American football guide

Glossary

The terms you hear on an NFL broadcast, explained in plain language.

9 min read

Scoring

Touchdown TD
A 6-point score: the ball, in a player’s possession, crosses the opponent’s goal line.
Extra point PAT
A kick after a touchdown from the 15-yard line. Worth 1 point.
Two-point conversion
After a touchdown, one play from the 2-yard line worth 2 points if it ends in the end zone.
Field goal FG
A kick through the uprights during play. Worth 3 points.
Safety
Two points for the defense when it tackles the ball carrier in his own end zone.
Red zone
The last 20 yards before the opponent’s end zone.
Pick six
An interception returned for a touchdown.

The game

Snap
The center’s backward handoff that puts the ball in play at the start of each play.
Down
Each of the four tries the offense has to gain 10 yards.
First down
Earned by gaining 10 yards; it gives the offense a new set of four downs.
Line of scrimmage
The imaginary line, sideline to sideline, where each play starts.
Drive
A team’s series of plays from the moment it gets the ball until it scores or gives it up.
Huddle
The gathering where the offense gets the play call before lining up.
Audible
A play change the quarterback calls at the line after reading the defense.
Shotgun
A formation where the quarterback takes the snap several yards behind the center.
Play action
A fake handoff before a pass, to draw the defense in.
Sack
Tackling the quarterback behind the line of scrimmage before he throws.
Fumble
The ball carrier loses the ball before the play ends; anyone can recover it.
Interception INT
A pass caught by a defender.
Turnover
Losing the ball through an interception or a fumble.
Turnover on downs
Losing the ball by failing to gain a first down on fourth down.
Punt
A kick, usually on fourth down, to push the opponent away from your end zone.
Touchback
The ball is dead in the end zone after a kick; the receiving team starts at the yard line set by the rules.
Fair catch
A catch of a kick after a raised hand: the returner can’t be tackled but can’t advance either.
Onside kick
A short kickoff the kicking team tries to recover.
Hail Mary
A long, desperate pass into the end zone, usually on the last play.
Kneel down
The quarterback takes a knee right after the snap to run the clock.
Spike
The quarterback throws the ball into the ground right after the snap to stop the clock; it counts as an incomplete pass.
Two-minute warning
The automatic stoppage with two minutes left in each half.
Challenge
A coach’s request, made with a red flag, to review a play on video.
Flag
The yellow flag an official throws to signal a foul.

Positions

Quarterback QB
Runs the offense, takes the snap and throws the passes.
Running back RB
The ball carrier who takes handoffs from the quarterback.
Fullback FB
A blocking back who leads the way for the running back.
Wide receiver WR
A pass catcher who lines up wide, near the sideline.
Tight end TE
A player who lines up next to the line: blocks and catches passes.
Offensive line OL
The offense’s five blockers: a center, two guards and two tackles.
Defensive line DL
The defenders on the line: defensive tackles in the middle and defensive ends on the outside.
Edge rusher
An outside defender whose main job is to get to the quarterback.
Linebacker LB
A second-level defender who stops the run, covers passes and rushes the passer.
Cornerback CB
A defender who covers the wide receivers.
Safety S
As a position, the last line of the defense, deep in the field.
Kicker K
Kicks field goals, extra points and kickoffs.
Punter P
Kicks the punts.
Long snapper
A specialist in the long snap on punts and field goals.
Returner
The player who fields and returns kickoffs and punts.

Strategy

Blitz
A defensive call that sends more rushers than usual after the quarterback.
Man coverage
Each defender follows one receiver.
Zone coverage
Each defender protects an area of the field.
Pocket
The protected space, formed by the offensive line, from which the quarterback throws.
Two-minute drill
A fast, no-huddle offense to score before the end of a half.
Garbage time
The final minutes of a decided game, when the stats can mislead.

Season and rosters

Bye week
Each team’s week off during the regular season.
Division
A group of four teams. Each conference has four: East, North, South and West.
Conference
Each half of the league, the AFC and the NFC, with 16 teams each.
Wild card
A playoff spot for the best teams that don’t win their division.
Seed
A team’s position in its conference’s playoff bracket, from 1 to 7.
Clinch
To mathematically secure a playoff spot or a title.
Strength of schedule
The combined record of a team’s opponents.
Injury report
The list of injured players that teams publish during game week.
Questionable
Uncertain to play.
Doubtful
Unlikely to play.
Out
Will not play.
Injured reserve IR
A player placed here misses at least several weeks and leaves the active roster.
Practice squad
Players who practice with the team and can be promoted to the active roster.
Trade deadline
The last day for trades during the season.
Draft
The yearly selection of college players, in reverse order of the standings.
Free agency
The period when players without a contract can sign with any team.
Salary cap
The maximum each team can spend on player salaries.

Picks and stats

Pick
The model’s prediction for a game.
Spread
The points the market gives the favorite. A “−3.5” is how much the favorite must win by to beat it.
Favorite, underdog
The team expected to win and the team expected to lose, according to the line.
Against the spread ATS
A team’s result once the line is applied.
Cover
To beat the line: win by more than the spread or, as the underdog, lose by less.
Push
The final margin lands exactly on the line.
Pick'em PK
A game with no favorite: a line of 0.
Total over/under
The combined points the market expects from both teams.
Elo
A rating system that moves up or down after each result depending on how expected it was. It is the basis of this site’s model.
Win probability
How often a team would win if the game were played many times.
Home-field advantage
What playing at home is worth, in points or in probability.
Brier score
A measure of how good probability forecasts are: the mean squared error. Lower is better.