Fouls and violations
Disruptive foul
Illegal contact that is not flagrant but disrupts the flow of the game, for example an unnecessary contact to stop a fast break, or to stop the clock at the end of a quarter, or from behind on a player progressing to the basket. It gives 2 free throws and a frontcourt throw-in.
Flagrant foul
Illegal contact that is not a legitimate basketball play, or is reckless, violent or dangerous, or an excessive hard contact. It gives free throws and a throw-in, and two flagrant fouls, or one flagrant and one category 1 technical, mean the player is disqualified.
Disqualifying foul
A flagrant unsportsmanlike act by a player, substitute, coach or other bench member, including violence. The offender must leave to the dressing room or the building for the rest of the game.
Cylinder principle
The space an imaginary cylinder around a player occupies on the court, including the space above. A player may jump straight up within it. A player who leaves it and causes contact with an opponent who had already established theirs is responsible for the contact.
Legal guarding position
A defender is in it when facing the opponent with both feet on the court. It extends vertically above the player, who may raise the arms or jump straight up but must stay inside the cylinder.
The ruleIs it a charge or a block?No-charge semi-circle
A semi-circle of 1.30 m radius under each basket. Contact by an airborne attacker who has control of the ball and shoots or passes, with a defender inside it, is not called a team control foul unless the attacker illegally uses the hands, arms, legs or body.
Basket interference
Touching the basket or backboard while the ball is on the ring, reaching up through the basket from below to touch the ball, or touching the ball while it is in the basket, so it cannot pass through. An offensive violation means no points; a defensive one awards the points.
The ruleWhat is goaltending in basketball?Fake being fouled
Any action to pretend to be fouled, or theatrical exaggerated movement to create the impression of a foul. It is a category 1 technical foul.
Time and possession rules
5 seconds
A closely guarded player, with an opponent within 1 m, must pass, shoot or dribble within 5 seconds. A thrower-in and a free-throw shooter also have 5 seconds to release the ball.
Last two minutes
Special rules apply when the game clock shows 2:00 or less in the fourth quarter and each overtime: after a time-out in the backcourt the head coach can choose to throw in from the frontcourt, and a team that has just scored cannot take a time-out or make a substitution.
Forfeit and default
A team forfeits if it cannot field five players ready 15 minutes after the scheduled start, and the game is awarded 20 to 0. A team defaults if it has fewer than two players ready on the court during the game.
Correctable error
A mistake in applying the rules that referees can correct, for example awarding or missing free throws, a wrong shooter, a scoring or clock error. It can be corrected only within set limits, generally before the ball goes live after the first stoppage in the last two minutes.
Offensive terms
Pick and roll
A play where one player sets a screen for a teammate with the ball, then moves toward the basket to receive a pass.
Isolation
A play where one player is given space to attack their defender one on one, with teammates spacing out of the way.
Spacing
How players position themselves around the court to keep enough room for dribbling and passing lanes.
Backdoor cut
A quick move where a player without the ball cuts behind the defence toward the basket for an easy pass and score.
Fadeaway
A jump shot where the shooter leans backward away from the defender while shooting.
Alley-oop
A pass thrown near the basket that a teammate catches in the air and finishes with a dunk or layup.
Defensive terms
Help defence
When a defender leaves their assigned player briefly to support a teammate being beaten by the ball handler.
Full court press
A defensive strategy applying pressure across the entire court rather than just the defensive half.
Box out
Positioning the body between an opponent and the basket to gain better rebounding position.
Switch
When two defenders swap who they're guarding during a screen, rather than fighting through it.
Charge
Illegal contact, with or without the ball, by pushing or moving into an opponent's torso. Contact with an airborne attacker under the basket is not judged a charge if the defender is inside the no-charge semi-circle.
Stats and analysis terms
Field goal percentage
The share of shot attempts a player successfully makes.
Plus-minus
A stat showing how much better or worse a team performs while a specific player is on the court.
Efficiency rating
A combined statistic used to summarize a player's overall contribution using multiple stat categories.
Pace
How many possessions a team uses per game, reflecting how fast or slow they like to play.
Usage rate
A measure of how often a player is involved in ending their team's possessions through shots, turnovers or trips to the free throw line.
Game management terms
Team foul penalty
A team is in the team foul penalty situation after committing 4 team fouls in a quarter. Every further personal foul on a player who is not shooting then gives 2 free throws instead of a throw-in. Fouls in overtime count as fourth-quarter fouls.
And-one
When a player is fouled in the act of shooting and the goal is made, it counts and the player also gets 1 free throw.
Garbage time
The final stretch of a game that's already decided, often when both teams bring in reserve players.
Fast break points
Points scored quickly off a steal or turnover before the defence can set up properly.