Info@Sports

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Saturday, May 8, 2010

Info@sports

Badminton
A racquet sport played by either two opposing players (singles) or two opposing pairs (doubles).
Scoring system and service
Each game is played to 21 points. Firstly, the server and receiver stand in diagonally opposite service courts. The server hits the shuttlecock so that it would land in the receiver's service court. A badminton serve must be hit below waist height and with the racquet shaft pointing downwards. The shuttlecock is not allowed to bounce and in badminton, the players stand inside their service courts.
In singles, the server stands in his right service court when his score is even number, and in his left service court when his score is odd number. In doubles, if the serving side wins a rally, the same player continues to serve, but he changes service courts so that he serves to each opponent in turn. When the server serves, the shuttlecock must pass over the short service line on the opponents' court or it will count as a fault. If the score reaches 20-all, then the game continues until one side gains a two point lead (such as 24-22), up to a maximum of 30 points.
At the start of a match, a coin is tossed. The winners of the coin toss may choose whether to serve or receive first, or they may choose which end of the court they wish to occupy. Their opponents make the remaining choice. In subsequent games, the winners of the previous game serve first. These can also be called rubbers. For the first rally of any doubles game, the serving pair may decide who serves and the receiving pair may decide who receives. The players change ends at the start of the second game; if the match reaches a third game, they change ends both at the start of the game and when the leading pair's score reaches 11 points. The server and receiver must remain within their service courts, without touching the boundary lines, until the server strikes the shuttlecock. The other two players may stand wherever they wish, so long as they do not insight the opposing server or receiver.
Faults
Players win a rally by striking the shuttlecock over the net and onto the floor within the boundaries of their opponents' court ( Singles: the side tramlines are out, but the back tramline is in. Doubles: the side tramlines are in, but the back tramline is out (service only)). Players also win a rally if their opponents commit a fault. The most common fault in badminton is when the players fail to return the shuttlecock so that it passes over the net and lands inside their opponents' court. A serving player shall be faulted if the shuttlecock is above his waist (defined as his lowest rib) at point of contact, or if his racket's head is not pointing downwards at the moment of impact. Neither the server nor the receiver may lift a foot until the server has struck the shuttlecock. The server must also initially hit the base (cork) of the shuttlecock, although he may afterwards also hit the feathers as part of the same stroke. Each side may only strike the shuttlecock once before it passes back over the net; but during a single stroke movement, a player can contact a shuttlecock twice. A player may not, however, hit the shuttlecock once and then hit it with a new movement, nor may he carry and sling the shuttlecock on his racket. It is a fault if the shuttlecock hits the ceiling.
Equipment

Badminton racquets
Strings
Grip
Replacement grips are thicker, and are often used to increase the size of the handle.
Overgrips are thinner (less than 1 mm), and are often used as the final layer.
Shuttlecock

Shuttlecocks with feathers
Shoes
Are lightweight with soles of rubber or similar high-grip.
Have little lateral support.
Dato Lee Chong Wei
Lin Dan

Tennis
Tennis is a sport usually played between two players (singles) or between two teams of two players each (doubles). Each player uses a strung racquet to strike a hollow rubber ball covered with felt over a net into the opponent's court.
Equipment
Racquets
The tennis racquet comprises a handle and neck joining a roughly circular frame that holds an array of tightly pulled strings.
Balls
Tennis balls are of hollow rubber with a felt coating. Traditionally white, the predominant color was gradually changed to Optic Yellow in the latter part of the twentieth century to allow for improved visibility.
Court



Lines
The lines that delineate the width of the court are called the baseline (farthest back) and the service line (middle of the court). The short mark in the center of each baseline is referred to as either the hash mark or the center mark. The outermost lines that make up the length are called the doubles sidelines. These are the boundaries used when doubles is being played. The lines to the inside of the doubles sidelines are the singles sidelines and are used as boundaries in singles play. The area between a doubles sideline and the nearest singles sideline is called the doubles alley, which is considered playable in doubles play. The line that runs across the center of a player's side of the court is called the service line because the serve must be delivered into the area between the service line and the net on the receiving side.
Scoring
A tennis match is determined through the best of 3 or 5 sets. A game consists of a sequence of points played with the same player serving. A game is won by the first player to have won at least four points in total and at least two points more than the opponent. The running score of each game is described in a manner peculiar to tennis: scores from zero to three points are described as "love", "fifteen", "thirty", and "forty" respectively. If at least three points have been scored by each player, and the scores are equal, the score is "deuce". If at least three points have been scored by each side and a player has one more point than his opponent, the score of the game is "advantage" for the player in the lead. During informal games, "advantage" can also be called "ad in" or "ad out", depending on whether the serving player or receiving player is ahead, respectively.
In tournament play, the chair umpire calls the point count (e.g., "fifteen-love") after each point. The score of a tennis match during play is always read with the serving player's score first. After a match, the score is always read with the winning player's score first. At the end of a game, the chair umpire also announces the winner of the game and the overall score.
A game point occurs in tennis whenever the player who is in the lead in the game needs only one more point to win the game. The terminology is extended to sets (set point), matches (match point), and even championships (championship point). For example, if the player who is serving has a score of 40-love, the player has a triple game point (triple set point, etc.) as the player has three consecutive chances to win the game. Game points, set points, and match points are not part of official scoring and are not announced by the chair umpire in tournament play.
A break point occurs if the receiver, not the server, has a game point. Break points are of particular importance because serving is generally advantageous. A receiver who has two (score of 15-40) or three (score of love-40) consecutive chances to win the game has double break point or triple break point, respectively.
A set consists of a sequence of games played with service alternating between games, ending when the count of games won meets certain criteria. Typically, a player wins a set by winning at least six games and at least two games more than the opponent. If one player has won six games and the opponent five, an additional game is played. If the leading player wins that game, the player wins the set 7–5. If the trailing player wins the game, a tie-break is played. A tie-break, played under a separate set of rules, allows one player to win one more game and thus the set, to give a final set score of 7–6. Only in the final sets of matches at the Australian Open, the French Open, Wimbledon, the Olympic Games, Davis Cup, and Fed Cup are tie-breaks not played. In these cases, sets are played indefinitely until one player has a two-game lead. A "love" set means that the loser of the set won zero games. In tournament play, the chair umpire announces the winner of the set and the overall score.
In tournament play, the chair umpire announces the end of the match with the well-known phrase "Game, set, match" followed by the winning person's or team's name.
[edit] Rules variations
See also: Types of tennis match
Variations
Name
Description
No-ad
The first player or doubles team to win four points wins the game, regardless of whether the player or team is ahead by two points. When the game score reaches three points each, the receiver chooses which side of the court (advantage court or deuce court) the service is to be delivered on the seventh and game-deciding point.
Pro set
Instead of playing multiple sets, players may play one "pro set". A pro set is first to 8 (or 10) games by a margin of two games, instead of first to 6 games. A 12-point tie-break is usually played when the score is 8-8 (or 10-10). These are often played with no-ad scoring.
Match tiebreak
This is sometimes played instead of a third set. This is played like a regular tiebreak, but the winner must win ten points instead of seven. Match tiebreaks are used in the Hopman Cup for mixed doubles, on the ATP and WTA tours for doubles and as a player's choice in USTA league play.
Another, however informal, tennis format is called "Kiwi doubles", "Canadian doubles" or "cut-throat".[30] This involves three players, with one person playing a doubles team. The single player gets to utilize the alleys normally reserved only for a doubles team. Conversely, the doubles team does not use the alleys when executing a shot. The scoring is the same as a regular game. This format is not sanctioned by any official body.
"Australian doubles", another informal and unsanctioned form of tennis, is played with similar rules to the "Kiwi" style, only in this version, players rotate court position after each game. As such, each player plays doubles and singles over the course of a match, with the singles player always serving. Scoring styles vary, but one popular method is to assign a value of 2 points to each game, with the server taking both points if he or she holds serve and the doubles team each taking one if they break serve.
Wheelchair tennis can be played by able-bodied players as well as people who require a wheelchair for mobility. An extra bounce is permitted. This rule makes it possible to have mixed wheelchair and able-bodied matches. It is possible for a doubles team to consist of a wheelchair player and an able-bodied player (referred to as "one-up, one-down"), or for a wheelchair player to play against an able-bodied player. In such cases, the extra bounce is permitted for the wheelchair users only.
[edit] Surface
Main article: Tennis court#Types of tennis courts
There are four types of court surface used in professional play. Each surface is different in the speed and height of the bounce of the ball. The same surface plays faster indoors than outdoors.
Name
Description
Clay
Examples are red clay (used at the French Open and many other tournaments, especially in Europe and Latin America) and green clay (an example of which is Har-Tru and used mainly in the U.S.). Clay courts normally have a slower paced ball and a fairly true bounce with more spin.
Hard
Examples are acrylic (e.g. Plexicushion used at the Australian Open, DecoTurf used at the US Open), asphalt, and concrete. Hardcourts typically have a faster-paced ball with a very true bounce.
Grass
Used at Wimbledon. Grass courts usually have a faster-paced ball, and a more erratic bounce. Wimbledon has slowed its courts over the years. (see the cited main article, Grass courts).
Carpet
Any form of removable court covering, including carpeting and artificial turf. The bounce can be higher or lower than a hard court.
[edit] Officials
Main article: Official (tennis)

