Football glossary
Football terms, explained in plain English
The words you hear on the sideline, on a broadcast, or in a flag football huddle, in 146 short definitions you can read in a few seconds each.
This glossary is for anyone getting to know American football: new fans, parents watching a youth game, kids starting flag football, and adults joining a flag or tackle league who want to keep up with the calls.
Terms run from A to Z, with related entries linked so you can follow a topic like penalties or pass coverage. Rules vary between the NFL, college, high school, and flag football, so definitions note where levels differ, and flag-specific terms such as flag pull and rush line are included.
146 terms, A to Z.
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A
- Audible
- A play change called at the line of scrimmage, usually by the quarterback, after seeing how the defense lines up.
B
- Backfield
- The area behind the offensive line, and the players who line up there, such as the quarterback and running backs.
- Blitz
- When the defense sends more than its usual number of pass rushers, often a linebacker or defensive back, to pressure the quarterback. See also: Pass rush, Sack
- Blitz count
- In some flag football leagues, a count the defense must finish before rushing the quarterback. Leagues handle this differently, so check your rulebook. See also: Seven-second rule
- Bootleg
- A play where the quarterback fakes a handoff one way and rolls out the other way, often with the choice to run or pass.
C
- Center
- The offensive lineman in the middle of the line who snaps the ball to the quarterback to start each play.
- Chains
- The 10-yard chain held by the sideline crew to mark the start of a set of downs and the line to gain. Officials bring it onto the field to measure close plays. See also: Line to gain
- Coin toss
- The flip before the game that decides which team chooses to kick, receive, or pick an end of the field. Many teams defer their choice to the second half.
- Completion
- A forward pass caught by a teammate. Completion percentage is completions divided by pass attempts.
- Corner route
- A deep route where the receiver runs upfield, then angles toward the sideline and the corner of the end zone.
- Cornerback
- A defensive back who usually lines up across from a wide receiver and tries to stop passes to that side of the field. See also: Man coverage, Nickelback
- Cover 2
- A zone defense with two safeties deep, each responsible for half the field, while the other defenders cover shorter zones.
- Cover 3
- A zone defense with three deep defenders, each covering one third of the field, usually two cornerbacks and a safety.
- Curl
- A route where the receiver runs upfield, then turns back toward the quarterback, usually settling in an open spot. See also: Hook
D
- Defensive end
- A defensive lineman on the outside of the line, often the team's main pass rusher.
- Defensive line
- The defenders who line up right across from the offensive line to stop the run and rush the passer. See also: Defensive end, Defensive tackle, Nose tackle
- Defensive tackle
- A defensive lineman on the interior of the line who tries to clog running lanes and push the pocket.
- Delay of game
- A 5-yard penalty when the offense does not snap the ball before the play clock runs out, or when a team otherwise slows the game down illegally. See also: Play clock
- Dime
- A defensive lineup with six defensive backs, used in obvious passing situations. It adds one more defensive back to the nickel package. See also: Nickelback
- Down
- One play, from the snap until the ball is ruled dead. The offense gets four downs to gain 10 yards; each new set of downs starts back at first down. See also: First down, Line to gain, Turnover on downs
- Down and distance
- The current down and the yards still needed for a first down, said together like "third and 4." See also: Down
- Draw play
- A run disguised as a pass. The quarterback drops back like they are going to throw, then hands off as the pass rush charges upfield.
- Drive
- A team's series of plays from the moment it gets the ball until it scores, punts, or turns it over.
E
- Eligible receiver
- A player allowed to catch a forward pass. In tackle football that generally means the backs and the players on the ends of the line, not the interior linemen. See also: Ineligible receiver downfield
- Encroachment
- A foul when a defender crosses the line of scrimmage and touches an offensive player before the snap. It is a 5-yard penalty, and the play is stopped.
- End zone
- The 10-yard scoring area at each end of the field, between the goal line and the end line. Flag football fields often use shorter end zones.
- Extra point (PAT)
- The bonus try after a touchdown, also called the point after touchdown. A kick through the uprights is worth 1 point; the distance of the kick varies by level. See also: Two-point conversion, Touchdown
F
- Facemask
- A foul for grabbing and twisting or pulling an opponent's facemask. It is a 15-yard penalty.
