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RED CARD -- the card shown to a player being ejected from a match by the referee; players ejected cannot be substituted for, and often a red card offense carries a penalty of additional matches missed.

REFEREE -- the only on-field official charged with enforcing the rules of the game; acts as timekeeper as well; has the authority to expel a player from a game for repeated fouling or misconduct behavior.

READY POSITION: The goalkeeper's basic stance when the ball enters shooting range.

RECOIL: To draw back part of body upon contact with the ball. This absorbs the shock on impact.

RED CARD: A playing card-sized card that a referee holds up to signal a player's removal from the game; the player's team must play the rest of the game shorthanded; presented for violent behavior or multiple law infractions (two yellow cards = one red card).

REFEREE: The chief official makes all final decisions, acts as timekeeper, calls all fouls and starts and stops play.

RESTARTS (OF THE GAME); Are from , corner kicks, drop balls, free kicks, goal kicks, penalty kick, place kick, and throw-in.

RUN OF THE BALL; Movement with the ball without dribbling past an opponent.

RUN, BLIND SIDE; A run by an attacker on the opposite side of a defender from the ball.

RUN, CROSS-FIELD; A run made side-to-side as opposed to end-to-end or diagonally.

RUN, DIAGONAL, INSIDE-TO-OUTSIDE; A run made by an attacker, diagonally, from a central position towards a touchline.

RUN, DIAGONAL, OUTSIDE-TO-INSIDE; A run made by an attacker, diagonally, from a flank (wing) position towards a central position.

RUN, OVERLAP: The movement of an attacking player from a position behind the ball, outside the player with the ball and into a position ahead of the ball.

RUNNING STRAIGHT; Defenders will be much less worried about attacker who run straight up and down the field than those who move across it. Running straight is not likely to trouble the defenders, who will be able to mark players and space as well as support one another.

RUNS, SPLIT; Runs made usually by central forward players in opposite directions in order to create space in central attacking positions.

SAVE: The act of a goalkeeper in blocking or stopping a shot that would have gone into the goal without his intervention.

SCORE: To put the ball into the net for a goal; also, the tally of goals for each team playing in a game.

SCORERS: Players who score goals.

SCORING OPPORTUNITY: A situation where a team stands a good chance of scoring a goal.

SET PLAY: A planned strategy that a team uses when a game is restarted with a free kick, penalty kick, corner kick, goal kick, throw-in or kickoff.

SET PLAYS: 40% of all goals are from set plays (free kicks, corners and throw-ins).

SHIELDING: Positioning between the ball and an opponent attempting to gain possession.

SAVE -- the goalkeeper stopping a scoring opportunity by either catching the ball or knocking it away from the goal.

SHIELDING -- when a player places his body between an opponent and the ball; often preceeds an offensive maneuver during an attack.

SHOOTOUT -- a tie-breaking procedure; occurs after extra time in international matches; occurs after regular time in Major League Soccer; there are two basic methods: a) in international matches, shootouts are determined with penalty kicks; b) in Major League Soccer and other North American leagues, the situation is a one-on-one where the attacker takes possession of the ball from 35 yards away, and has to dribble and score against the opposing goalkeeper.

SHINGUARDS: Pads that strap onto a player's lower leg to protect the shins should he or she be kicked there.

SHOOTING ON TARGET (AT THE GOAL): 1. The average number of shots on target for each game is 6.5 shots. 2. The average number of shots to score 1 goal is 3.5 shots on target. 3. 10 shots on target in a game gives an 86% chance of winning.

SHOOTING: When a player kicks the ball at the opponent's net in an attempt to score a goal.

SHOT: A ball kicked or headed by a player at the opponent's net in an attempt to score a goal.

SHOULDER CHARGE: Minimal shoulder-to-shoulder contact by a defender against a ball carrier; the only contact allowed by the law unless a defender touches the ball first.

SIDE TACKLE: An attempt by a defender to redirect the ball slightly with his foot away from a ball carrier running in the same direction.

SKILL: The application of the correct technique on demand.

SLIDE TACKLE -- sliding into the ball and knocking it away from an opponent; if the player executing a slide tackle hits the attacker's legs before striking the ball, it results in a foul; if poorly executed, a slide tackle will result in a foul with either a red or yellow card being issued (this is also referred to as a professional foul).

SLIDING TACKLE: An attempt by a defender to take the ball away from a ball carrier by sliding on the ground feet-first into the ball.

SOCCER GAMES ARE WON BY TAKING ADVANTAGE OF SPACE; Before a team can take advantage of space, it must first create the space. Space is created either by a single player or by coordinated team plays. Space can be given away by mistakes of the defending team. Attacker must always plan on the basis that the defender will give away nothing.

SPACE, CREATING; Increasing the distance between, to the side, in front of, or behind opponents.