An umpire informing two players of the rules.
In most professional play and some amateur competition, there is an officiating head judge or chair umpire (usually referred to as the umpire), who sits in a raised chair to one side of the court. The umpire has absolute authority to make factual determinations. The umpire may be assisted by line judges, who determine whether the ball has landed within the required part of the court and who also call foot faults. There also may be a net judge who determines whether the ball has touched the net during service. In some tournaments, certain line judges, usually those who would be calling the serve, are replaced by electronic sensors that beep when an out call would have been made. In some tournaments, electric line calls aren't made, but rather are used to assist the linespeople. When a ball lands in a spot where the linesperson isn't sure if the ball was in or out, a noise is made that only linespeople can hear (because they are wearing headsets), and helps them to make the call. In some open-tournament matches, players are allowed to challenge a limited number of close calls by means of electronic review. The US Open, the NASDAQ-100 Open in Key Biscayne, Florida, the US Open Series, and World Team Tennis started using a "challenge" system in 2006 and the Australian Open and Wimbledon introduced the system in 2007. This used the Hawk-Eye system and the rules were similar to those used in the NFL, where a player gets a limited number of opportunities to challenge per match/set. More recently, a player may use unlimited challenges in a set, provided that he or she is not incorrect more than three times. In clay-court matches, such as at the French Open, a call may be questioned by reference to the mark left by the ball's impact on the court surface.
The referee, who is usually located off the court, is the final authority about tennis rules. When called to the court by a player or team captain, the referee may overrule the umpire's decision if the tennis rules were violated (question of law) but may not change the umpire's decision on a question of fact. If, however, the referee is on the court during play, the referee may overrule the umpire's decision.
Ball boys and girls may be employed to retrieve balls, pass them to the players, and hand players their towels. They have no adjudicative role. In rare events (e.g., if they are hurt or if they have caused a hindrance), the umpire may ask them for a statement of what actually happened. The umpire may consider their statements when making a decision. In some leagues, especially junior leagues, players make their own calls, trusting each other to be honest. This is the case for many school and university level matches. The referee or referee's assistant, however, can be called on court at a player's request, and the referee or assistant may change a player's call. In unofficiated matches, a ball is out only if the player entitled to make the call is sure that the ball is out.
Match play

Convention dictates that two players shake hands at the end of a match.
A tennis match is intended to be continuous.[31] Because stamina is a relevant factor, arbitrary delays are not permitted. In most cases, service is required to occur no more than 20 seconds after the end of the previous point.[31] This is increased to 90 seconds when the players change ends (after every odd-numbered game), and a 120 second break is permitted between sets.[31] Other than this, breaks are permitted only when forced by events beyond the players' control, such as rain, damaged footwear, damaged racquet, or the need to retrieve an errant ball. Should a player be determined to be stalling repeatedly, the chair umpire may initially give a warning followed by subsequent penalties of "point", "game", and default of the match for the player who is consistently taking longer than the allowed time limit.[32]
In the event of a rain delay, darkness or other external conditions halting play, the match is resumed at a later time, with the same score as at the time of the delay, and the players at the same end of the court when rain halted play, or at the same position (north or south) if play is resumed on a different court.
Balls wear out quickly in serious play and, therefore, in ATP and WTA tournaments, they are changed after every nine games with the first change occurring after only seven games, because the first set of balls is also used for the pre-match warm-up.[33] As a courtesy to the receiver, the server will often signal to the receiver before the first serve of the game in which new balls are used as a reminder that they are using new balls. However, in ITF tournaments like Fed Cup, the balls are changed in a 9-11 style. Continuity of the balls' condition is considered part of the game, so if a re-warm-up is required after an extended break in play (usually due to rain), then the re-warm-up is done using a separate set of balls, and use of the match balls is resumed only when play resumes.
A recent proposed rules change is to allow coaching on court during a match on a limited basis,[34][35][36][37]. This has been instituted in womens tennis for WTA Tour events from 2009 onwards.[38]
[edit] Shots
Main article: Tennis shots
A competent tennis player has eight basic shots in his or her repertoire: the serve, forehand, backhand, volley, half-volley, overhead smash, drop shot, and lob.
[edit] Serve
Main article: Serve (tennis)

Tim Henman preparing to hit a serve. The left arm is extended, having just launched the ball into the air. The right arm will be raised up and forward at speed so that the racket connects with the ball.
A serve (or, more formally, a "service") in tennis is a shot to start a point. The serve is initiated by tossing the ball into the air and hitting it (usually near the apex of its trajectory) into the diagonally opposite service box without touching the net. The serve may be hit under- or overhand.
Experienced players strive to master the conventional overhand serve to maximize its power and placement. The server may employ different types of serve including flat serve, topspin serve, slice serve, and kick (American twist) serve. A reverse type of spin serve is hit in a manner that spins the ball opposite the natural spin of the server, the spin direction depending upon right- or left-handedness. If the ball is spinning counterclockwise, it will curve right from the hitter's point of view and curve left if spinning clockwise.
Some servers are content to use the serve simply to initiate the point; however, advanced players often try to hit a winning shot with their serve. A winning serve that is not touched by the opponent is called an "ace". If the receiver manages to touch it but fails to successfully return it, it is called a "service winner" and the point is awarded to the server.
[edit] Grips
Main article: Grip (Tennis)
Players use various grips during play, including the continental (The "Handshake Grip"), eastern (Can be either semi-eastern or full eastern. Usually used for backhands.), and western (semi-western or full western, usually for forehand grips) grips. Different grips generally are used for different types of spin and shots.
[edit] Forehand
Main article: Forehand

Roger Federer preparing to hit a forehand. Much can be learned from this photograph. Note how he is "loading" his body weight on his back (right) foot and coiling his shoulders with the help of his left hand. From this position, he will "uncoil" his body beginning with his legs, progressing to his hips and then on to his arms. This is how the "modern" forehand utilizing the open stance is executed.
For a right-handed player, the forehand is a stroke that begins on the right side of the body, continues across the body as contact is made with the ball, and ends on the left side of the body. There are various grips for executing the forehand, and their popularity has fluctuated over the years. The most important ones are the continental, the eastern, the semi-western, and the western. For a number of years, the small, apparently frail 1920s player Bill Johnston was considered by many to have had the best forehand of all time, a stroke that he hit shoulder-high using a western grip. Few top players used the western grip after the 1920s, but in the latter part of the 20th century, as shot-making techniques and equipment changed radically, the western forehand made a strong comeback and is now used by many modern players. No matter which grip is used, most forehands are generally executed with one hand holding the racquet, but there have been fine players with two-handed forehands. In the 1940s and 50s, the Ecuadorian/American player Pancho Segura used a two-handed forehand to achieve a devastating effect against larger, more powerful players. Currently, France's Fabrice Santoro uses a two-handed forehand. Some females such as Monica Seles and France's Marion Bartoli also use a two-handed forehand.
[edit] Backhand
Main article: Backhand

Rafael Nadal performing a backhand volley.
For right-handed players, the backhand is a stroke that begins on the left side of their body, continues across their body as contact is made with the ball, and ends on the right side of their body. It can be executed with either one hand or with both and is generally considered more difficult to master than the forehand. For most of the 20th century, the backhand was performed with one hand, using either an eastern or a continental grip. The first notable players to use two hands were the 1930s Australians Vivian McGrath and John Bromwich, but they were lonely exceptions. The two-handed grip gained popularity in the 1970s as Björn Borg, Chris Evert, Jimmy Connors, and later Mats Wilander and Andre Agassi used it to great effect, and it is now used by a large number of the world's best players, including Rafael Nadal and Serena Williams. Andy Roddick uses the extreme western grip to create massive amounts of top spin. It is difficult to do this and could possibly cause injury if done incorrectly. Two hands give the player more control, while one hand can generate a slice shot, applying backspin on the ball to produce a low trajectory bounce. Reach is also limited with the two-handed shot. The player long considered to have had the best backhand of all time, Don Budge, had a powerful one-handed stroke in the 1930s and 1940s that imparted topspin onto the ball. Ken Rosewall, another player noted for his one-handed backhand, used a very accurate slice backhand through the 1950s and 1960s. A small number of players, notably Monica Seles, use two hands on both the backhand and forehand sides.

