Here are some offical terms associated with hockey.
Assist:
An assist is awarded to the player or players (maximum of two) who touched the
puck prior to the goal, provided no defender plays or possesses the puck in
between.
Back Checking:
To hinder an opponent heading toward and into the defending zone.
Breakaway:
An offensive rush when there is no opponent between
the puck carrier and the opposition's goalie.
Breakout:
When the attacking team comes out of its defensive
zone with the puck and starts up ice.
Changing on the Fly:
When players on the ice switch with fresh players on
the bench while the game is going on.
Crease:
The shaded blue area directly in front of the
goal where only the goalie is allowed. It is four
feet wide and eight feet long and marked off by red
lines.
Drop Pass:
A sometimes dangerous play in which a puck carrier
leaves the puck behind him to be picked up by a
trailing teammate. When employed successfully,
the puck carrier acts as a screen to give the
teammate a clear path with the puck.
Face-Off:
The dropping of the puck between one player from
each team to start or resume play.
Game Played (GP):
A player receives credit for playing in a game if: i) he steps on the ice
during time played or; ii) serves any penalty.
Game Winning Goal (GWG):
After the final score has been determined, the goal which leaves the winning
Club one goal ahead of its opponent is the game-winning goal (example: if Team
A beats Team B 8-3, the player scoring the fourth goal for Team A receives
credit for the game-winning goal).
Game Tying Goal (GTG):
The final goal scored in a tie game.
Goal (G):
A goal is awarded to the last player on the scoring Club to touch the puck
prior to the puck entering the net.
Goal Line:
The red line which runs between the goal posts and
extends in both directions to the side boards.
Goals Against Average (GAA):
Multiply goals allowed (GA) by 60 and divide by minutes played (MINS).
Goaltender Win/Loss/Tie:
A goaltender receives a win, tie or loss if he is on the ice when either the
game-winning or game-tying goal is scored.
Penalties in Minutes (PIM):
An accumulation of penalties shown in minutes.
Penalty Box:
The area opposite the team benches where penalized players
serve time.
Penalty Killing Percentage (PK%):
Subtract total number of power-play goals allowed from total number of
shorthanded situations to get total number of power-plays killed. Divide the
total number of power-plays killed by the total number of shorthanded
situations.
Plus-Minus (+/-):
A player receives a "plus" if he is on the ice when his Club scores an
even-strength or shorthand goal. He receives a "minus" if he is on the ice for
an even-strength or shorthand goal scored by the opposing Club. The difference
in these numbers is considered the player's plus-minus statistic.
Poke Check:
To dislodge the puck from the puck carrier by
stabbing at it with the blade of the stick.
Power Play Goal (PPG):
A goal scored by a Club while it has a manpower advantage due to
an opponent's penalty. Following are some examples of what is and is not
considered a power-play goal:
if a Club has an advantage on a minor penalty starting at 2:02 of the period
and it scores at 4:02, the goal is not a power-play goal.
if a Club scores on a delayed penalty, the goal is not a power-play goal.
if a Club has an advantage due to a five-minute major or match penalty, that
Club is always credited with having one more advantage than the number of
power-play goals it scores during that advantage, because the penalty does not
expire a new advantage begins after such a power-play goal. For example, if
Team A scores three goals during a major penalty, it is credited with four
advantages.
if a Club is on a power-play for any length of time it considered to have had
an advantage.
if a minor penalty is incurred by a Club on a power-play due to a major
penalty, a new advantage is given to that Club when its minor penalty expires,
provided the opponent's major penalty is still in effect.
Power Play Percentage (PP%):
Total number of power-play goals divided by total number of power-play
opportunities.
Pulling the Goalie:
Replacing the goalie with an extra skater. This
occurs when a team trails, usually by one goal in
the last minute of the game. It is a high-risk
attempt to tie the game.
Save:
A shot blocked by the goaltender, which would have
been a goal if not stopped.
Save Percentage (Sv%):
Subtract goals allowed (GA) from shots against (SA) to determine saves. Then
divide saves by shots against.
Shooting Percentage:
Divide the number of goals scored by the number of shots taken.
Shorthanded Goal (SHG):
A goal scored by a Club while it is at a manpower disadvantage due to a
penalty. The same cases apply in a similar but opposite way for shorthand as
for power-play goals.
Shot on Goal (SOG):
If a player shoots the puck with the intention of scoring and if that shot
would have gone in the net had the goaltender not stopped it, the shot is
recorded as a "shot on goal".
Shutout (SO):
If two goaltenders combine for a shutout, neither receives credit for the
shutout. Instead it is recorded as a Club shutout.
Slap Shot:
Hitting the puck with the blade of the stick after
taking a full backswing.
Slot:
The area immediately in front of the net between
the two face-off circles, extending from the bottom
of the circles up to the top of them. It is from this
zone that most goals are scored and where most
furious activity takes place.
Stick Handling:
To control the puck along the ice.
Wrist Shot:
Hitting the puck with the blade of the stick
using a quick snap of the wrist rather than a full
back swing.