporting and the other pointed toward the ceiling, while the chest is angled down toward the knee of the supporting leg and the hands are not touching the ground.

Pirouette: To turn on one foot around the body's longitudinal axis, as defined by the spine, in dance elements.

Pivot: A turn on the ball of the foot.

Plié: A position with the knees bent and the back straight.

Push-up arch: A move starting from a sitting position with the legs bent in front of the body and one hand behind the body for support, pushing up into a standing back arch (or back flexion) and ending in a standing position.

Release: To leave the bar to perform a move before grasping it again.

Relevé: A swift rise or lift onto the ball of the foot.

Reverse turn: A turn in the direction of the supporting leg; also known as an "inward turn".

Routine: A combination of movements or manoeuvres displaying a full range of skills on one apparatus.

Salto: A flip or somersault where a gymnast rotates around the axis of the hips.

Scale: A balance on one leg, with the other leg raised backwards, sideways or forwards and the upper body lowered slightly.

Scissor kick: A jump from one foot to the other with legs straightened as they swing forward, simulating the motion of scissors.

Somersault: An acrobatic movement where the body makes a complete revolution, heels over head; also known as "salto".

Spiral: Continuous circling movement of the body or apparatus.

Split leap: A forward leap from one foot, landing on the opposite foot and assuming a split position in mid-air.

Splits: A position where one leg is extended forward and the other backward, at right angles to the body.

Stick: To complete a landing without taking any steps.

Straddle: A position where the legs are split sideways.

Stutz: A common swing used on the parallel bars where the gymnast starts from a handstand atop the bars and swings backward between the bars, executing a half-turn along the way and returning to the handstand position to face the opposite way.

Thomas flares: Named after US gymnast Kurt Thomas, straddle leg rotations on the pommel horse.

Timochenko: Named after Soviet gymnast Alexandra Timochenko, a side flexion performed in standing side splits.

Tkatchev: Named after Russian gymnast Alexander Tkatchev, a move from a backward giant to a backward straddle release over the bar.

Tour jeté: A jump with a half-turn which transfers weight from one foot to the other.

Tuck: A position where the knees and hips are bent and drawn into the chest, with the body folded at the waist.

Turn: A rotation on the body's axis supported by one or both feet.

Twist: A move in acrobatic skills where a gymnast rotates around the body's longitudinal axis, defined by the spine.

V-sit: A position where the legs are raised off the floor close together and the body is supported by the hands to form a "V" shape.

Walkover: A move where a gymnast moves from a standing position through a handstand position to a standing position while "walking" through the air with the feet.

Yurchenko vault: Named after Soviet gymnast Natalia Yurchenko, a vault that begins with a round-off entry onto the beatboard and continues with a back handspring onto the horse and a back 1½ salto off.


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Handball Glossary of Terms


Back line: A line across the end of the court, but not including the goal line; also called the "outer goal line".

Centre back: A player centred largely around midcourt who directs the offence and shoots or tries to penetrate the defence; also called a "playmaker".

Centre line: A line across the court dividing it into two halves.

Corner throw: An offensive player's throw from a corner at the offensive end of the court, restarting play after the ball has gone over the back line after being touched by a defender other than the goalkeeper.

Court player: Any player on the court except a goalkeeper; also known as a "field player".

Dribble: To move the ball by bouncing it on the floor.

Exclusion: When a player is ejected from the game with no replacement allowed.

Field player: Any player on the court except a goalkeeper; also known as a "court player".

Four-metre line: A line four metres in front of a goal that marks the limit of where a goalkeeper may advance to defend against a penalty throw; also known as the "goalkeeper's restraining line".

Free throw: A fresh start to offensive play without interference from the defence, awarded for a minor offence by the opponent.

Free-throw line: An arcing dotted line extending nine metres from the goal, marking where an attacking team resumes play after being fouled inside the line; also called the "nine-metre line".

Goal area: The D-shaped area extending six metres from the goal and occupied only by the goalkeeper.

Goal area line: An arcing line that defines the goal area; also called the "six-metre line".

Goal line: The line the ball must cross to score a goal.

Goal throw: A throw-in from a goalkeeper to a team-mate, restarting play after the goalkeeper or the opposition last touched the ball before it passed over the back line.

Goalkeeper: The player in charge of defending the goal.