[edit] Other shots

Justine Henin performing a backhand volley.
A volley is made in the air before the ball bounces, generally near the net, and is usually made with a stiff-wristed punching motion to hit the ball into an open area of the opponent's court. The half volley is made by hitting the ball on the rise just after it has bounced, once again generally in the vicinity of the net. The swinging volley is hit out of the air as the player approaches the net. It is an offensive shot used to take preparation time away from the opponent. From a poor defensive position on the baseline, the lob can be used as either an offensive or defensive weapon, hitting the ball high and deep into the opponent's court to either enable the lobber to get into better defensive position or to win the point outright by hitting it over the opponent's head. If the lob is not hit deeply enough into the other court, however, the opponent may then hit an overhead smash, a hard, serve-like shot, to try to end the point. Finally, if an opponent is deep in his court, a player may suddenly employ an unexpected drop shot, softly tapping the ball just over the net so that the opponent is unable to run in fast enough to retrieve it.
[edit]







The aquatic sport of swimming is based on the human act of swimming, that is, locomotion in water by self propulsion, usually with the goal to complete a given distance in the smallest time. There are also swimming competitions based on endurance or precedence rather than speed, such as crossing the English Channel or some other stretch of open water. As a sport, swimming is usually distinguished from other acquatic sports (such as diving, synchronized swimming and water polo) that involve the act of swimming but where the goal is neither speed nor endurance.
Swimming has been part of the modern Olympic Games since their inception in 1896, and is governed by the Fédération Internationale de Natation (FINA). The belief is widely held that swimming is the best aerobic exercise in the world.

Modalities
There are many modalities of swimming competitions, including
Butterfly or fly: the course must be completed entirely in the butterfly style, in which the swimmer brings both hands over their head close to the water, breathing forward, "Dolphin kicking" (undulating) with both feet together in sequence, two kicks per arm stroke. All end walls must be touched with two hands, and the swimmer will be disqualified if his/her arms do not clear the water at the same time. Typical distances include 25(8&U), 50, 100, 200.
Backstroke back: competitors must swim in the backstroke style, which is similar to the front crawl, except on your back. Kicking by alternating both feet, pulling each arm one at a time, and looking straight up. At the end walls, flip turns are permitted (the swimmer is to turn on to his/her front before performing the turn), and a two-hand touch is not necessary. Typical distances include 25(8&U), 50, 100, 200.
Breaststroke or breast: competitors must swim in the breaststroke style, where the swimmer kicks legs out (much like a frog, but more whip like, it is importatant to keep the kick narrorw), scoops the water in towards the chest with his or her hands and then thrusts the hands out in front just before the kick is repeated. One underwater "pull-out" is permitted for the start and after every end wall, with, in order: streamline glide, one fully extended pull, one dolphin kick (must be timed precisely with pull), one breaststroke kick, and all while not breathing. The two hands must touch the wall simultaneously at every turn. After the 2004 Olympics in Athens, Greece, thanks to Kosuke Kitajima, there was an adjustment made to the underwater "pull-out". The new rule states that you can also do a single downward dolphin kick (upward is not permitted). Kosuke Kitajima was the first breaststroke swimmer to perform such "pull-out". Typical distances include 25(8&U), 50, 100, 200.
Freestyle of free: competitors are free to use any stroke they wish. Most select the front crawl, as it is both the fastest and most efficient. The front crawl is a stroke where the swimmer breathes to the side, kicks by alternating both legs, and pulls with each arm at different times. Flip/tumble turns are legal. Variants include free relays, in which four team members each swim an equal distance of freestyle; when one member touches the end wall, the next can dive off the block. Typical distances are 25(8&U), 50, 100, 200, 400, 500, 800, 1000, 1500, and 1650.
Individual medley or IM: each swimmer must complete one quarter of the full distance in each of the three competition styles (butterfly, backstroke, breaststroke) and one part in free style. Open turns are required in the switch from one style to another, but flip turns or bucket turns can be made during backstroke and freestyle. Each part must be completed in its style before moving on to the next style. Variations include medley relays, in which four team members each swim one part (in the order backstroke, breaststroke, butterfly, and free). The full distance is typically 100, 200, or 400 units.
At the end walls, the following turns may be permitted, depending on the modality and swimming style:
Open turn: a touch and go turn. Fly and breast must touch with two hands, but can push off with one.
Flip turn or tumble turn: the swimmer swims to the end wall, tucks, flips, and pushes off. This is only legal in backstroke and freestyle modalities.
Backwards flip turn or bucket turn: swimmers must touch the end wall on their back and come out on their front.
Competition pools
Main article: Swimming pool
The majority of competitions are held either in a long course pool such as that at the olympic games(50 m) or short course pool as was used in the manchester world championships (25 m or 25 yd). They have blocks from which the competitor can dive in and at major competitions will have time pads to electronically record the times as soon as touched with enough pressure to stop the clock.
Swimwear
Main article: Competitive swimwear
Main article: Swimsuit
"Team colors" would be referred to as the "team suit and cap"Suit The suit covers the skin for modesty Competitive swimwear seeks to improve upon bare human skin for a speed advantage. For extra speed a swimmer wears a body suit, which has rubber or plastic bumps that break up the water close to the body and provides a small amount of thrust—just barely enough to help a swimmer swim faster.Swim Cap A swim cap(a.k.a. cap)keeps the swimmers hair out of the way to reduce drag. During practice, many female swimmers wear caps with different sayings, patterns or both. Latex Caps is made of latex which sticks to anything. If you are having trouble putting on this type of cap or removing it, try putting water on the cap, place your hands on you forehead with your cap between your fingers and forehead, then have someone pull the back of the cap over your head. This is easy to tell by both how it looks, and how it feels.Silicone Caps This cap is very stretchy, yet is snug. If you are having trouble putting this cap on, place both hands in the cap, stretch the cap out, place your head down in the front of the cap, and pull it back, over your head, and pull your hands out. Tuck any loose hair back in. Lycra Cap This is a type of cap that does not pull on your hair like latex caps. However, it is not as snug as silicone. Serious competitive swimmers normally do not use Lycra Caps because they produce a lot of drag.Goggles Goggles keep water and chlorine out of swimmers eyes. Prescription goggles can help those that need glasses. If you have contacts, you should find ones that are a more dependable to prevent protein build-up in your eyes (including starts). Goggles with a tint may help protect your eyes from damage or burns and are handy for outdoor swimming.
Brands include: Arena, Speedo, TYR, Nike, Dolfin (There are other brands of suits)
[edit] Regular practice and competition-swimwear
[edit] Men
Men's most used practice swimwear include speedos (briefs) and jammers. As of New Year's Day 2010, men are only allowed to wear suits from waist to above the knees. They are also only permitted to wear one piece of swimwear; they cannot wear speedos underneath jammers. This law was enacted after the controversy in the Beijing Olympics and Rome World Championships.
[edit] Women
Women wear one piece suits with different backs for competition, though there are two-piece suits that can be worn to compete as well. Backs vary mainly in strap thickness and geometric design Most common styles include: racerback, axel back, corset, diamondback, and butterfly-back. There are also different style lengths: three quarter length (reaches the knees), full body (down to ankles), regular length (shoulders to hips), and bikini style (2 piece). Also as of New Year's 2010, in competition, women are only allowed to wear suits that do not go past the knees or shoulders.
[edit] Drag suits
Drag suits are used for increasing the resistance against the swimmer in order to help adjust the swimmer to drag. This way when swimmers switch back normal practice suits they swim faster as a result of feeling less resistance. They are not normally worn during competitions.
[edit] Drag shorts
Drag shorts like drag suits are worn in training and are also used to increase drag so that when taken off in racing it feels easier and the wearer feels less resistance. Other forms of drag wear include nylons, and t-shirts; the point is to increase friction in the water to build strength during training, and increase speed once drag items are removed for competition. It is also very common for swimmers to shave areas of exposed skin, to reduce friction in the water. Drag wear is not normally worn during competitions.
FINA currently recognises world records in the following events for both men and women.[2]
Freestyle: 50 m, 100 m, 200 m, 400 m, 800 m, 1500 m
Backstroke: 50 m, 100 m, 200 m
Breaststroke: 50 m, 100 m, 200 m
Butterfly: 50 m, 100 m, 200 m
Individual medley: 100 m (short course only), 200 m, 400 m
Relays: 4×100 m freestyle, 4×200 m freestyle, 4×100 m medley
Nutrition
This article contains instructions, advice, or how-to content. The purpose of Wikipedia is to present facts, not to train. Please help improve this article either by rewriting the how-to content or by moving it to Wikiversity or Wikibooks. (September 2009)
In swimming it is recommended that you eat healthy, although carbohydrate are recommended for highly demanding sports due to the complete sources of energy that they provide.[3] As a result, many competitive swimmers eat carbohydrates and protein before their race. Furthermore, carbohydrate promote muscle stamina and strength because the breakdown product of carbohydrate-glucose is a primary source of energy for muscles during exercise.
Commonly the nutrient and energy needs of swimmers can be compromised by their intense schedules. Whereas time should be allowed for a light meal before swimming, and time for a well-balanced generous meal should be allotted after the workout.
Additionally, healthy snacking can at times, be more efficient in fueling the body than a main meal. For example, healthy snacking ideas include: low fat yogurt, fresh or dried fruit, crackers, oatmeal and raisins, granola, and cereal.
Like all aerobic sports, swimmers need to be sure they remain hydrated and drink an adequate amount.
[edit] Importance of carbohydrates
Nutrients are the "chemicals" supplying the body with energy. The presence of Vitamins, Minerals, and Water is required in order for the body to access the energy from carbohydrate, but doesn't supply energy in the form of calories.[4]
Carbohydrates are the substrate of choice for quick energy. They are not made up of fat. Exercising the body primarily receives energy from the "carbohydrate and fat." when the body is running low of carbohydrate and fat, then the body will start using "protein as an energy source." This will happen when "the total caloric intake is too low over a period of months, and/or exercise is so long the body's accessible sources of carbohydrate and protein become exhausted." Swimmers try their best to not let this happen.[4]
When warming-up or having an easy set at practice, the body has more than enough oxygen available to support the exercise. In addition, the body realizes it might need carbohydrate at a later time. When practice is rigorous or at a swimming competition, the body doesn’t have enough oxygen to run on. This is when the body finds energy in other ways that don’t require oxygen and will “choose to rely primarily on carbohydrate for its energy.”[4]
Therefore, the body will always use some carbohydrate and fat. The intensity of the swim will indicate which fuel source will take command of the others. As a result, “When swimming is easy, fat is the primary fuel source. When it is the toughest, carbohydrate is the primary source. When swimming is about 50% of maximum effort, carbohydrate and fat contribute about equally.[4]
[edit] Michael Phelps diet
Michael Phelps, who won 8 gold medals in the 2008 Summer Olympics, "eats roughly 12,000 calories a day."[5] Phelps eats about "4,000 calories every time he sits down to for a meal."[6] This comes from all the carbohydrate, protein and fat that a person eats. Phelps consume this many calories in a day, because "he needs all the calories in order to keep his energy levels high for the 17 times he will swim over the next 9 days of the Olympic Games."[7]
Phelps wakes up at 5 a.m. and starts his day off with a huge breakfast. Phelps breakfast menu consists of three fried egg sandwiches with cheese, lettuce, tomato, fried onions, and mayonnaise on white bread, a 5-egg omelet, a bowl of grits, three slices of French toast with powdered sugar, three chocolate-chip pancakes and two cups of coffee.[6]
When lunch time comes around, Phelps loads up on a pound of pasta and two large ham and cheese sandwiches with mayo on white bread. He also takes this opportunity to washing his lunch down with about 1,000 calories worth of energy drinks.[6]
Before the competition begins, Phelps sits down for dinner of another pound of pasta and an entire pizza. He once again takes this opportunity to wash his dinner down with another 1,000 calories worth of energy drinks.[6]
Even when Phelps is not competing, he still needs all the energy he can get with his rigorous five-hours-a-day, six-days-a-week workout regimen.[6]
[edit] Health and Skin Care
It's recommended that swimmers wear water proof sunscreen to meets and daytime swim practices to prevent sunburns.It's also recommended that swimmers dry off well between events at meets and change into dry clothes after practices and meets rather than wear his or her wet bathing suit home to prevent rashes and skin infections.
Swimmers should shower with mild soap after swimming to remove pool chemicals such as chlorine. Swimmers should use goggles to protect the eyes from pool water and improve underwater vision






