PLATE 03Spacing · actions · coverages

Basketball

Five players, a 24-second clock and one question on every trip: how do we get a good shot? Offenses answer with spacing and screens; defenses answer with help and rotations.

5 v 5players on the court
4 × 12:00quarters · NBA
24 SECshot clock
10 FTrim height
23' 9"three-point arc
94 × 50court in feet

Q1 · The basics

Start here: the words

Read this first. These are the words the rest of the page assumes you know.

The court, to scale

NBA RULE 1 · TAP THE LAYERS
The three-point line is 23 ft 9 in from the basket at the top and 22 ft in the corners, which is why the corner three is the shortest, most valuable shot outside the paint.
Core vocabulary21 words used everywhere below

Possession

The period when one team controls the ball and is trying to score.

Spacing

How offensive players spread themselves around the court so defenders cannot guard several people or driving lanes at once.

Paint

The rectangular lane area near the basket.

Perimeter

The area away from the basket, especially around the three-point line.

Screen / pick

An offensive player legally stands in a defender’s path to help a teammate get open.

Pick and roll

A ball-handler uses a screen, then the screener moves toward the basket.

Pick and pop

A ball-handler uses a screen, then the screener moves away from the basket for a jump shot instead of rolling inside.

Cut

An offensive player moves sharply into open space, often toward the basket.

Drive

The ball-handler attacks the basket off the dribble.

Help defense

A defender temporarily leaves or shades away from their own assignment to help stop a teammate’s assignment.

Weak side

The side of the floor away from the ball.

Strong side

The side of the floor where the ball is located.

Switch

Two defenders exchange assignments, commonly after a screen.

Drop coverage

The screener’s defender stays back near the paint rather than stepping high toward the ball-handler.

Hedge / show

The screener’s defender briefly steps toward the ball-handler to slow the drive before recovering.

Blitz / trap

Two defenders aggressively attack the ball-handler, trying to force the ball out or create a turnover.

Closeout

A defender runs toward a shooter under control to contest the shot while trying not to give up an easy drive.

Transition

The change from offense to defense or defense to offense immediately after possession changes.

Box out

Using body position to keep an opponent away from the rebound.

Mismatch

A matchup that favors one player because of size, speed, skill, or position.

Rotation

A defensive movement where teammates shift responsibilities to cover space or players after help defense is used.

Q1 · The basics

The game at a glance

Score more than the other team in four 12-minute quarters. Every possession ends in a shot, a turnover or a foul, so efficiency per possession is everything.

Why the three changed everything

POINTS PER SHOT
A shot’s value is its make rate times its points. Hitting 36% of threes is worth the same as 54% of twos, and very few two-point zones besides the rim beat that.

Possession

One team controls the ball and tries to score before losing it by shot, turnover, or period end.

Field goal

A made shot from the floor. Two points inside the three-point arc; three points from beyond it.

Free throw

Uncontested one-point shot awarded after certain fouls/penalties.

Shot clock

Time limit to attempt a shot that hits the rim; NBA uses 24 seconds.

Backcourt / frontcourt

Team’s defensive half vs offensive half after direction is established.

Turnover

Possession lost without a made shot: steal, bad pass, violation, offensive foul, etc.

Rebound

Securing a missed shot. Offensive rebounds extend possessions; defensive rebounds end them.

Transition

Moment immediately after possession changes, before both teams are fully organized.

Half-court offense

Structured offense after defense is set.

Pace

How quickly a team plays / number of possessions over a game.

The clocksNBA timing rules
  • NBA regulation uses four 12-minute periods; other levels differ.
  • Five players per team are on the court.
  • Modern basketball is a continuous battle over spacing, rim pressure, three-point value, and defensive rotation.
  • After an offensive rebound that hits the rim, the NBA shot clock resets to 14 seconds, not 24.
  • The offense has 8 seconds to get the ball past half court, and cannot return it to the backcourt afterward.
  • Each team has 7 timeouts per game. Overtime periods are 5 minutes.

Q2 · The offense

Positions and modern roles

Positions are numbered 1–5, but today’s game thinks in roles: who handles, who shoots, who screens and who protects the rim.

The five spots

TRADITIONAL · MODERN · TAP A PLAYER

Point guard (1)

Primary ball handler / organizer. Initiates actions and manages tempo.

Shooting guard (2)

Perimeter scorer/shooter who may also handle or defend guards.

Small forward (3)

Wing role blending scoring, defense, cutting, and rebounding.

Power forward (4)

Frontcourt player who may screen, rebound, space, defend multiple positions, or operate inside.

