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MARCH MADNESS GLOSSARY

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alive:

a ball is alive when it is released by a shooter or thrower, or legally tapped by a jumper during a jump ; the game clock starts only when the ball becomes alive; compare with live.

alternating-possession rule:

in college, the possession arrow changes direction after each subsequent jump situation, alternating which team gets possession for the throw-in.

assist:

the last pass to a teammate that leads directly to a field goal; the scorer must move immediately toward the basket for the passer to be credited with an assist; only 1 assist can be credited per field goal.

backboard:

the rectangular structure, 6' x 3 1/2', to which the basket is attached.

backcourt:
the area from the midcourt line to the end line furthest from the offense's basket.

ball handler:
the player with the ball; usually the point guard at the start of a play.

bank shot:

a shot where the ball is first bounced (or banked) off the backboard at such an angle that it then drops into the basket.

baseline:

see end line.

basket:

attached to the backboard, it consists of a metal rim 18" in diameter suspended 10' from the floor, from which a 15-18" corded net hangs, and through which points are scored; also used to refer to a successful field goal.

beat the defender:

when an offensive player, with or without the ball, is able to get past an opponent who is guarding him.

blind pass:

a pass from a ball handler who does not see his receiver, but is estimating where he should be.

blocked shot:

the successful deflection of a shot by touching part of the ball on its way to the basket, thereby preventing a field goal.

blocking:

the use of a defender's body position to illegally prevent an opponent's advance; the opposite of charging.

boosters:

alumni supporters of college teams.

boxing out:

a player's attempt to position his body between his opponents and the basket to get rebounds and prevent the opponents from doing so.

break:

see fast break.

 

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