Archery is the art, practice, or skill of propelling arrows with the use of a bow. Archery has historically been used for hunting and combat; in modern times, however, its main use is that of a recreational activity. One who practices archery is typically known as an "archer" or "bowman," and one who is fond of or an expert at archery can be referred to as a "toxophilite."

Equipment
[edit] Types of bows
Main article: Bow (weapon)
While there is great variety in the construction details of bows (both historic and modern) all bows consist of a string attached to elastic limbs that store mechanical energy imparted by the user drawing the string. Bows may be broadly split into two categories: those drawn by pulling the string directly and those that use a mechanism to pull the string.
Directly drawn bows may be further divided based upon differences in the method of limb construction, notable examples being self bows, laminated bows and composite bows. Bows can also be classified by the bow shape of the limbs when unstrung; in contrast to simple straight bows, a recurve bow has tips that curve away from the archer when the bow is unstrung. The cross-section of the limb also varies; the classic longbow is a tall bow with narrow limbs that are D-shaped in cross section, and the flatbow has flat wide limbs that are approximately rectangular in cross-section. Cable-backed bows use cords as the back of the bow; the draw weight of the bow can be adjusted by changing the tension of the cable. They were widespread among Inuit who lacked easy access to good bow wood. One variety of cable-backed bow is the Penobscot bow or Wabenaki bow, invented by Frank Loring (Chief Big Thunder) about 1900.[8] It consists of a small bow attached by cables on the back of a larger main bow.
A compound bow is a bow designed to reduce the force required to hold the string at full draw, allowing the archer more time to aim. Most compound designs use cams or elliptical wheels on the ends of the limbs to achieve this. A typical let-off is anywhere from 65%–80% – for example, a 60-pound bow with 80% let-off will only require 12 pounds of force to hold at full draw. Up to 99% let-off is possible.[9] The compound bow has greatly become the most widely used type of bow for all forms of hunting in North America. The compound bow has only recently become a highly popular form of archery, so much so that to day it is the most commonly used bow form in archery today.The compound bow was first developed in 1966 by Holless Wilbur Allen in Missouri, and a US patent was granted in 1969. The compound bow has become increasingly popular. In the United States, the compound is the dominant form of bow[2]
Mechanically drawn bows typically have a stock or other mounting, such as the crossbow. They are not limited by the strength of a single archer, and larger varieties have been used as siege engines.
[edit] Types of arrows and fletchings
Main article: Arrow
The most common form of arrow consists of a shaft with an arrowhead attached to the front end and with fletchings and a nock attached to the other end. Shafts are typically composed of solid wood, fiberglass, aluminum alloy, carbon fiber, or composite materials. Wooden arrows are prone to warping. Fiberglass arrows are brittle, but can be produced to uniform specifications easily. Aluminum shafts were a very popular high-performance choice in the later half of the 20th century due to their straightness, lighter weight, and subsequently higher speed and flatter trajectories. Carbon fiber arrows became popular in the 1990s and are very light, flying even faster and flatter than aluminum arrows. Today, arrows made up of composite materials are the most popular tournament arrows at Olympic Events, especially the Easton X10 and A/C/E.
The arrowhead is the primary functional component of the arrow. Some arrows may simply use a sharpened tip of the solid shaft, but it is far more common for separate arrowheads to be made, usually from metal, stone, or other hard materials. The most commonly used forms are target points, field points, and broadheads, although there are also other types, such as bodkin, judo, and blunt heads.

Shield cut straight fletching – here the hen feathers are barred red
Fletching is traditionally made from bird feathers, but also solid plastic vanes and thin sheetlike spin vanes are used. They are attached near the nock (rear) end of the arrow with thin double sided tape, glue, or, traditionally, sinew. Three fletches is the most common configuration in all cultures, though more may be used. When three-fletched the fletches are equally spaced around the shaft with one placed such that it is perpendicular to the bow when nocked on the string (though with modern equipment, variations are seen especially when using the modern spin vanes). This fletch is called the "index fletch" or "cock feather" (also known as "the odd vane out" or "the nocking vane") and the others are sometimes called the "hen feathers". Commonly, the cock feather is of a different color, traditionally the hens are solid and the cock is barred. However, if archers are using fletching made of feather or similar material they may use same color vanes, as different dyes can give varying stiffness to vanes, resulting in less precision. Also, like-colored fletching and nocks can assist in learning instinctive shooting (i.e. without sights), a technique often preferred by "traditional" archers (shooters of longbows and recurves). When four-fletched often two opposing fletches are cock-feathers and occasionally the fletches are not evenly spaced.
The fletching may be either parabolic (short feathers in a smooth parabolic curve) or shield (generally shaped like one-half of a narrow shield) cut and is often attached at an angle, known as helical fletching, to introduce a stabilizing spin to the arrow while in flight. Whether helicial or straight fletched, when natural fletching (bird feathers) are used it is critical that all feathers come from the same side of the bird. Oversized fletchings can be used to accentuate drag and thus limit the range of the arrow significantly; these arrows are called flu-flus. Misplacement of fletchings can often change the arrow's flight path dramatically.
[edit] Bow string
Main article: Bow string
Dacron and other modern materials offer high strength for their weight and are used on most modern bows. Linen and other traditional materials are still used on traditional bows. Almost any fiber can be made into a bow string. The author of "Arab Archery" suggests the hide of a young, emaciated camel.[10] Njál's saga describes the refusal of a wife, Hallgerður, to cut her hair in order to make an emergency bowstring for her husband, Gunnar Hámundarson, who is then killed.
[edit] Protective equipment