Center (5)

Interior anchor, rim protector, rebounder, screener, post player, or stretch big.

Combo guard

Can function as both point and shooting guard.

Wing

Broad term for perimeter forward/guard between primary point and big.

Stretch big

Forward/center who spaces to three-point line.

Rim runner

Big who sprints to rim, rolls hard, catches lobs, and pressures paint.

Point forward

Larger forward who initiates offense like a point guard.

3-and-D

Role player valued for perimeter defense and spot-up three-point shooting.

Connector

Player who quickly passes, screens, cuts, and keeps advantage alive without dominating ball.

Q2 · The offense

Spacing and offensive principles

Spacing is the offense’s most important weapon: spread five threats so one defender can never guard two of them.

Good spacing vs. bad spacing

WATCH THE HELP DEFENDERS
With five players spread out, a drive forces a defender to leave a shooter. When the floor is cramped, one helper can guard two people at once.

Spacing

Positioning players so one defender cannot guard two threats and driving lanes stay open.

Paint touch

Ball enters the lane by drive, post, cut, or pass, forcing defense to collapse.

Drive and kick

Ball handler attacks paint, draws help, then passes to open shooter.

Extra pass

Pass beyond the first open player to create an even better shot after rotation.

0.5 decision

Catch and make a decision (shoot, drive, pass) almost immediately to preserve advantage.

Cut

Off-ball movement toward basket or open area.

Backdoor cut

Cut behind a defender who overplays passing lane.

45 cut

Wing cuts toward rim at roughly diagonal angle when help rotates.

Drift

Weak-side corner moves along baseline to maintain passing window during drive.

Lift

Player moves from corner toward wing as teammate drives to improve angle.

Relocate

Shooter moves after passing/drive to create new catch-and-shoot window.

Short roll

Screener catches around foul-line area rather than rolling all way to rim; becomes playmaker in 4-on-3.

Q2 · The offense

Screens and common actions

A screen is a legal wall: the screener stands still and a teammate uses him to shake a defender. Almost every NBA play is built from a handful of these.

The actions, animated

PICK · POP · HANDOFF · PIN-DOWN · FLARE · SPAIN

Pick and roll

Ball screen: screener blocks defender, then rolls to basket.

Pick and pop

Screener moves to perimeter/midrange space instead of rolling.

Slip

Screener leaves early before contact, exploiting defense preparing for screen.

Ghost screen

Apparent screen by perimeter player who quickly pops/slips away to create confusion.

Dribble handoff (DHO)

Ball handler hands ball to teammate moving close by, functioning like a dynamic screen.

Pin-down

Off-ball screen facing baseline that frees shooter upward toward perimeter.

Flare screen

Screen sends teammate away from ball toward perimeter.

Stagger

Two consecutive off-ball screens for one cutter/shooter.

Spain pick-and-roll

Standard ball screen plus a third offensive player back-screens the roll defender, then often pops out.

Horns

Two bigs begin near elbows; ball handler top. Formation creates many screen, handoff, and high-low options.

Floppy

Shooter starts near baseline and chooses between stagger/single screen exits.

UCLA cut

Guard passes to wing then cuts off high-post screen to basket.

Flex action

Cross-screen / down-screen continuity that creates cuts and post opportunities.

Zipper cut

Player cuts from baseline up middle/side toward top to receive ball.

Elevator doors

Two screeners close together after shooter passes between them.

Split action

After post/elbow entry, two perimeter players screen/cut around each other.

Iverson cut

Player cuts across top using two screeners around elbows.

Chicago action

Pin-down flowing directly into dribble handoff.

Q2 · The offense

Offensive systems and structures

Systems organize spacing and actions into a repeatable plan.

5-out

All five players operate on perimeter/extended spots. Maximizes driving space and cuts.

4-out 1-in

Four perimeter players plus one interior player/post/dunker spot.

Motion offense

Read-and-react system based on cuts, screens, spacing, and continuity rather than one fixed play.

Pace and space

Emphasizes transition, three-point shooting, wide spacing, and rim pressure.

Post-up offense

Creates advantage by feeding a player with size/skill near block or mid-post.

Triangle offense

Historic structure using sideline triangle, spacing, post entries, reads, and weak-side actions.

Princeton concepts

Backdoor cuts, high-post playmaking, split cuts, and read-based movement.

Horns family

Two high bigs with guard at top; can branch into PnR, handoff, high-low, and pindown actions.

Delay action

Center catches near top and acts as hub while guards cut, handoff, and screen.