Goalkeeper's restraining line: A line four metres in front of a goal that marks the limit of where a goalkeeper may advance to defend against a penalty throw; also known as the "four-metre line".

Harpaston: An ancient Roman team sport believed to be a forerunner to handball, in which players threw a small ball to team-mates while trying to avoid opposing players.

Jump shot: A shot attempted while leaping.

Line player: An offensive player who plays largely around the six-metre line; also called a "pivot".

Nine-metre line: An arcing dotted line extending nine metres from the goal, marking where an attacking team resumes play after being fouled inside the line; also called the "free-throw line".

Outer goal line: A line across the end of the court, but not including the goal line; also called the "back line".

Penalty line: A one-metre line seven metres in front of the goal where penalty throws are attempted; also called the "seven-metre line".

Penalty shoot-out: A tie-breaking system where, after a tied game, players on each team try to score against the opposing goalkeeper from the penalty line to determine a winner.

Penalty throw: A seven-metre shot at goal defended only by the goalkeeper and awarded for a serious offence or because the defence illegally spoiled a clear chance to score a goal; also called a "seven-metre throw".

Pivot: An offensive player who plays largely around the six-metre line; also called a "line player".

Playmaker: A player centred largely around midcourt who directs the offence and shoots or tries to penetrate the defence; also called a "centre back".

Red card: A card signifying a referee has ejected a player from the game.

Referee throw: Similar to a jump ball in basketball, a throw into the air by the referee so a player on each team can jump and try to gain control of the ball.

Running shot: A shot attempted while running.

Seven-metre line: A one-metre line seven metres in front of the goal where penalty throws are attempted; also called the "penalty line".

Seven-metre throw: A seven-metre shot at goal defended only by the goalkeeper and awarded for a serious infraction or because the defence illegally spoiled a clear chance to score a goal; also called a "penalty throw".

Shooter: A player, usually tall and a good jumper, who shoots from the backcourt.

Sideline: A boundary line marking a side of the court.

Six-metre line: An arcing line that defines the goal area; also called the "goal area line".

Throw-in: A throw from the side of the court to restart play after the ball has gone over the sidelines.

Throw-off: A throw from the centre line to a team-mate at least three metres away and behind the line, used to restart play.

Two-minute suspension: The penalty for a second warning from the referee or for any severe foul or unsportsmanlike behaviour.

Wing: A player who plays largely along the side of the court.

Yellow card: A card signifying the referee has warned a player about an infraction.


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Hockey Glossary of Terms


23 metres area: The quarter of the field at each of its ends which includes the circle and the goal.

Attacker: A player positioned at the offensive end of the pitch for a team; also known as a “forward”.

Back-line: The line marking the end of the pitch and including the goal-line between the goal posts.

Bully: A method of restarting play following a stoppage not caused by a breach. Two players face each other, tap their sticks on the ground and together before contesting the ball.

Centre line: The line across the pitch that divides it in half.

Centre mark: The mark in the centre of the field played in any direction to start a half or following a goal.

Circle: Short for the “striking circle”, “goal circle” or “shooting circle”, a D-shaped area in front of each goal that an attacking player must enter to score a goal. An attacker must take a shot from inside (not outside) the circle to score a goal. A goalkeeper is permitted to use any part of the body to stop the ball while inside the circle.

Corner hit: Corner hit: Taken five metres from the corner flag after the ball is hit unintentionally by the defending team across the back-line. Also known as a “long corner”.

Defender: A player positioned at the defensive end of the pitch for a team; also known as a "fullback".

Dribble: To move while controlling the ball with the stick.

Field goal: A goal scored from open, continuous play.

Field players: The 10 players on the field besides the goalkeeper.

Flick: To push the ball with the stick and raise it into the air: also called “scoop” when the ball is raised high in the air.

Forward: A player positioned at the offensive end of the pitch for a team; also known as an “attacker”.

Free hit: A passing opportunity awarded to a player for any offence by the opposition outside the circle.

Fullback: A player positioned at the defensive end of the pitch for a team; also known as a “defender”.

Goal circle: A D-shaped area in front of the goal where a goalkeeper is allowed to use any part of the body to stop the ball; also called the "striking circle", the "circle" and the "shooting circle".

Goalkeeper: The player on each team who defends the goal.

Goal-line: The back-line between the goal posts.

Golden goal: A sudden-death method of resolving a tied match where the first goal scored during two 15 minute periods of extra time decides the match.