Finger tab

The traditional bonnet of the Kilwinning Archers of Scotland.
Most archers wear a bracer (also known as an arm-guard) to protect the inside of the bow arm and prevent clothing from catching the bow string. The Navajo people have developed highly-ornamented bracers as non-functional items of adornment.[11] Some archers also wear protection on their chests, called chestguards or plastrons. Roger Ascham mentions one archer, presumably with an unusual shooting style, who wore a leather guard for his face.[12]
The drawing fingers, or thumb in the case of archers using the thumb or Mongolian draw, are normally protected by a leather tab, glove, or thumb ring. A simple tab of leather is commonly used, as is a skeleton glove. Medieval Europeans probably used a complete leather glove.[13]
Eurasiatic archers using the Mongolian draw protected their thumbs, usually with leather according to the author of "Arab Archery", but also with special rings of various hard materials. Many surviving Turkish and Chinese examples are works of considerable art; some are so highly ornamented that they could not have been used to loose an arrow. Presumably these were items of personal adornment. In traditional Japanese archery a special glove is used, provided with a ridge which is used to draw the string.
[edit] Release aids
Archers using compound bows usually use a release aid to hold the string steadily and release it precisely. This attaches to the bowstring at the nocking point or at the d loop and permits the archer to release the string by pulling a trigger. The "trigger" may be an actual trigger lever which is depressed by a finger or thumb (or held then released) but it may also be some other mechanism. Hydraulic and mechanical time delay triggers have been used, as have "back tension" triggers which are operated by either a change in the position of the release or "true back tension"; that is to say the release triggers when a pre-determined draw weight is reached.
A mechanical release aid permits a single point of contact on the string instead of three fingers. This allows less deformity in the string at full draw, as well as providing a more consistent release than can be achieved by human fingers.
[edit] Shooting technique and form
The bow is held in the hand opposite to the archer's dominant eye, though holding the bow in the dominant hand side is advocated by some. This hand is referred to as the bow hand and its arm the bow arm. The opposite hand is called the drawing hand or string hand. Terms such as bow shoulder or string elbow follow the same convention. Right-eye-dominant archers hold the bow with their left hand, have their left side facing the target, sight towards the target with their right eye and handle the arrow and string with their right hand.
[edit] Modern international competitive form
To shoot an arrow, an archer first assumes the correct stance. The body should be perpendicular to the target and the shooting line, with the feet placed shoulder-width apart. As an archer progresses from beginner to a more advanced level an 'open stance' is used/developed. Each archer will have a particular preference but mostly this term indicates that the leg furthest from the shooting line will be a half to a whole foot-length in front of the other, on the ground.
To load, the bow is pointed toward the ground and the shaft of the arrow is placed on an arrow rest which is attached in the bow window. The back of the arrow is attached to the bowstring with the 'nock' (a small plastic component which is typified by a 'v' groove for this purpose). This is called nocking the arrow. As said above, typical arrows with three vanes should be oriented such that a single vane, the "cock feather" is pointing away from the bow.
The bowstring and arrow are held with three fingers. When using a sight, the index finger is placed above the arrow and the next two fingers below. The string is usually placed in either the first or second joint of the fingers.
The bow is then raised and drawn. This is often one fluid motion which tends to vary from archer to archer. The string hand is drawn towards the face, where it should rest lightly at an anchor point. This point is consistent from shot to shot and is usually at the corner of the mouth or on the chin. The bow arm is held outwards toward the target. The elbow of this arm should be rotated so that the inner elbow is parallel to the ground though Archers with hyper extendable elbows tend to angle the inner elbow toward the ground as exemplified by the Korean archer Jang Yong Ho.
In proper form, the archer stands erect, forming a 'T'. The archer's lower trapezius muscles are used to pull the arrow to the anchor point. Some bows will be equipped with a mechanical device, called a clicker, which produces a clicking sound when the archer reaches the correct draw length.
The arrow is typically released by relaxing the fingers of the drawing hand (see Bow draw). Usually this type of release aims to keep the drawing arm rigid and move it back using the back muscles, as opposed to using arm motion. An archer should also pay attention to the recoil or follow through of his or her body, as it may indicate problems with form (technique).
[edit] Aiming methods
There are two main forms of aiming in archery: using the sight picture or not.
The sight picture includes the target and the bow, as seen at the same time by the archer. With a fixed "anchor point" (where the string is brought to, or close to, the face), and a fully extended bow arm, successive shots taken with the sight picture in the same position will fall on the same point. This allows the archer to adjust aim with successive shots in order to achieve a good standard of accuracy. A fixed anchor point cannot be used with short bows, which by definition do not allow a full draw. Modern archery equipment usually includes sights which mark the predicted impact point. Sight picture aiming is universally used with modern equipment and also by many archers who use traditional bows. It allows good accuracy to be achieved after a moderate amount of practice.
When using shortbows, or shooting from horseback, it is difficult to use the sight picture. The archer may look at the target but without including the weapon in the field of accurate view. Aiming involves the same sort of coordination between vision and motion that is used when throwing. With sufficient practice, such archers can normally achieve good practical accuracy for hunting or for war.[14] Aiming without a sight picture may allow more rapid shooting.
Instinctive shooting is a term often used, but there is no agreed definition. Some use it to mean shooting with a sight picture but without giving it conscious attention. Others use it to mean shooting without a sight picture.[15]
Clout archery (G.N.A.S. rules in the United Kingdom)
Main article: Clout archery

Archers shooting clout.
Similar to target archery, except that the archer attempts to drop arrows at long range (180 yards / 165 m for the men and 140 yards / 128 m for women; there are shorter distances for juniors depending on age) into a group of concentric circular scoring zones on the ground surrounding a marker flag. Traditional clout archery, up to Elizabethan times, was shot at 'twelve score', 240 yards. The flag is 12 inches (30 cm) square and is fixed to a stick. The flag should be as near to the ground as is practicable. Archers shoot 'ends' of six arrows then, when given the signal to do so, archers proceed to the target area. A Clout round usually consists of 36 arrows. Clout tournaments are usually a 'Double Clout' round (36 arrows shot twice). They can be shot in one direction (one way) or both directions (two way). All bow types may compete (longbows, recurve, barebow and compound).
Scoring. A 'rope' with a loop on the end is placed over the flag stick. This rope is divided into the scoring zones of the target: Gold (5 points), Red (4 points), Blue (3 points), Black (2 points) and White (1 point). The rope is 'walked' around the target area and arrows falling within a particular scoring zone are withdrawn and, on completion of the full circle, are laid out on the rope on the corresponding colours. The designated scorer would then call out the archers' names and the archers would (in turn) call out their scores as they pick up their arrows. The scores must be called in descending order as with target archery.
[edit]
Crossbow archery (IAU rules internationally)

IAU ‘Field’ crossbow archery
The International Crossbow-shooting Union (Internationale Armbrustschutzen Union – IAU) was founded in Landshut, Germany on June 24, 1956 as the world governing body for crossbow target shooting. The IAU supervises World, Continental and International crossbow shooting championships in 3 disciplines; 30m Match-crossbow, 10m Match-crossbow and Field-crossbow archery. IAU World Championships take place every two years with Continental Championships on intervening years. Other International and IAU-Cup events take place annually.
Field-crossbow archery was first adopted by the IAU during their General Assembly at Frütigen, Switzerland in 1977. Since then the sport has become the most poplar, in terms of worldwide activity, of the IAU's three target crossbow disciplines. A feature of this sport is that many crossbow archers make their own equipment. By following the detailed guidelines issued by the IAU’s Technical Committee it is possible to construct a field-crossbow from locally available archery materials and target shooting accessories. The IAU's Field regulations call for the wearing of light-weight sports clothing – thereby eliminating the need for specialized (and costly) shooting clothing. Shooting takes place on open sports fields or in sports halls using portable archery target buttresses, once again avoiding the need for the expense of permanent shooting ranges (subject to IAU and local safety regulations being met).
Crossbow archers shoot from the standing position and they must draw the bow string by hand without mechanical assistance. At outdoor competitions Bolts (arrows) are shot in "ends" (series) of three (3) at multi-coloured 10-zone archery target faces. A time limit of three (3) minutes is allowed per three shots. After a sound signal from the official in charge of shooting, all competitors walk forward together to score and collect their bolts from the targets. This sequence is repeated until the completion of the competition 'Round'.

