Glossary – Team Offense (See Skill Analysis)

    • Give-And-Go (See Offense Drill #1B):  A quick pass back and forth between two teammates, at times with a hesitation in between.  Pass to a teammate, cut to the net, and then receive a return pass back.
    • Picks/“Setting” Picks/Off-Ball Picks/Chips/Seals/Screens/Seal & Pick Assists (See Offense Drill #5A):  A “pick” is a technique used to get a teammate open, either on-ball or off-ball, by using straight arms and pushing off of their teammates check, or by using one’s body (hip) to cut-off a defender who is attempting to defend their check (also known as "chipping").  A good picker will disguise the pick by first cutting into the middle of the defense and ideally catching the defender by surprise with a back-pick.  The player being picked for also has the responsibility of engaging and then running their check into a prospective pick. 
    • Rolling to the net off of a pick is the standard protocol for the picker (also see pick & pop), and proper technique is to be standing relatively still, with arms extended, pushing off only slightly to create separation.  Referees will allow a certain degree of leniency in the offensive zone in terms of moving picks, so players need to get a feel for what they can and cannot get away with (be aggressive early in games).
    • Placement of a pick (pick-left, pick-right, back-pick) should be done in anticipation of where a teammate is heading, and should be utilized by the teammate (even if they know it’s not going to work) 90% of the time, unless to fake (deceive) its use. When a pick is “set” and does not work, players should try to re-pick and finesse (counter-step) the defenders into a position where the pick will work.
    • A “seal” or "screen" is when the offensive player drives (engages) their check back toward their own goal (they are equally as entitled to the space as the defender), usually on the defenders inside shoulder, especially up high on the defense.  The player setting the seal must make it look as though the defender is preventing the offensive player from moving (best practice); as opposed to interfering with a defender.  A good seal generally creates time & space for a teammate, especially if the ball carrier is able to successfully run their defender into the screen, allowing them to shoot overtop. This happens most often at the shooter position, such as during a Delay set-play on offense. Otherwise, a good seal/screen can also open up a lane for an off-ball cutter or a shot on-the-run from the ball carrier at the mid-boards, “sweeping across the top” with their check being sealed down.
    • Screens and/or picks that lead to goals are known as "pick/seal/screen assists," and are often underrated; worthy of praise from the coach (and statistician). Also see slip picks.
    • “Fly-By” Picks/Using Picks:  Are instances where a solid pick should be set, but isn’t.  One type of “fly-by” is when a player doesn’t “use a pick” and moves in the opposite direction.  The other is moving too soon before the pick arrives, as the pick should be undoubtedly “set” before the ball-carrier commits to going around it.  Both forms of fly-by picks should be highly discouraged by coaches and can be a huge problem turning an offense “stagnant,” if not actively addressed (accountability).
    • Illegal Picks/Moving Picks:  Occur when players load up their arms and over-extend (aggressively) when pushing off, after setting a pick (in an attempt to create separation).  This action is illegal and results in the referee calling an automatic loss of ball possession; players should keep their arms straight as a defining factor for the pick (push-off) to be deemed legal, or not. 
    • Other key criteria for “illegal picks” are if players are moving their feet and/or if they aggressively body check an unsuspecting defender out of the way, which both may be called “illegal picks” as well (depending on precedents set by the referee).
    • The player being picked should come around the pick on either the top-side or board-side, depending on which side of the player the pick is set on. The picker then "rolls" to the net, taking the opposite Lane than the ball carrier.
    • The picker (“roller”) should turn the shortest route possible toward the net, "opening up" to the ball without turning their back to the play (i.e. turn towards the ball; roll 90° instead of 270°). Multiple picks and re-picks in a row is a general offensive strategy on the weak-side, also known as the pick-and-roll game to some, or the “two-man game” to others.
    • A "screen & roll" would be when a player who is "sealing" a defender slips (aka "rolls") to the net when the defender tries to fight overtop, or switch.
    • Re-Picking (See Offense Drill #12):  The first pick doesn’t always work, either because of exceptional defense or a general lack of execution.  Players should try a second and third attempt at a pick (“re-picking”), especially on the weak-side on-ball, before abandoning the play.