Early offense

Attack before half-court defense is fully organized without necessarily being a full fast break.

Q3 · The defense

Defense: base concepts

Good defense is five players moving on a string: pressure the ball, help on drives, then rotate back to shooters.

Man-to-man

Each defender has a primary matchup but must still help and rotate.

Gap help

Off-ball defender positions between own matchup and ball to discourage drives.

Nail

Area near center of free-throw line; common help position against drives.

Low man

Weak-side defender near baseline responsible for tagging rollers and protecting rim.

Tag

Briefly bump/occupy rolling big to slow rim run until teammate recovers.

Stunt

Quick fake help toward ball then recover to shooter.

Dig

Help toward post/dribbler with a brief swipe/presence without fully committing.

Closeout

Sprint-to-chop steps when recovering to shooter, balancing contest and drive prevention.

Top lock

Defender denies shooter’s route by positioning above them, inviting backdoor cut with help waiting.

Switch

Defenders exchange assignments on screen.

Scram switch

Off-ball switch used to remove smaller defender from post mismatch before entry.

X-out

Two defenders rotate in X pattern to cover two weak-side shooters after help.

Peel switch

When defender gets beat on drive, another takes ball while beaten defender rotates to helper’s matchup.

Q3 · The defense

Pick-and-roll coverages

The pick-and-roll is the most common play in the NBA, so every defense needs a plan for it. Each coverage gives something up; the question is what.

Six ways to guard the pick-and-roll

ANIMATED COVERAGES
Red is the defense. Watch where the big man’s defender goes. That choice defines the coverage.

Drop

Big stays back near paint, containing drive/roll while guard fights over/under.

At level

Big comes up near screen level to contain ball more aggressively.

Hedge / show

Big temporarily steps out at ball handler then recovers to screener.

Blitz / trap

Two defenders aggressively trap ball handler to force pass.

Switch

Defenders exchange ball-handler/screener assignments.

ICE / down

Side pick-and-roll defense that forces ball away from middle and often toward baseline.

Weak

Force ball handler toward weak hand / less favorable direction.

Under

On-ball defender goes beneath screen, conceding pull-up jumper to contain drive.

Over

On-ball defender trails over top of screen to take away easy pull-up.

Veer back

Guard switches temporarily onto roller while big recovers to ball handler.

Next coverage

Next defender takes ball handler after screen while original defender rotates elsewhere.

Q3 · The defense

Zone and special defenses

In a zone, defenders guard areas instead of players. NBA rules limit how long a defender can sit in the paint (defensive three seconds), so zones there are rarer than in college.

Zone shapes and their gaps

2-3 · 3-2 · 1-3-1 · BOX-AND-ONE

2-3 zone

Two defenders high, three low. Protects paint but can concede high-post, short-corner, and three-point gaps.

3-2 zone

Three across top, two low. More perimeter coverage, different rebounding/short-corner vulnerabilities.

1-3-1 zone

One top, three across middle, one baseline. Creates traps and passing-lane pressure.

Box-and-one

Four play zone box while one shadows star scorer man-to-man.

Triangle-and-two

Three zone defenders plus two man defenders on selected scorers.

Full-court press

Defensive pressure over entire floor to create turnovers and consume clock.

2-2-1 press

Zone press alignment often used to slow advance and trap sidelines.

Run-and-jump

Aggressive man press with surprise switches/traps.

Zone press back to man

Press to delay offense, then match up after crossing half.

Q4 · Clock, rules & stats

Transition, rebounding and situations

The end of each quarter is a math problem with a clock attached.

The two-for-one

SET THE CLOCK
Get the ball with about 30–40 seconds left and you can take two shots to the opponent’s one. Slide the clock to see the plan.

Fast break

Attack with numbers or space before defense sets.

Primary break

Immediate organized lanes: ball, wings, rim runner.

Secondary break

Early action after initial fast-break chance disappears.

Transition defense

Sprint back, protect rim, stop ball, then match shooters.

Crash glass

Send players to offensive rebound.

Get back

Prioritize transition defense over offensive rebound.

Box out

Make body contact/position to keep opponent from rebound path.

Two-for-one

Late-quarter timing strategy to create two possessions for one opponent possession.

Foul to stop clock

Trailing team intentionally fouls late to preserve time and force free throws.

Advance timeout

NBA late-game rules can allow frontcourt inbound after qualifying timeout situations.

ATO

After-timeout play designed for specific action.

SLOB

Sideline out-of-bounds play.

BLOB

Baseline out-of-bounds play.