- Fair catch
- A signal, made by waving one arm overhead, that a returner will catch a kick without running with it. In exchange, the kicking team may not hit them, and the ball is spotted where it was caught. See also: Returner, Punt
- False start
- A foul when an offensive player moves suddenly before the snap after getting set. It costs 5 yards, and the play never starts. See also: Offside
- Field goal
- A kick through the uprights from a scrimmage play, worth 3 points. Teams usually try one on fourth down when they are close enough to make it but too far to expect a first down. See also: Kicker, Holder, Uprights
- First down
- The first of a new set of four downs. A team earns one by moving the ball past the line to gain, and officials signal it by pointing toward the defense's end zone. See also: Line to gain, Chains
- Flag belt
- The belt with two or three flags that each flag football player wears around the waist.
- Flag guarding
- A flag football foul when the ball carrier uses a hand, arm, or the ball to block a defender from pulling a flag.
- Flag pull
- The flag football version of a tackle. Grabbing and removing a flag from the ball carrier's belt ends the play at that spot. See also: Flag belt, Flag guarding
- Formation
- How the offense or defense lines up before the snap. Offenses must have a set number of players on the line of scrimmage.
- Forward pass
- A throw toward the opponent's goal line. Teams get one per play, and it must be thrown from behind the line of scrimmage.
- Fourth-down conversion
- Gaining a first down on fourth down instead of punting or kicking a field goal. Teams that try are said to be "going for it."
- Fullback
- A bigger back who lines up ahead of or beside the running back, mostly to block for the ball carrier on runs.
- Fumble
- When a player with the ball loses control of it before the play is over. Either team can recover a loose ball, so a fumble can become a turnover. See also: Turnover
G
- Go route
- A route straight down the field as fast as possible, used to beat a defender deep. Also called a fly or streak.
- Goal line
- The line at the front of each end zone. The ball only has to break the plane of this line for a touchdown.
- Guard
- One of two offensive linemen who line up on either side of the center.
H
- Hail Mary
- A long, desperate pass toward the end zone at the end of a half or game, thrown into a crowd of players in hopes someone on offense catches it.
- Halftime
- The break between the second and third quarters, when teams head to the locker room and the team that did not receive the opening kickoff usually gets the ball.
- Handoff
- Handing the ball directly to a teammate, most often from the quarterback to a running back.
- Hash marks
- The two rows of short lines down the middle of the field. Every play starts on or between them, and how far apart they sit differs between the NFL, college, and high school.
- Holder
- The player who catches the snap on a field goal or extra point and sets the ball on the ground for the kicker.
- Holding
- Illegally grabbing or hooking an opponent to block or to stop them from getting free. Offensive holding is usually a 10-yard penalty; defensive holding is a smaller distance in some levels but also gives the offense a first down. See also: Penalty flag
- Hook
- A route where the receiver runs upfield, stops, and turns back to face the quarterback. It is very similar to a curl, and coaches often use the names interchangeably.
- Huddle
- The quick gathering of players before a play, where the play call is shared.
I
- Illegal formation
- A foul when the offense lines up incorrectly before the snap, such as having too few players on the line of scrimmage. It is usually 5 yards.
- Illegal motion
- A foul when an offensive player is moving toward the line of scrimmage at the snap, or more than one player is moving. It is usually 5 yards. See also: Motion
- Incompletion
- A forward pass that hits the ground or goes out of bounds without being caught. The clock stops, and the ball goes back to the previous spot.
- Ineligible receiver downfield
- A foul when an offensive lineman goes too far past the line of scrimmage on a forward pass play. How far is too far differs between the NFL, college, and high school. See also: Eligible receiver
- Intentional grounding
- A foul when a quarterback under pressure throws the ball away with no receiver nearby to avoid a sack. It costs a loss of down plus yardage, though a quarterback outside the pocket can usually throw it away legally if the ball reaches the line of scrimmage.
K
- Kicker
- The specialist who handles field goals, extra points, and usually kickoffs.
- Kickoff
- A free kick that starts each half and restarts play after a score. Kickoff rules have changed several times in recent years, especially in the NFL, so where players line up and where touchbacks are spotted depend on the level. See also: Onside kick, Touchback, Returner
- Kneel-down
- When the quarterback takes the snap and immediately kneels to end the play, letting the clock keep running. Teams do it to finish a game they are already winning. See also: Victory formation
L
- Lateral
- A pass that goes sideways or backward. Unlike a forward pass, it can be thrown from anywhere and more than once on the same play. See also: Forward pass
- Line of scrimmage
- The imaginary line across the field where the ball sits before each play. Neither team may cross it before the snap.