SPACE, EXPLOITING; Utilizing effectively in attack the space already created.

SQURE PASS: A pass made by a player to a teammate running alongside him.

STEAL: When a player takes the ball away from an opposing player.

STOPPER: A central marking defender.

STRIKERS -- terms used for forwards or attackers; target player to whom the rest of the team will look during its attack; chosen for their scoring abilities.

SUBSTITUTION: Replacement of one player on the field with another player not on the field.

SUNDAY SHOT -- a desperation shot from long out that remarkably results in a goal.

SUPPORT, WIDE-ANGLED; Support at a sufficiently wide angle to give the greatest possibility for passing the ball forward.

SWEEPER: The "free" player in defense who covers the marking defenders.

SWERVE, IN-SWERVE; A ball curling in towards the target, e.g. an in-swerve corner swerving towards the goal.

SWERVE, OUT-SWERVE; A ball curling away from the target, e.g. an out-swerve corner swerving away from the goal.

TACKLE: A challenge using the feet, to win the ball from an opponent.

TACKLING: Taking the ball from your opponent by using the feet.

TAKE-OVER; A term sometimes used to describe a cross-over movement where the player without the ball takes the ball from the dribbling player.

TAKING PLAYERS-ON; Applied to dribbling past opponents.

TECHNIQUE: A single player performance, e.g. a good push pass, chest trap, turning, jumping, etc.

TERRITORY: The half of the field which a team defends.

THE 8 POINTS TO SPREAD OUT SIDE-TO-SIDE.
1. The decision to spread out must (should) be taken early (at the time the team gains possession) and the team must (should) cover the ground as quickly as possible.
2. Spreading out from side-to-side, means wide out to the side line (touch line).
3. Runs must (should) be made at different angles into spaces, but not losing sight of the ball.
4. Take up positions or spaces that makes it difficult for defender to mark and have support.
5. Attacking player must (should) be in positions or spaces that give them wider field of vision as possible to receive the ball.
6. The ball must (should) be played to a teammate that can take advantage of forward play; not because your teammate is in the biggest space.
7. A pass should be delayed until a teammate is in position to receive it and control it. A bad pass or poor control can destroy the space that has been created.
8. The team must take advantage of the space that has been created by forward play. If teammates insist on playing the ball square, or back, possession might be retained. Then, the initiative and the opportunity to take advantage of space will be lost.

THIGH TRAP: When a player uses his thigh to slow down and control a ball in the air.

THINGS TO REMEMBER IN DEFENDING, Once the Defender is in position goal side of the ball, the Defender must think about his/her line of recovery, marking and challenging an opponent. The Defender has 5 options.
1. Track an Attacker who is making a run to the back of the defense.
2. Occupy important space goal side of the ball.
3. Mark an Attacker in the area of the ball.
4. Cover a teammate who is challenging the Attacker with the ball.
5. Challenge the Attacker with the ball.

THINGS TO REMEMBER IN PASSING, (best option first);
1. Pass the ball into space in back of the defense.
2. Pass the ball to feet of the most advanced attacker.
3. Pass the ball beyond at least one defender.
4. Pass the ball cross the field to switch the line of attack.
5. Pass the ball back to a supporting teammate.

THINGS TO REMEMBER ON FREE-KICKS, corners and throw-ins;
1. Move in to prearranged marking position quickly.
2. Mark close in the area of the ball.
3. Mark in back of the attacker.
4. Mark the space in front of the attacker.
5. The goalkeeper be in the right position.
6. Seal off as much space as possible inside the penalty area.
7. Player in the wall line up, tallest on the outside (in line with ball and post) and the shortest is on the inside.

THINGS TO REMEMBER TO GAIN MORE SET PLAYS, (best option first);
1. Pass the ball to the back of the defense.
2. Cross the ball to the back of the defense.
3. Dribbling in the attacking third of the field.
4. Pressuring defenders in the attacking third of the field.
5. Shooting at goal in the attacking third of the field.

THIRDS OF THE FIELD;
Areas roughly 35 yards in length signifying the defending, the middle, and the attacking thirds of the field.

THROUGH PASS: A pass sent to a teammate to get him/her the ball behind his defender; used to penetrate a line of defenders.

THROW-IN: A type of restart where a player throws the ball from behind his head with two hands while standing with both feet on the ground behind a sideline; taken by a player opposite the team that last touched the ball before it went out of bounds across a sideline.

TOUCH LINES -- the boundary lines running the full length of the field on each side of the playing area.

TRAP -- the use of any legal part of the body to gain control of an airborn ball.

TURNING WITH THE BALL; The act of receiving the ball when facing one's goal and turning, with the ball under control, to face the opponent's goal.

TURNOVER: The loss of possession of the ball.