Last-shot possession

Team may hold ball to ensure opponent does not get another possession.

Q4 · Clock, rules & stats

Fouls, violations and officiating

Fouls are illegal contact; violations are rule breaks without contact (like traveling). Fouls add up, for players and for teams.

Key numbersNBA rulebook
RuleNBA standardWhat it means
Personal fouls<span class="num">6 = OUT</span>A player’s sixth foul disqualifies him for the rest of the game.
Team fouls (bonus)<span class="num">5TH FOUL / QTR</span>From a team’s fifth foul in a quarter (second in the last two minutes), common fouls send the opponent to the line.
Three seconds<span class="num">3 SEC</span>Offensive players can’t stay in the lane more than 3 seconds; defenders can’t either unless actively guarding someone.
Backcourt / 8 seconds<span class="num">8 SEC</span>Get the ball over half court in 8 seconds and don’t bring it back.
Shot clock<span class="num">24 / 14 SEC</span>A shot must hit the rim before it expires; offensive rebounds off the rim reset it to 14.
Flagrant 1 / 2<span class="num">FT + BALL</span>Unnecessary (1) or unnecessary and excessive (2) contact. A flagrant 2 is an ejection.
Coach’s challenge<span class="num">1 (+1)</span>One challenge per game; a team that wins its first gets a second.

Personal foul

Illegal contact against opponent.

Shooting foul

Foul on player in act of shooting, typically resulting in free throws depending on shot/result.

Offensive foul

Illegal contact by offensive player, often a charge or illegal screen.

Charge

Ball handler runs into legally positioned defender under applicable rules.

Blocking foul

Defender illegally impedes offensive player without legal guarding position.

Technical foul

Penalty for conduct or administrative violations.

Flagrant foul

Severe unnecessary/excessive contact under league definitions.

Travel

Illegal movement of pivot/steps without dribble.

Double dribble

Dribble stops and is restarted illegally, or simultaneous-hand violations.

Carry / palming

Illegal hand position/control that effectively stops dribble.

Three seconds

Offensive or defensive lane restrictions under NBA rules; details differ by league.

Backcourt violation

Offense returns ball illegally to backcourt after establishing frontcourt control.

Shot-clock violation

No qualifying shot attempt before clock expires.

Goaltending

Illegal contact with shot under basket/flight rules.

Basket interference

Illegal contact with ball/basket while ball has specified relation to rim/cylinder.

2025–26 point of emphasis, the “high-five” rule: contact with a shooter’s hand, wrist or arm on the follow-through, after the ball is released, is now called a foul.

Q4 · Clock, rules & stats

Basketball analytics and stats

Points per game depends on pace. Modern stats measure efficiency per possession and per shot.

Shooting-efficiency calculator

FG% · eFG% · TS%

FG%

Field goals made / attempted.

3P%

Three-pointers made / attempted.

FT%

Free throws made / attempted.

eFG%

Effective field-goal percentage: (FGM + 0.5 × 3PM) ÷ FGA. Gives threes their extra value.

TS%

True shooting: points ÷ (2 × (FGA + 0.44 × FTA)). Folds threes and free throws into one efficiency number.

Usage rate

Estimate of share of team possessions a player finishes with shot, turnover, or free throws while on floor.

Assist rate

Estimate of teammate field goals assisted while player is on floor.

Turnover rate

Turnovers relative to possessions used.

Rebound rate

Share of available rebounds secured.

Offensive rating

Points scored per 100 possessions (team/player-context formulas vary).

Defensive rating

Points allowed per 100 possessions or model estimate depending source.

Net rating

Offensive rating minus defensive rating.

Pace

Possessions per game / normalized time.

Points per possession

Simple efficiency measure for a play type or offense.

Shot profile

Distribution of rim, midrange, and three-point attempts.

Corner three

Shorter three-point distance in NBA corners than above break.

Paint points

Points scored in lane area.

OT · Game mode

NBA 2K and basketball-game mode

The same spacing and pick-and-roll reads win in video games.

Play smarterTransferable habits
  • Understand spacing before playbooks. If three teammates stand in the same area, the defense can guard everyone cheaply.
  • Use pick-and-roll reads: defender under = pull-up; big steps up = hit roller/short roll; corner helps = kick out.
  • Don’t hold turbo constantly. Changing pace and using angles often creates more separation than pure speed.
  • On defense, learn one coverage at a time. Drop is simplest; switch is intuitive but creates mismatches.
  • Protect the rim first, then recover to shooters. Giving up a layup to avoid a difficult closeout is usually bad math.
  • Use help settings with intent. Over-helping gives up open threes; no help gives up rim pressure.
  • Late game: know when to foul, when to use timeout, and whether you can hold for the final shot.