- Line to gain
- The spot the offense must reach to earn a new first down, usually 10 yards from where the set of downs began. Broadcasts often show it as a colored line on the field. See also: First down, Down and distance
- Linebacker
- A defender who lines up behind the defensive line and does a bit of everything: tackling runners, covering receivers, and rushing the passer. See also: Blitz
- Long snapper
- A specialist who snaps the ball back to the holder or punter on kicking plays, which requires a longer, more accurate snap than a normal play.
M
- Man coverage
- A pass defense where each defender is assigned one receiver to follow wherever they go. See also: Zone coverage
- Motion
- Moving one offensive player before the snap, usually sideways or away from the line, to create mismatches or reveal the defense's coverage. See also: Illegal motion
N
- Neutral zone
- The space between the two teams at the line of scrimmage, as long as the ball itself. Only the center may be in it before the snap.
- Neutral zone infraction
- A foul when a defender moves into the neutral zone before the snap and causes an offensive player to flinch. It is a 5-yard penalty. See also: Neutral zone
- Nickelback
- An extra defensive back brought in, usually for a linebacker, when the defense expects a pass. A lineup with five defensive backs is called a nickel defense. See also: Dime
- No-run zone
- In many flag football leagues, areas near the goal line and midfield where the offense must pass instead of run. The size and location depend on the league. See also: Flag pull
- Nose tackle
- The defensive tackle who lines up directly across from the center, usually in a three-man front. The role calls for size and strength to take on blockers.
O
- Offensive line
- The five players up front who block for the quarterback and running backs: a center, two guards, and two tackles. See also: Center, Guard, Offensive tackle
- Offensive tackle
- One of the two offensive linemen on the outside of the line. The tackle protecting the quarterback's blind side is often a team's most valued lineman.
- Offside
- A foul when a defender is beyond the line of scrimmage when the ball is snapped. It is usually a 5-yard penalty. See also: Encroachment, Neutral zone infraction
- Onside kick
- A short kickoff the kicking team tries to recover itself. The ball must travel at least 10 yards before the kicking team can touch it, and some levels limit when it can be tried. See also: Kickoff
- Option
- A running play where the quarterback reads a defender and chooses to keep the ball, pitch it to a trailing back, or sometimes hand it off. See also: Read option
- Out route
- A route where the receiver runs upfield, then cuts sharply toward the sideline.
- Overtime
- Extra play used to break a tie at the end of regulation. Formats differ widely: the NFL uses a timed period with possession rules, college gives each team a possession from a set yard line, and many youth and flag leagues use their own shortened versions.
P
- Pass breakup
- When a defender knocks a pass away so it falls incomplete. Also called a pass defended or deflection in the stats.
- Pass interference
- Illegal contact by either team that keeps a player from catching a forward pass while it is in the air. How it is penalized differs by level: the NFL places the ball at the spot of the foul for defensive interference, while college and high school use a set yardage.
- Pass rush
- The defense's effort to get to the quarterback before the pass is thrown, either for a sack or to force a hurried throw.
- Passer rating
- A single number summing up a quarterback's passing using completion rate, yards per attempt, touchdowns, and interceptions. The NFL scale tops out at 158.3, while college uses a different formula.
- Penalty flag
- The yellow flag an official throws to signal a foul. The play usually continues, and the penalty is explained after it ends.
- Personal foul
- A category of serious fouls involving dangerous or unnecessary contact, such as roughing the passer or a facemask. Most carry 15 yards.
- Pick-six
- An interception returned all the way for a touchdown. "Pick" is slang for an interception, and a touchdown is worth six points.
- Pistol
- A formation with the quarterback a few yards behind the center, closer than in the shotgun, and a running back directly behind the quarterback.
- Play action
- A pass play that starts with a fake handoff, hoping the defense steps up to stop the run and leaves receivers open behind it.
- Play clock
- The countdown the offense has to snap the ball before a delay of game penalty. It is separate from the game clock.
- The protected area the offensive line forms around the quarterback on a pass play.
- Possession
- Having control of the ball. Each time the ball changes hands, the other team takes possession and becomes the offense.
- Post
- A deep route where the receiver runs upfield, then angles toward the goalposts in the middle of the field.
- Prevent defense
- A very cautious defense used late in a half, with extra players deep to stop long passes while allowing short gains.