A typical Field-crossbow
Equipment – Field-crossbows are designed to specifications laid-down by the International Crossbow-shooting Union (IAU). These rules limit the power, weight and physical dimensions of equipment for use in archery-style competition. Other restrictions include the use of mechanical triggers and open sights only. The bowstring has to be drawn by hand without the use of mechanical assistance. The materials used in construction include laminated hardwoods, aluminium alloy and composites. The prod, or bow, is usually made from laminated carbon-fibre or glass-fibre which is fitted with a bowstring made from synthetic fibres. The maximum permitted draw weight is 43 kilos at a maximum power stroke of 30 cm. Shooting a 20 gram bolt this set-up will generate an initial velocity of around 67 meters-per-second. Field-crossbow bolts are made from tubular aluminium or carbon-fibre archery shaft materials.
The majority of the crossbows used in this sport are custom-made in small quantities, often by the archers themselves.
IAU Championships Timeline – 1958 1st European Match-crossbow Championships Gent Belgium, 1979 1st World Match-crossbow Championships Linz Austria, 1982 1st World Field-crossbow Championships Mikkeli Finland, 1989 1st European Field-crossbow Championships Wolverhampton England, 1992 1st Asian Field-crossbow Championships Tainan Taiwan ROC.
[edit] Flight archery

Shooting a specialised compound flight bow.
In flight archery the aim is to shoot the greatest distance; accuracy or penetrating power are not relevant. It requires a large flat area such as an aerodrome; the Ottoman empire established an "arrow field" (Ok-Meidan) in Istanbul and there were others in several major cities.[16] Turkish flight archery astonished early modern Europeans, whose wooden longbows and heavy arrows had much shorter maximum ranges; in 1795 Mahmoud Effendi, a secretary at the Turkish Embassy in London, made a shot of 482 yards on Finsbury Fields, and reportedly apologised for an indifferent performance by Turkish standards.
Modern rules have flight archers shooting in various classes and weights. Generally they shoot six arrows at each "end" and then search for all of them. Only four ends are usual in one shoot (as per UK rules – in the US only one end is permitted). At the end of the shoot, archers stay by or mark their furthest arrows while judges and their assistants measure the distances achieved.
Flight archery relies on the finest in performance equipment, optimized for the single purpose of greater range, and the search for better flight archery equipment has led to many developments in archery equipment in general, such as the development of carbon arrows.[17] Flight archery arrows are highly specialised. They are very short (Mahmoud Effendi's was only 14 inches), so that the point of the arrow is inside the arc of the fully drawn bow, requiring a support projecting back from the bow towards the archer to keep the arrow in position. Also, the shafts are 'barreled', tapering towards both ends from the middle, to reduce air resistance.
[edit] Ski archery
An event very similar to the sport of biathlon except a recurve bow is used in place of a gun. The athletes ski around a cross-country track and there are two stances in which the athlete must shoot the targets: kneeling and standing. During competition the skis must not be removed at any time. The athlete may unfasten the ski when shooting in the kneeling position but must keep the foot in contact with the ski. The shooting distance is 18 meters and the targets 16 cm in diameter. In certain events, for every missed target, the athlete must ski one penalty loop. The loop is 150 meters long.






















Squash is a racquet sport played by two players (or four players for doubles) in a four-walled court with a small, hollow rubber ball. Squash is recognized by the IOC and remains in contention for incorporation in a future Olympic program.
The game was formerly called squash racquets, a reference to the "squashable" soft ball used in the game (compared with the harder ball used in its parent game Racquets (or rackets; see below)). Court
The 'softball' or 'international' court size was codified in London, England in the late 1920s, at 32 ft (9.75 m) long and 21 feet (6.4 m) wide. The front wall was provided with an "out line" 15 feet (4.57 m) above the floor, connected by a raking "out" line meeting the "out" line on the back wall at 7 feet (2.13 m) above the floor. The front wall also has a "service line" (originally called the "cut line") 6 feet (1.83 m) above the floor with a 19 inch high (48 cm) "tin" acting as a 'net' (originally sheeted with metal in order to make a distinctive sound when hit by the ball). The floor is marked with a transverse "half-court" line and further divided into two rear "quarter courts" and two "service boxes", as shown in the diagram above.
The traditional "American" court for the U.S. game, (now referred to as "hardball squash") is a similar size, but narrower at 18 feet 6 inches (5.64 m). The floor and wall markings differ slightly from the "International" court and the tin is lower, at 15 inches (38 cm) high. However, hardball squash was replaced by softball in America as the standard version of squash and has since almost completely died out.
A "Converted Court" is the result of converting racquetball courts to squash. Racquetball courts are 20 feet (6.1 m) wide and 40 feet (12.2 m) in length, so it is relatively easy to install a back wall, producing a squash court of 20 feet (6.1 m) wide by 32 feet (9.75 m) long.
[edit] Playing equipment
Standard rackets are governed by the rules of the game. Traditionally they were made of laminated wood (typically ash), with a small strung area using natural gut strings. After a rule change in the mid-1980s, they are now almost always made of composite materials or metals (graphite, kevlar, titanium, boron) with synthetic strings. Modern rackets have maximum dimensions of 686 mm (27.0 in.) long and 215 mm (8.5 in.) wide, with a maximum strung area of 500 square centimetres (approx. 90 sq. in.), the permitted maximum mass is 255 grams (approx. 9 oz.), but most have a mass between 110 and 200 grams (4-7 oz.).
Squash balls are 39.5 mm and 40.5 mm in diameter, and have a mass of 23 to 25 grams.[3] They are made with two pieces of rubber compound, glued together to form a hollow sphere and buffed to a matte finish. Different balls are provided for varying temperature and atmospheric conditions and standards of play: more experienced players use slow balls that have less bounce than those used by less experienced players (slower balls tend to 'die' in court corners, rather than 'standing up' to allow easier shots). Depending on its specific rubber composition, a squash ball has the property that it bounces more at higher temperatures. Small coloured dots on the ball indicate its dynamic level (bounciness), and thus the standard of play for which it is suited. The recognized speed colors indicating the degree of dynamism are:

A double yellow squash ball.
Colour
Speed
Bounce
Double Yellow
Extra Super Slow
Very Low
Yellow
Super Slow
Low
Green or White
Slow
Average
Red
Medium
High
Blue
Fast
Very High
[citation needed]
Balls are manufactured to these standards by Prince, Dunlop, Pointfore, Wilson, Black Knight and others. The "double-yellow dot" ball, introduced in 2000, is currently the competition standard, replacing the earlier "yellow-dot" ball. There is also an "orange dot" ball, which is even less bouncy than the "double-yellow dot" ball, intended for use in areas of high altitude such as Mexico City, Calgary, Denver, and Johannesburg. The lower atmospheric pressure at these high altitude regions means that the ball bounces slightly higher, resulting in the need for such a ball.
Other balls available are:
Dunlop "Max Blue" (aimed at beginners), which is 12% larger and has 40% longer "hang time" than a "double-yellow dot ball" and has "instant bounce"
Dunlop "Max Progress" (red) (for players wishing to improve their technique), which is 6% larger with a 20% longer hang-time than a "double-yellow dot ball" and has instant bounce
For the purpose of saving money, a faster (bouncier) ball should be bought[4]. This is because the ball will lose its bouncing abilities over time and if you start off with something like a double-yellow ball, it will be barely playable with age. For competitive players this is not recommended.In preperation of a game and to give your ball longer life it is recomended to heat the squash ball in a microwave oven.
Given the game's vigorousness, players wear comfortable sports clothing and robust indoor (non-marking) sports shoes. In competition, men usually wear shorts and a t-shirt or a polo shirt. Women normally wear a skirt and a t-shirt or a tank top, or a sports dress. Towelling wrist and head bands may also be required in humid climates. Polycarbonate lens goggles are recommended, as players might be struck with a fast-swinging racket or the ball, that typically reaches speeds exceeding 200 km/h (125 mph). In the 2004 Canary Wharf Squash Classic, John White was recorded driving balls at speeds over 270 km/h (170 mph). Many squash venues mandate the use of eye protection and some association rules require that all juniors and doubles players must wear eye protection.
[edit] Basic rules and gameplay
[edit] The court
The squash court is a playing surface surrounded by four walls. The court surface contains a front line separating the front and back of the court and a half court line, separating the left and right hand sides of the back portion of the court, creating three 'boxes' - the front half, the back left quarter and the back right quarter. Both the back two boxes contain smaller service boxes. All of the floor-markings on a squash court are only relevant during serves.
There are four walls to a squash court. The front wall, on which three parallel lines are marked, has the largest playing surface, whilst the back wall, which typically contains the entrance to the court, has the smallest. The out line runs along the top of the front wall, descending along the side walls to the back wall. There are no other markings on the side or back walls. Shots struck above or on the out line, on any wall, are out. The bottom line of the front wall marks the top of the 'tin', a half meter-high metal area which if struck means that the ball is out. The middle line of the front wall is the service line and is only relevant during serves.
[edit] Service
The players flip a racket to decide who commences serving at the start of the match. This player starts the first rally by electing to serve from either the left or right service box. For a legal serve, part of one of the server's feet must be in contact with the floor within the service box while not touching any part of the service box lines (the rest of that foot can reside over the line so long as it is not touching the ground) while striking the ball; after being struck by the racket, the ball must strike the front wall above the service line and below the out line and land in the opposite quarter court. The receiving player can choose to volley a serve after it has hit the front wall. If a server wins a point, the two players switch sides for the following point.
[edit] Play
After the serve, the players take turns hitting the ball against the front wall, above the tin and below the out line. The ball may strike the side or back walls at any time, as long as it hits below the out line. It must not hit the floor after hitting the racket and before hitting the front wall. A ball landing on either the out line or the line above the tin is considered to be out. After the ball hits the front wall, it is allowed to bounce once on the floor (and any number of times against the side or back walls) before a player must return it. Players may move anywhere around the court but accidental or deliberate obstruction of the other player's movements is forbidden. Players typically return to the center of the court after making a shot.
[edit] English scoring system
The scoring system is based on a “serving” system, in which one must gain the serve to obtain a point. Having the serve is sometimes considered to be on “offense”. The opponent (who does not have the serve) is considered to be on the defensive and must score to win the serve and then score again to gain a point.
Points are awarded if, during the course of play:
The receiver fails to strike the ball before it has bounced twice
The receiver hits the ball out (either on or above the out line, or on the tin)
The receiver fails to hit the front wall with the ball before the ball has bounced
Stroke: where the receiver obstructs the server during the point (see “Interference and Obstruction”)
Where the server does any of these things, or fails to hit the serve in, then the players change roles and the receiver will serve the next point, but no points are awarded.
Games are usually played to 11 points, though in some cases 9/10 (alternatively, the receiver may opt to call "set two" and play to 10 when the score first reaches 8-8). Competition matches are usually played to "best-of-five" (i.e., the player to win the most out of 5 games). As the title suggests, this scoring system is preferred in Britain, but also among countries with traditional British ties, e.g. Australia, Canada, Pakistan, South Africa, India.
[edit] American scoring system
Alternatively, in the point-a-rally scoring system (PARS), points are scored by the person who wins each rally, whether or not he or she served. Traditionally, PARS scoring was up to 15 points (or the receiver calls 15 or 17 when the game reaches 14-14). However, in 2004, the PARS scoring was reduced to 11 for the professional game (if the game reaches 10-10, a player must win by two clear points). PARS is now used on the men's Professional Tour, and the tin height has been lowered by two inches for the men's professional tournaments (these changes have been made in a hope to shorten the length of the rallies and therefore the match). The women's Professional Tour uses the original tin height, but started using the PARS to 11 scoring system as of July 2008. In the International game, club, doubles and recreational matches are usually played using the traditional British scoring system, but the European Squash Federation (ESF), World Squash Federation (WSF) and several national federations are now using PARS to 11 on a trial or permanent basis. Scoring systems and rules can be adapted subtly to accommodate shorter game time or multiple players.
[edit] Referee
The referee is usually a certified position issued by the club or assigned squash league. The referee has dominant power over the squash players. Any conflict or interference is dealt with by the referee. The referee may also issue to take away points or games due to improper etiquette regarding conduct or rules. Refer to “Interference and Obstruction” for more detail.
[edit] Types of shots played
There are many types of shots played that lead to interesting games and strategy.
1. Straight drive or 'rail': The ball is hit parallel and close to a side wall to travel deep to the back of the court (the 'basic' squash shot). Often referred to as a 'good length' shot.
2. Boast (or angle): The ball is played off a side wall at an angle, or the back wall, before hitting the front wall.
3. Volley: The ball is hit 'on the full' (before it touches the floor), usually directly to the front wall
4. Drop Shot: The ball is hit gently against the front wall, to fall softly to the floor in the front corner.
5. Lob: The ball is hit softly and high on the front wall and with a high arc, so that it falls in a back corner of the court.
6. Cross Court: The ball is hit to the front wall from the right side to the left (or vice versa).
7. Kill: The ball is hit hard and low on the front wall so that it travels no farther than half court.
8. Trickle Boast: A 'short' boast where the ball is hit to the side wall at the front of the court (often disguised as a drive or drop shot).
9. Squeeze Boast: A more difficult shot which is hit from the front of the court when the ball is very close to the side wall. Has the same effect as the trickle boast but is more deceptive because of its difficulty.
10. Skid Boast: The ball is hit high to the side wall near the front wall so that it travels cross court and falls in the opposite back corner.
11. Nick Shot: the ball is 'volleyed' or hit off a bounce, cross court and with power to strike the front wall then the junction of the side wall and floor (the 'nick'). When hit well, the ball will have little or no bounce or roll along the floor (this is a more advanced shot that is a variation of the kill shot).
[edit] Strategy and tactics
A common strategy is to hit the ball straight up the side walls to the back corners referred to as a "rail," straight drive, wall, or "length", then move to the centre of the court near the "T" to be well placed to retrieve the opponent's return. Attacking with soft or "short" shots to the front corners (referred to as "drop shots") causes the opponent to cover more of the court and may result in an outright winner. "Angle" shots are used for deception and again to cause the opponent to cover more of the court.
A key strategy in squash is known as "dominating the T" (the intersection of the red lines near the centre of the court where the player is in the best position to retrieve the opponent's next shot). Skilled players will return a shot, and then move back toward the "T" before playing the next shot. From this position, the player can quickly access any part of the court to retrieve the opponent's next shot with a minimum of movement.
Rallies between experienced players may involve 30 or more shots and therefore a very high premium is placed on fitness, both aerobic and anaerobic. As players become more skilled and, in particular, better able to retrieve shots, points often become a war of attrition. At higher levels of the game, the fitter player has a major advantage.
Ability to change the direction of ball at the last instant is also important to off-balance the opponent. Expert players can anticipate the opponent's shot a few tenths of a second before the average player, giving them a chance to react sooner.
[edit] Interference and obstruction
Interference and obstruction are an inevitable aspect of this sport, since two players are confined within a shared space. Generally, the rules entitle players to a clear view of the ball after it has struck the front wall, reasonable access to the ball, a reasonable swing and an unobstructed shot to any part of the front wall. When interference occurs, a player may appeal for a "let" and the referee (or the players themselves if there is no official) then interprets the extent of the interference. The referee may elect to allow a let and the players then replay the point, or award a "stroke" (either a point or the right to serve) to the appealing player, depending on the degree of interference, whether the interfering player made an adequate effort to avoid interfering, and whether the player interfered with was likely to have hit a winning shot had the interference not occurred. An exception to all of this occurs when the interfering player is directly in the path of the other player's swing, effectively preventing the swing, in which case a stroke is always awarded.
When it is deemed that there has been little or no interference, the rules provide that no let is to be allowed, in the interests of continuity of play and the discouraging of spurious appeals for lets. Because of the subjectivity in interpreting the nature and magnitude of interference, the awarding (or withholding) of lets and strokes is often controversial.
When a player's shot hits their opponent prior to hitting the front wall, interference has occurred. If the ball was travelling towards the side wall when it hit the opponent, it is usually a let. However, it is a stroke to the player who hit the ball if the ball was travelling straight to the front wall when the ball hit the opponent. Generally after a player has been hit by the ball, both players stand still, if the struck player is standing directly in front of the player who hit the ball he loses the stroke, if he is not straight in front, a let is played. If it is deemed that the player who is striking the ball is deliberately trying to hit his opponent, he will lose the stroke. An exception to all of this occurs when the player hitting the ball has "turned", i.e., let the ball pass him on one side, but then hit it on the other side as it came off the back wall. In these cases, the stroke goes to the player who was hit by the ball.
[edit] Cultural, social, and health aspects
There are several variations of squash played across the world. In the U.S. hardball singles and doubles are played with a much harder ball and different size courts (as noted above). Hardball singles has lost much of its popularity in North America (in favour of the International version), but the hardball doubles game is still active. There is also a doubles version of squash played with the standard ball, sometimes on a wider court, and a more tennis-like variation known as squash tennis.
The relatively small court and low-bouncing ball makes scoring points harder than in its American cousin, racquetball, as the ball may be played to all four corners of the court. Since every ball must strike the front wall above the tin (unlike racquetball), the ball cannot be easily "killed". As a result, rallies tend to be longer than in racquetball.
Squash provides an excellent cardiovascular workout. In one hour of squash, a player may expend approximately 600 to 1000 calories (3,000 to 4,000 kJ),[5] which is significantly more than most other sports and over 70% more than either general tennis or racquetball. The sport also provides a good upper and lower body workout by utilising both the legs to run around the court and the arms and torso to swing the racquet. In 2003, Forbes rated squash as the number one healthiest sport to play.[5] However, some studies have implicated squash as a cause of possible fatal cardiac arrhythmia and argued that squash is an inappropriate form of exercise for older men with heart disease.[6]
Squash is getting very popular among the casual enthusiasts. Other than the positive health effect, it also allows males and females to play against each other without much advantage for either sex.[7]