    • Brush Pick:  When the picker acts like (fakes) they are going to set a pick on an offensive teammate’s defender, but just make slight contact with them (brushes them) before cutting to the net.  The act of contact (or brushing) makes the defenders think they need to employ the “switch technique,” causing confusion between the defenders when the picker or ball carrier then immediately cut to the net or open space.
    • Slip Pick:  A slip pick is when the picker acts like (fakes) they are going to set a pick on an offensive teammate’s defender, but just before they finish their V-cut they instead cut to the net, rather than picking, thereby surprising the defender.  Most slip picks happen off of an up-pick from the crease player, as the ball carrier drags into the seam; but may also happen on down-picks at the mid-boards  
    • Usually it's wise to execute a few regular pick and rolls or re-pick situations early in the game in order to set up the defenders who often will get lazy and switch too early, leaving them susceptible to a "slip pick."
    • "Slipping" is also referred to after a seal on-ball, whereby when the defender attempts to fight overtop of the seal, the picker slips (rolls) to the net as both defenders jump out at the shooter.
    • “Freeing Up”/Freeing Up Hands:  “Freeing up hands” refers to a player creating time & space to get their hands, or a teammates hands, open for a shot or “uncontested” cut through the middle.  
    • The player with the ball in a 2-on-1 needs to remain a threat, and either shoot or pass, depending on whether the defender slides or “hitches.”
    • Soft Spots/Gray Areas (See Legend):  Areas of open space or areas where space tends to open up, usually as a result of offensive ball movement in the offensive zone.  The most common "soft spot" is between the shooter and crease; however, a soft spot between the shooter and point position can also open up, such as in a pick & pop. 
    • An “offensive system” is a set of guidelines/rules for players in these positions to follow, in order to add structure and make things flow. The rules may change as the team develops, with new ideas emerging and old ones being set aside.
    • There should also be options to choose from along with freedom to use individual intuitiveness, in an effort to exploit weakness and breakdown the opponent’s style of defensive play. Players must understand that an offensive system will only work against an honest defense. Offensive players need to force the defense to respond to their actions, thereby creating separation for oneself and time & space for teammates. If a team or player is cheating, “adjustments” should be made by the coaches and quality shots should be the result.
    • “Swinging” The Ball/Keeping It “Hot”/Ball Movement/Passing “Around The Horn”/“Getting A Touch”/Shortening Up The Pass:  (See Stickwork Drill #6A):  Otherwise known as “keeping the ball hot,” “swinging” the ball refers to moving the ball from one side of the floor to the other, ensuring that every player “gets a touch” of the ball during a 30 second offensive possession, and that the ball doesn’t stay in one player’s stick for an excessive amount of time (5 seconds max). 
    • Swinging the ball with good offensive cycling and staying spread, helps "extend the defense" and free-up space for high percentage shots in the prime scoring area (also see skip passes). Having said that, it is important to "shortern up" swing passes wherever possible, by the receiver and passer both running toward each other, as a team rule.
    • Passing “around the horn” is similar to keeping the ball hot, in that every player should “get a touch” of the ball, but without “swing passes” (adjacent players only). Most power-play set-plays generally begin after passing the ball once “around the horn” (to each position), unless trying to catch the opposing team off guard or trying to push the pace (perhaps only passing half-way around the horn before executing the set-play).
    • Reversing The Ball/Passing The Ball Through “X” (See Stickwork Drill #9C):  Players should “reverse” the ball where possible, because it forces the defenders and goaltender to have to adjust their positions.  Swinging the ball is usually the best method for accomplishing this, but it can also be reversed using a pass behind the net (also known as “X”), which forces defenders and goalies to adjust in a way irregular to what they are commonly used to. 
    • Following a reversal, the players on the ball-side should automatically attack the net one-on-one or with a pick & roll style offense. If that is not successful, the ball-side should look for a back-door cutter before eventually swinging the ball back to the off-ball side.
    • As this is commencing, offensive players should be watching the positioning of their offensive teammates in order to help with the "timing" of the “cycle,” being mindful of proper spacing. In a perfect world the offense would be able to move wherever they wanted, but the reality is that they will need to play off of the defense ("take what the defense gives you"), meaning they will need to adapt and react to the variables of different situations. Players need to test the defense, and pay the price to get to the middle!