- Punt
- A kick, usually on fourth down, where the punter drops the ball and kicks it before it hits the ground to push the other team deep into its own territory. See also: Punter, Fair catch
- Punter
- The specialist who catches the long snap and punts the ball away, usually on fourth down.
- Pylon
- The small orange markers at the corners of each end zone. A ball carrier who touches the pylon with the ball has scored.
Q
- Quarter
- One of the four periods in a game. NFL and college quarters are 15 minutes of game clock, high school quarters are usually 12, and youth and flag leagues often play shorter periods or halves.
- Quarterback
- The offensive leader who takes the snap, calls signals, and hands the ball off or throws passes on most plays. See also: Snap, Pocket
- Quarterback sneak
- A short-yardage run where the quarterback takes the snap and pushes straight ahead behind the center.
R
- Read option
- A version of the option where the quarterback holds the ball in the running back's stomach, watches an unblocked defender, and either hands off or keeps it.
- Receiving yards
- Yards gained on completed passes, credited to the player who catches the ball.
- Red zone
- The area between the opponent's 20-yard line and its goal line. Scoring often in the red zone is a common measure of a good offense.
- Returner
- The player who catches kickoffs or punts and tries to run them back for good field position or a score. See also: Fair catch
- Roughing the passer
- A foul for hitting the quarterback late, too high, or too hard after the ball is thrown. It is a 15-yard penalty and an automatic first down. See also: Personal foul
- Route tree
- The set of standard paths a receiver can run, often numbered so a play call can tell each receiver which route to run. See also: Slant, Go route, Post
- RPO (run-pass option)
- A play where the quarterback decides after the snap whether to hand off or throw a quick pass, based on what one defender does. See also: Read option
- Running back
- A player who lines up in the backfield and mostly carries the ball on running plays. Running backs also catch short passes and help block. See also: Fullback, Handoff
- Rush line
- In flag football, a line set back from the line of scrimmage that rushers must start behind. The distance varies by league, often around 7 yards.
- Rusher
- In flag football, a defender allowed to chase the quarterback after the snap. Many leagues allow one rusher, who must start from behind the rush line. See also: Rush line, Blitz count
- Rushing yards
- Yards gained by running with the ball from a running play. A runner tackled behind the line of scrimmage loses yards.
S
- Sack
- When a defender tackles the quarterback behind the line of scrimmage before a pass is thrown. See also: Pass rush, Tackle for loss
- Safety
- A score worth 2 points for the defense when the offense is tackled or commits certain fouls in its own end zone. The team that gave up the safety then has to kick the ball away. See also: End zone, Safety (position)
- Safety (position)
- A defensive back who plays deepest in the defense, acting as the last line of protection against long passes and runs. Most defenses use a free safety and a strong safety. See also: Cover 2, Cover 3
- Scramble
- When the quarterback leaves the pocket and runs around to avoid pressure, either to run for yards or to buy time to throw.
- Screen pass
- A short pass behind or near the line of scrimmage to a back or receiver, with blockers set up in front. Linemen let rushers through on purpose to get them out of the way.
- Seven-second rule
- A flag football rule in many leagues that the quarterback must throw within about seven seconds of the snap, often used where there is no pass rush. Time limits and rules vary by league.
- Shotgun
- A formation where the quarterback stands several yards behind the center and catches the snap in the air, giving more time to see the field. See also: Pistol, Under center
- Sideline
- The boundary line along each long side of the field. A player who steps on or over it is out of bounds.
- Slant
- A route where the receiver takes a few steps upfield, then cuts sharply toward the middle of the field at an angle.
- Slot receiver
- A receiver who lines up between the outside receiver and the offensive line, often running shorter, quicker routes.
- Snap
- The motion that starts a play: the center passes the ball back between the legs to the quarterback, holder, or punter.
- Special teams
- The units on the field for kicking plays: kickoffs, punts, field goals, extra points, and their returns.
- Spike
- When the quarterback takes the snap and throws the ball straight into the ground to stop the clock. It counts as an incomplete pass and uses a down.
- Sweep
- A run toward the sideline, with blockers leading the ball carrier around the end of the line.
T
- Tackle
- Bringing the ball carrier to the ground or otherwise stopping their forward progress. It is also the main stat for defenders.
