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Pool and Billiards Glossary

Attack Goal Area- Area defined by a line drawn sideline to sideline 20 yards from the face of the goal. Once the offensive team crosses the midfield line, it has ten seconds to move the ball into its attack goal area.


Body Check- Contact with an opponent from the front – between the shoulders and waist – when the opponent has the ball or is within five yards of a loose ball.


Box- The area used to hold players who have been served with penalties, and through which substitutions “”on the fly”" are permitted directly from the sideline onto the field.


Check-up- Call given by the goalie to tell each defender to find his man and call out his number.


Clamp- A face-off maneuver executed by quickly pushing the back of the stick on top of the ball.


Clearing- Running or passing the ball from the defensive half of the field to the attack goal area.


Crease- The circle around the goal with a radius of nine feet into which only defensive players may enter.


Defensive Clearing Area- Area defined by a line drawn sideline to sideline 20 yards from the face of the goal. Once the defensive team gains possession of the ball in this area, it has ten seconds to move the ball across the midfield line.


Extra Man Offense (EMO)- A man advantage that results from a time-serving penalty.


Fast Break- A transition scoring opportunity in which the offense has at least a one-man advantage.

Head- The plastic or wood part of the stick connected to the handle.


Man Down Defense (MDD)- The situation that results from a time-serving penalty which causes the defense to play with at least a one man disadvantage.


On The Fly Substitution- A substitution made during play.


Pick- An offensive maneuver in which a stationary player attempts to block the path of a defender guarding another offensive player.


Pocket- The strung part of the head of the stick which holds the ball.


Rake- A face-off move in which a player sweeps the ball to the side.


Riding- The act of trying to prevent a team from clearing the ball.


Release- The term used by an official to notify a penalized player in the box that he may re-enter the game.


Unsettled Situation- Any situation in which the defense is not positioned correctly, usually due to a loose ball or broken clear.



Blocking- Moving into path of a player without providing space for the player to stop or change direction. 


Charging- When the payer with the ball comes into contact with a defender who has already established position. 


Checking- Hitting the opponent’s crosse to dislodge the ball.


Clearing- Passing or carrying the lacrosse ball out of the goal circle. 


Cradling- Running with the stick in either one or both hands in a manner that keeps the ball in the pocket. 


Cutting- Attacker runs toward the goal looking to get open to receive a pass. 


Deputy- A defender who can enter the goal circle in the absence of the goalie when her team has the ball. 


Draw- A technique to start or resume play in which a ball is placed in between the sticks of two opposing players, a whistle is blown, the sticks are drawn up and away, and the ball is sent above the heads of the player before one of the players takes possession of it. 


Fast break- An opportunity to score in transition to offense with at least a one-man advantage. 


Free position- After a foul, all players must be at least four meters away from the player who was fouled. The attacker may run, pass, or shoot the ball after the whistle is blown to resume play. 


Free shot- Penalty awarded from a hash mark on the 8-meter line when a major foul is committed within the 8-meter arc. All players, except the goalie, must move outside the arc. When the umpire blows the whistle, the player can take a shot on goal or pass while the defense moves in. 


Free space to goal- Inside the critical scoring area, defenders must stay out of the space between the player with the ball and the goal circle, unless they closely mark an opponent. 


Indirect free position- Follows a minor foul within the 12-meter fan, play resumes from the 12-meter fan and the player may run or pass, but cannot shoot. 


Marking- Defender is within a stick’s length of an opponent. 


Penalty lane- The path that is cleared between the player with the ball and the goal when a free position is awarded to the attacking team inside the critical scoring area. 


Pick-  Offensive player impedes opponent’s ability to defend a teammate. Must be within the visual field of the opponent. 


Scoop- Picking up a ground ball.


Slashing- Recklessly swinging the crosse at an opponent’s stick or body. 


Slow whistle- Permitting play to continue during a penalty inside the critical scoring area on a scoring play to allow an offense to maintain its advantage. 


Stand- All players, except the goalkeeper in her goal circle, must remain stationary following the sound of any whistle. 


Sphere- An imaginary bubble, about seven inches around the head of a player, that an opponent’s crosse cannot enter to ensure safety. 


Three Second Rule- Defensemen may not remain in the arc for more than three seconds without guarding another player.



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