Forfeit
The loss of a contest awarded against a side that breaks rules, withdraws, or cannot field a valid team.
Definition
A forfeit is a result imposed on a team or player unable or unwilling to complete a fixture under the rules, for example by failing to field enough players, breaching eligibility rules, refusing to continue, or being disqualified. The opponent is credited with the win, often by a standard "default" scoreline set by the competition's regulations.
Unlike a walkover, which usually reflects a pre-match withdrawal with no play, a forfeit can be applied before or during a match and often carries a penalty element such as a fixed 3-0 or 20-0 result, a points deduction, or a fine. Because governing bodies define the exact consequences, the recorded score after a forfeit may not reflect what actually happened in play.
Where you’ll hear “forfeit”
Sports that use this term:
Football
The world’s most popular team sport — endless running, teamwork and community in one game.
Basketball
A fast, dynamic team sport of running, jumping and quick decisions on court.
Volleyball
A non-contact team sport of rallies, jumps and teamwork — indoors or on the beach.
Tennis
A singles or doubles racquet sport that blends agility, strategy and stamina on court.
Cricket
A bat-and-ball team sport where sides take turns to bat and to bowl and field, scoring runs.
How it connects
The meaning-bearing relationships that place Forfeit in the wider knowledge graph.
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Rules
- Penalty kick awardA one-on-one kick against the goalkeeper awarded when a defending player commits a direct-free-kick foul inside their own penalty area.
- Direct and indirect free kicksThe two types of free kick awarded in football to restart play after a foul or other stoppage.
- Throw-inThe method of restarting football when the ball fully crosses a side line, taken by throwing it back into play.
- Three-hit ruleThe volleyball rule that a team may contact the ball at most three times before it must cross the net.
- Personal fouls and free throwsThe basketball rules covering illegal contact and the uncontested shots awarded when a player is fouled.
Positions
- Outside hitterThe outside hitter attacks from the left side of the net and is often a volleyball team’s main scoring option.
- LiberoThe libero is a defensive volleyball specialist who wears a contrasting shirt, plays only in the back row, and cannot attack the ball above the height of the net.
- SetterThe setter is volleyball’s playmaker, taking the team’s second contact and delivering accurate sets for hitters to attack.
- OppositeThe opposite is a volleyball attacker who plays on the right side of the net, opposite the setter in the rotation, and is often a key scorer.
Player roles
- CaptainThe captain is a team's on-field leader who communicates, makes in-game decisions and sets standards — a role any player can hold, not a fixed position.
- Ball-winnerA ball-winner is the player tasked with regaining possession through pressing, tackling and interceptions — a team's tireless defensive workhorse.
- PlaymakerThe playmaker is a team's creative hub — the player who orchestrates attacks, controls the tempo and distributes the ball so teammates can score.
- Utility playerA dependable, versatile player who can competently fill several different positions as the team needs, rather than specialising in just one.
Disciplines
- ÉpéeÉpée is a fencing weapon with point-only touches valid anywhere on the body and no right-of-way, so both fencers can score at once.
- KataKata is the solo karate discipline of performing set sequences of blocks, strikes, kicks, and stances against imagined opponents.
- KumiteKumite is the sparring discipline of karate, in which two athletes exchange controlled strikes and kicks under judged rules.
- FoilFoil is a fencing weapon in which touches are scored only with the point on the opponent's torso, governed by right-of-way rules.
Strategies
- Building momentumMomentum is the sense that a contest is flowing one side's way — building it means stacking positive plays while working to interrupt an opponent's run.
- Using Width and SpaceA side's plan to stretch the playing area and open gaps when attacking, then shrink and control that space when defending.