Game controls and meta strategies change by edition. These principles are basketball concepts rather than exploit guides.

Rulebook watch

New for 2026

The NBA adjusts its rules a little every year. These are the changes in force for the 2025–26 season and approved for 2026–27.

2025–26 season

The “heave rule”

A shot from 36 feet or more in the last three seconds of the first, second or third quarter now counts as a team shot attempt, not the player’s, so players stop avoiding end-of-quarter heaves to protect their percentages.

2025–26 season

Faster coach’s challenges

After a challenged out-of-bounds call, the Replay Center official (not the on-court crew chief) decides whether a nearby foul should have been called.

2025–26 season

“High-five” fouls

Officials are calling follow-through contact on a shooter’s hand, wrist or arm after release as a foul.

2026–27 season

NBA Cup semifinals go home

The Emirates NBA Cup semifinals move to the higher seed’s arena; only the championship stays at a neutral site.

2027 Draft

The “3-2-1” lottery

Approved in 2026 to discourage tanking: the lottery expands from 14 to 16 teams and flattens the odds among non-playoff teams.

Reference

Basketball glossary

Every term from this page in plain English. Dotted-underlined words anywhere above also explain themselves when you hover or tap them.

Alley-oop
Lob finished before landing.
And-one
Made basket plus free throw after shooting foul.
Baseline
End line under basket.
Blitz
Trap ball screen.
Blow-by
Attacker beats defender off dribble.
Bonus
After a team’s fifth foul in a quarter (second in the last two minutes), the opponent shoots free throws on common fouls.
Box out
Seal rebounder.
Cherry pick
Remain near offensive basket rather than participating normally in defense.
Closeout
Recovery to shooter.
Contest
Challenge shot without necessarily blocking.
Corner
Deep sideline/baseline intersection.
Corner three
The three-pointer from the corner, only 22 feet from the rim: the shortest three on the floor.
Drop coverage
Big protects paint below screen level.
Dunker spot
Short-baseline area near rim where non-shooter big waits for drop-off.
Elbow
Area where free-throw line meets lane edge.
Eurostep
Two-step change-of-direction finish.
Face-up
Attack defender while facing basket from post/midrange.
Floater
Soft short runner over rim protector.
Gap
Help position between own matchup and ball.
Heave rule
Since 2025–26, shots from 36+ feet in the last 3 seconds of the first three quarters count as team attempts.
Hedge
Big steps out then recovers.
ICE
Force side PnR away from middle.
Isolation
One-on-one attack with cleared spacing.
Kick-out
Pass from paint to perimeter.
Leak out
Leave rebound battle early to run ahead.
Lob
High pass near rim to cutter/roller.
Low man
Weak-side low defender.
Mismatch
Offensive advantage from size/speed/skill pairing.
Nail
Center of free-throw line help point.
Paint
Lane area.
Pocket pass
Pass through narrow lane to roller.
Points per shot
Make rate × point value. A 36% three and a 54% two are both worth 1.08.
Post-up
Attack from back-to-basket/inside position.
Press
Full/three-quarter court pressure.
Putback
Score immediately after offensive rebound.
Re-screen
Screen again, often changing angle.
Reject screen
Ball handler drives away from offered screen.
Restricted area
Semicircle under basket with special charge/block rules.
Rip-through
Sweep ball through defender’s reach to drive.
Second-chance points
Points after offensive rebound.
Short roll
Screener catches before rim.
Skip pass
Pass across court over help defense.
Slot
Area above wing, inside from traditional wing.
Snake dribble
Ball handler crosses back in front of retreating screener defender.
Strong side
Side of floor with ball.
Stunt
Fake help and recover.
Swing
Move ball side-to-side around perimeter.
Switch
Exchange assignments.
Tag
Bump roller.
Top of key
Central perimeter area.
Touch pass
Immediate pass without holding.
Transition
Change-of-possession phase.
Two-for-one
Shooting early late in a quarter so your team gets two possessions to the opponent’s one.
Weak side
Side away from ball.
Wing
Perimeter area between corner and top.
Zone
Defenders guard areas/rules rather than one matchup.

No glossary term matches. Try the ⌘K search for concepts.

Reference

Official sources

Rules and dimensions on this page follow these documents. Video-game notes teach transferable logic rather than edition-specific tricks. Page stats: 13 sections · 162 explained concepts · 9 interactive visuals · 56 glossary terms.

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