- Tackle for loss
- A tackle of the ball carrier behind the line of scrimmage, so the offense loses yards. Sacks are a kind of tackle for loss. See also: Sack
- Targeting
- A foul in college and high school for making forcible contact with the crown of the helmet, or hitting a defenseless player in the head or neck. In college it also means the player is ejected; high school rules handle ejection differently.
- Tight end
- A player who lines up next to the offensive line and both blocks and catches passes.
- Timeout
- A pause in play that stops the clock. NFL and college teams get three per half; other levels set their own number.
- Touchback
- When a kick or turnover ends in or beyond the end zone and the ball is not returned, it is placed at a set yard line for the receiving team. The exact spot depends on the level and the type of play. See also: End zone, Kickoff
- Touchdown
- The main way to score, worth 6 points. A team scores one by carrying the ball across the goal line or catching it in the end zone, and then gets a try for 1 or 2 more points. See also: Extra point (PAT), Two-point conversion, Goal line
- Turnover
- Any time the offense loses the ball to the defense, most often through a fumble or an interception. See also: Fumble, Interception, Turnover on downs
- Turnover on downs
- When the offense uses all four downs without reaching the line to gain, the other team takes over at that spot.
- Two-minute drill
- An offense's fast-paced attempt to score near the end of a half, using sideline passes and timeouts to save time.
- Two-minute warning
- An automatic stoppage when two minutes remain in each half. It is a well-known NFL feature; whether other levels use it depends on the rulebook.
- Two-point conversion
- Instead of kicking after a touchdown, the offense runs one play from close to the goal line. Getting the ball into the end zone is worth 2 points. See also: Extra point (PAT)
U
- Under center
- When the quarterback stands right behind the center and takes the snap hand to hand. It is common on short-yardage runs and play action.
- Unnecessary roughness
- A foul for an extra or dangerous hit, such as hitting a player who is already down or clearly out of the play. It is a 15-yard personal foul. See also: Personal foul
- Unsportsmanlike conduct
- A penalty for bad behavior, such as taunting, arguing with officials, or excessive celebration. It is usually 15 yards.
- Uprights
- The two tall vertical posts of the goalpost. A field goal or extra point kick must pass between them and over the crossbar. See also: Field goal
V
- Victory formation
- The tight, protective formation a leading team uses for a kneel-down at the end of a game.
W
- Wheel route
- A route, usually by a running back, that starts toward the sideline and then turns straight upfield along it.
- Wide receiver
- A pass catcher who lines up near the sideline, split away from the formation, and runs routes to get open. See also: Slot receiver, Route tree
Y
- Yard line
- The lines marked across the field every 5 yards, with numbers every 10. A standard field is 100 yards between the goal lines, with the 50-yard line in the middle.
- Yards after catch
- The yards a receiver gains after catching the ball, often shortened to YAC.
Z
- Zone coverage
- A pass defense where each defender covers an area of the field instead of a specific player. See also: Man coverage, Cover 2, Cover 3
FAQ
Common questions
What are the basic football terms?
Start with how a possession works: snap, down, first down, line of scrimmage, and line to gain. Then learn the ways to score (touchdown, extra point, two-point conversion, field goal, and safety), the ways to lose the ball (fumble, interception, and turnover on downs), and the main positions, such as quarterback, running back, receiver, lineman, linebacker, and cornerback. With those you can follow almost any game.
What is a down in football?
A down is one play. The offense gets four downs to move the ball 10 yards. If it gets there, it earns a new first down and four more tries. If not, it usually punts or tries a field goal on fourth down, and if it goes for it and comes up short, the other team takes over at that spot.
How does scoring work in football?
Under NFL rules, a touchdown is worth 6 points, followed by a try for 1 point with a kick or 2 points with a play from close to the goal line. A field goal is worth 3 points, and a safety gives the defense 2 points. College and high school use the same values, while flag football leagues often set their own point values for tries after a touchdown.
What is pass interference?
Pass interference is illegal contact that keeps a player from having a fair chance to catch a pass while the ball is in the air. It can be called on the defense or the offense. The penalty differs by level: in the NFL defensive interference puts the ball at the spot of the foul, while college and high school use a set yardage.
What is the difference between flag football and tackle football?
In flag football, a defender ends a play by pulling a flag from the ball carrier's belt instead of tackling them, and blocking is limited or not allowed. Teams usually play with fewer players on a smaller field, and many leagues add rules like no-run zones, a rush line, and a time limit for the quarterback. Rules vary a lot by league, so it is worth reading your league's rulebook.
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