Field Hockey Glossary

This field hockey glossary explains the terms players, parents and fans hear most, from the circle and the 23 meter area to the drag flick, obstruction, penalty corners and green cards. Field hockey has its own vocabulary for the field, skills, restarts, fouls and equipment, and knowing it makes games easier to follow and coaching easier to understand. The definitions below use plain language and follow the FIH Rules of Hockey in general terms, with notes where school or national competitions commonly differ.

Field and markings

Backline. The line at each end of the field. The part between the goalposts is the goal line.

Center line. The line across the middle of the field where play starts each quarter and after goals.

Circle. The D-shaped area in front of each goal, also called the shooting circle or the D. Goals can only be scored when an attacker plays the ball inside it.

Dotted circle. A broken line 5 meters outside the circle, used for rules on attacking free hits near the circle.

23 meter area. The area between the backline and the 23 meter line at each end, often called the 25 from the older yard measurements.

Penalty spot. A mark in front of each goal where penalty strokes are taken.

Sideline. The longer boundary lines along each side of the field.

Skills and techniques

Aerial. A pass lifted high over players that lands safely in space. Aerials must not be dangerous when they land.

Dribble. Moving with the ball under control using the stick, either on the forehand or with an Indian dribble that moves the ball from side to side.

Drag flick. A shot, mainly used at penalty corners, where the ball is dragged along the stick and slung toward goal, often above the backboard.

Flick. A pushing stroke that lifts the ball, used for shots or passes.

Hit. A stroke with a swing of the stick, used for powerful passes and shots.

Jab tackle. A one-handed tackle where the defender quickly pokes the ball away from the attacker.

Block tackle. A tackle where the defender places the stick low and flat on the ground to stop the ball.

Push. A passing stroke without a backswing, where the stick stays in contact with the ball before release.

Reverse stick. Using the stick turned over so the flat face points to the left for a right-handed player, for receiving, dribbling or hitting on the left side.

Slap hit. A sweeping hit with the hands apart and a shorter swing, common for passes and shots.

Y-dodge. An elimination skill where the attacker pushes the ball past one side of a defender and runs around the other side.

Restarts and set pieces

Bully. A restart where two opposing players face each other with the ball between them, tap their sticks as set out in the rules, then play the ball. It is used in specific situations, such as after certain stoppages.

Center pass. The pass from the center line that starts each quarter and restarts play after goals.

Free hit. A restart awarded after a foul. The ball is stationary and opponents must be at least 5 meters away.

Long corner. A restart for the attack on the 23 meter line, awarded when a defender unintentionally plays the ball over their own backline.

Penalty corner. A set piece for the attack after certain defensive fouls in or near the circle, starting with an injection from the backline.

Penalty stroke. A one on one shot from the penalty spot against the goalkeeper, awarded for serious fouls in the circle, such as one that prevents a probable goal.

Self-pass. Taking a free hit by moving off with the ball yourself instead of passing to a teammate.

Shootout. A tiebreaker in which attackers have a set time, 8 seconds in FIH competitions, to score one on one against the goalkeeper from the 23 meter line.

Fouls and rules

Advantage. The umpire lets play continue after a foul because stopping would hurt the fouled team.

Backstick. Playing the ball with the rounded back of the stick, which is not allowed.

Dangerous play. Any action likely to cause injury, such as a dangerously raised ball or a reckless swing.

Feet. A foul when the ball hits a field player’s foot or leg and that player gains an advantage or does so deliberately.

Obstruction. Using the body or stick to block an opponent who is trying to play the ball.

Third party. An obstruction foul where a player blocks a defender from reaching a teammate who has the ball.

Stick interference. Hitting, hooking or holding an opponent’s stick.

Cards and officials

TermMeaning
UmpireThe official who controls the game; most matches have two
Green cardA warning and short temporary suspension (2 minutes in FIH competitions)
Yellow cardA longer temporary suspension
Red cardPermanent suspension from the match
Technical officialsOfficials who manage timing, substitutions and the scoresheet at higher levels
Video referralA review system used in some top competitions to check decisions

Rulebook note: definitions here follow the FIH Rules of Hockey in general terms. NFHS rules for US high schools, NCAA rules for college and other national rules may use different card durations, procedures or terminology, so check the rulebook for your competition.

Positions and tactics

Channeling. Defending by steering the attacker toward the sideline or a teammate rather than tackling immediately.

Forward, midfielder, defender, goalkeeper. The four broad roles on a team, from attackers closest to the opponent’s goal to the goalkeeper who protects the home goal.

Lead. A movement by an attacker to get free from a defender and show for a pass.

Press. A coordinated effort to win the ball back high up the field.

Overload. Creating more attackers than defenders in one area.

Sweeper. A defender who plays behind the main defensive line to cover space.

Equipment

Kickers and leg guards. The goalkeeper’s foot and leg protection used to make most saves.

Mouthguard. A protective guard for the teeth, required in many competitions.

Shin guards. Pads that protect the lower legs of field players.

Toe. The curved end of the stick head.

How to learn field hockey terms

  1. Start with the field. Learn the circle, 23 meter area, backline and center line.
  2. Learn the restarts. Understand free hits, penalty corners, long corners and penalty strokes.
  3. Watch umpire signals. Link each signal to the decision it represents.
  4. Practice skill names. Match terms like push, slap and flick to what you do in training.
  5. Ask your coach. Clarify terms you hear in team talks.

Common terminology mistakes

  • Calling umpires referees in formal settings, although many people use both words.
  • Confusing a long corner with a penalty corner.
  • Thinking a ball on the line is out, when lines are part of the field.
  • Assuming goals can be scored from anywhere, instead of only from inside the circle.
  • Mixing up obstruction and third party obstruction.

Frequently asked questions

What is the D in field hockey?

The D is the shooting circle in front of each goal. Goals only count if the ball is played by an attacker inside it.

What is the difference between a long corner and a penalty corner?

A long corner is a restart on the 23 meter line after defenders accidentally play the ball over their backline, while a penalty corner is a set piece awarded for certain defensive fouls.

What does a green card mean in field hockey?

It is a warning combined with a short temporary suspension, 2 minutes in FIH competitions.

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Sam Ayed
Sam Ayed

Sam Ayed is a soccer player, coach and lifelong sports enthusiast. As the editor of Sportmentary, he writes and reviews the site's guides, checks rules content against the official rulebooks of each sport's governing body, and keeps pages updated when those rules change.

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