    • An offense that passes that ball around the perimeter with no motion, or that stands in the prime scoring area clogging up the middle, is referred to as a "stagnant offense." Standing still and/or holding that ball too long (3+ seconds) only helps the defense, players feet should constantly be moving while keeping their stick in the triple threat position as much as possible.
    • Certain players may feel more comfortable in one position over another, but they have to be constantly moving through all three positions on the floor, until a quality shot from the prime scoring area presents itself.
    • Movement should not be confused with action. It should be meaningful and take advantage of "time & space," as well as poor defensive positioning and breakdowns. Wise pass and shot selection usually translates into high percentage execution, which is also the key to reducing unnecessary turnovers.
    • “Flow”/“Rhythm”/“Chemistry” (See Offense Drill #10):  While playing offense, “flow” is when the ball is in constant motion; in a players stick for no more than 3-4 seconds; while everyone on the floor is constantly “cycling” and players are demonstrating above average shot selection. 
    • Certain combinations (units) of players that play well together, offensively, defensively or indifferent, are referred to as having good “chemistry.” If an individual player or unit is “in the zone” so to speak, there is a certain element of “rhythm” or timing that is clearly noticeable to the naked eye.
    • “Stagnant” Offense:  Occurs when there is no “flow” on offense and the defense is controlling the “momentum” of the game. 
    • "Ragging" The Ball:  A short-handed team will usually give the ball to their best ball handlers (play makers) and have them try to “kill” the clock, evading any double-team attempts while trying not to go back-over the rag-line; usually going to the net in the last 5 seconds of the shot clock.  Another "rag" situation is when a team is winning late in a game, trying to kill the clock to solidify the win, while the other team try's to get the "Ball Back."
    • Momentum/Morale/Camaraderie: When an opposing team has scored several consecutive goals without the other team scoring, understandably the mood (“morale”) of that team will be down. Strong teams are able to stay focused and resolve to their principles, if they truly believe in each other (trust).
    • Either way, at the very least it would be advisable for the floundering team’s coach to call for a time out in an attempt “calm the storm,” and also to figure out a way to stop the momentum (ideally a predetermined game plan accounting for several potential game scenarios).
    • Stopping Momentum:  When the opposing team has the “momentum,” a remedy is required to stop it.  A time-out is the most immediate action that can be taken, but there are a few other tricks as well. 
    • The goalie can be pulled; the goalie can unhook some equipment and claim malfunction; or a player can go down and fake an injury.
    • Set-Plays/Focus Plays/Ghost Plays/Skeleton Plays (See Set-Play Tactics Analysis):  A predetermined set of actions executed by an Offense or Defense, in a settled situation, whether even-strength or with an extra player, developed and practiced to create an advantage or opportunity during a game, is called a "set-play" or "focus play."  Usually teams will try a “set-play” on offense after a time-out, dead ball, or the first possession of a period/quarter.  However, great coaches and teams are also able to perform set-plays “on the fly” because they have been practiced so much that explanations of the play are no longer needed, and the “timing” of the play is well understood by the players. 
    • Most set-plays have predetermined "triggers" that signal the start of the play, again developed in practice, starting first against no defense ("ghost/skeleton plays"). It could be the second pass back to the shooter from the point player, or when a player starts to drag with the ball, as two common examples. If a set-play doesn't work, the offense or defense should re-set/reposition and settle back into a basic system, or try another set-play.
    • Timing/Triggers/Execution (See Playbook):  Set-plays and other aspects of Team Offense and Team Defense will not be effective unless players do what they are supposed to do, when they are supposed to do them.  Usually there are pre-determined "triggers" that indicate when players are supposed to "execute" their job on the set-play.  This could mean:  start the set-play after the 2nd pass, set a pick with 8 seconds left on the game clock, or (defensively) to pressure the ball the second time it is passed to the left-handed shooter, for example. 
    • Players need to know their roles/responsibilities and if they don’t know them, should ask for clarification, otherwise be replaced by a player who does know. Players need to make smart decisions and sometimes ad-lib, perhaps even abandon a set-play if the defense is cheating.