Bowling is a game in which players attempt to score points by rolling a bowling ball along a flat surface, usually a wooden or synthetic surface, either into objects called pins or to get close to a target ball.[1] There are many forms of bowling, with one of the most recent being ten-pin bowling and the earliest dating back to ancient Egypt.[2][3] Other places where bowling was first seen were ancient Finland and Yemen,[4] and in A.D. 300 in Germany.[2][3] The first standardized rules were established in New York City, on September 9, 1895.[5] Today, bowling is enjoyed by 95 million people in more than ninety countries worldwide [6] and continues to grow through entertainment mediums such as video games for home consoles and hand held devices.[7]


Types of pins
Four main variations are found in North America, varying especially in New England and parts of Canada.
tenpin
largest and heaviest pins, bowled with a large ball, and the most popular size in North America
candlepin
tall, thin, and bowled with a handheld ball
duckpin
short, squat, and bowled with a handheld ball
fivepin
tall, between duckpins and candlepins in diameter with a rubber girdle, bowled with a handheld ball, mostly found in Canada

Ten-pin bowling (more commonly just "bowling" in the United States) is a competitive sport in which a player (the “bowler”) rolls a bowling ball down a wooden or synthetic (polyurethane) lane with the objective of scoring points by knocking down as many pins as possible. Summary
The 41.5-inch (105 cm) wide, 60-foot (18 m) lane is bordered along its length by "gutters” — semicylindrical channels designed to collect errant balls. The narrow lane prevents bowling a straight line at the angle required to consistently carry (knock down) all ten pins for a strike. Most skillful bowlers will roll a more difficult-to-control hook ball to overcome this. There is a foul line at the end of the lane nearest to the bowler: if any part of a bowler’s body touches the lane side of this line after the ball is delivered (rolled), it is called a foul and any pins knocked over by that delivery are scored as zero (0). (The bowler is allowed a shot at a new rack of ten pins if he fouled on the first roll of a frame.) Behind the foul line is an “approach” approximately 15 feet (5 m) long used to gain speed and leverage on the ball before delivering it. 60 feet (18 m) from the foul line, where the lane terminates, it is joined to a roughly 36-inch (91 cm) deep by 41.5-inch (105 cm) wide surface of durable and impact-resistant material called the "pin deck," where each rack of pins is set.
[edit] Play
The bowler is allowed ten frames in which to knock down pins, with frames one (1) through nine (9) being composed of up to two rolls. The tenth frame may be composed of up to three rolls: the bonus roll(s) following a strike or spare in the tenth (sometimes referred to as the eleventh and twelfth frames) are fill ball(s) used only to calculate the score of the mark rolled in the tenth.
Bowling has a unique scoring system that can be notoriously confusing to newcomers if the score is to be taken by hand.[citation needed] The bowler attempts to score a game with multiple marks (strikes and spares). Effectively, there are three kinds of marks given in a score; a strike (all ten down in the first ball), a spare (all ten down by the second ball), and an open (missed pins still standing when the turn ends). A strike wins you ten points plus the points for the next two balls thrown (for example if you got a strike then followed with a 7 then 2 your value for the strike would be 10+7+2, or 19). A spare wins you ten points plus the points for the next ball thrown (again, if you get a spare then follow it with 7 pins down your value for the spare would be 10+7, or 17). Open frames are added normally (example: you knock down 5 on your first ball and 3 on your second your open frame would be worth 5+3, or 8 points). The maximum score in tenpin bowling is 300. This consists of getting 12 strikes in a row in one game, and is also known as a perfect game.
[edit]

Play
A game of ten-pin bowling is divided into ten rounds (called “frames”). In a frame, each player is given two opportunities to knock down the skittle targets (called “pins”). The player rolls the first ball at the pins. If the first ball knocks down all ten pins, it is called a “strike” and the frame is completed. When pins are left standing after the first ball, those that are knocked down are counted and then removed. Then the player rolls a second ball and if all the remaining pins are knocked down, it is called a “spare.” There are bonuses for removing all the pins. If there is more than one player scheduled on a lane, play passes to the next player until all players have completed the frame. Then play continues with the next frame. The final or tenth frame of a game may involve three balls. See Scoring below.
The ten pins are usually automatically set by machine into four rows which form an equilateral triangle where there are four pins on a side (Pythagorean Tetractys). There are four pins in the back row, then three, then two, and finally one in the front at the center of the lane. The pins are numbered one through ten, starting with one in front, and ending with ten in the back to the right. This serves to ease communication; one could say that the 4 and 7 pins were left standing. Neighboring pins are set up 12 inches (30 cm) apart, measured from center to center. Due to the spacing of the pins and the size of the ball (about 8.6 inches (22 cm) in diameter), it is impossible for the ball to contact every pin. Therefore, a tactical shot is required, which would result in a chain reaction of pin hitting pin. In an ideal shot, for a right-hander, the ball will contact only the 1, 3, 5 and 9 pins; for a left-hander, the 1, 2, 5 and 8 pins. The term "Brooklyn" is used to describe when a bowler obtains a strike by throwing the ball into the opposite pocket, known as the Brooklyn pocket. For example, a Brooklyn would occur when a right-handed thrower obtains a strike by throwing a ball into the 1-2 pocket, and similarly a strike occurs for a left-handed bowler throwing a ball into the 1-3 pocket.

Tenpin bowling lanes at Boliche de Alta Tecnologia.
In order to count, a pin must be knocked over entirely. Even if a pin wobbles, unless it is knocked over completely, it is not scored. If the pin is wobbling as the automatic pin machine picks it up (or the machine itself knocks over the pin while it is wobbling), it is still considered standing and is not scored. Also, if a pin is moved, it does not change its designation. For example, if the 10 pin were still standing and the 7 pin slid into the 8 pin position, converting this spare would still be considered and given a 7-10 split award (if performed in sanctioned play).

A bowler prepares to release his ball toward the pins during a sanctioned bowling match.
There are generally two primary styles of rolling the ball down the lane. Most newer players play by rolling the ball straight, hopefully into the 1-3 pocket for right-handed bowlers or the 1-2 pocket for left-handed bowlers. More experienced bowlers usually roll a hook, which means that they make the ball start out straight and then curve towards the pocket. There are two ways to produce a hook. In the first, the player needs to let go of the ball with his thumb first, then the middle and ring finger release almost simultaneously. This gives the bowling ball its spin needed for the hook. If the player is right-handed, an ideal position of the thumb after letting go of the ball is “10 o’clock”, meaning that the thumb has gone from 12 to 10, as looking at a clock. The corresponding position for left-handed players is 2 o’clock. Of course there are innumerable variations in style and technique and the position of the thumb can vary from person to person. The second way is to hold the ball without the thumb in the thumb hole. This uses one or two fingers to produce the hook. Some bowlers will use none of their fingers. Lab research has shown that the ideal shot will enter the pocket at an angle of 6 degrees with respect to the lane boards, which means that a straight ball should be thrown from the side of the lane, near the gutter.
The conventional bowling styles use either a four or five step approach beginning 8 to 16 feet (2.4 to 4.8 meters) behind the foul line. Some extremely young or physically challenged players may use both hands to swing the ball forward from in between their legs. This kind of style has the bowler start close to the foul line, and is called “Granny style.” Another method for novice bowlers is the “bounce pass” technique which is performed by thrusting the ball from your chest with two hands towards the pins. This technique is easily picked up by weaker players but is seldom used because it is frowned upon by the bowling community due to the potential to damage the lanes and/or ball. More seldomly, a player will use two hands where the fingers of one hand are placed in the holes as in a standard throw, while placing the other hand over the front of the ball and releasing the ball in the form of a "shovel-pitch" from the side.
There are systematic ways of using the lane arrow marks and approach dots to make it easier to hit the pocket to get strikes, and for making spares. Focusing on these targeting guides helps eliminate fear of the gutters.
[edit] Rules and regulations

Lanes in a ten-pin bowling center.
The regulations listed here are generally based around regulations set by the United States Bowling Congress[15] and the British Tenpin Bowling Association.[16] These rules are followed by all sanctioned leagues and events, such as tournaments.
This information is clarified by the World Tenpin Bowling Association in its “Statutes & Playing Rules”.[17]
[edit] Playing area
The sport of ten-pin bowling is performed on a straight, narrow surface known as a lane. This bowling lane is 60 feet (18.29 m) from the foul line to the head pin (1-pin). About 15 feet (4.57 m) from the foul line are a set of guide arrows. The lane is 41.5 inches (1.05 m) wide and normally consists of 39 wooden boards or a synthetic material. The bowling lane has two sets of approach dots; from the foul line back to the first set of approach dots is about 12 feet (3.66 m) and to the second set of approach dots is about 15 feet (4.57 m) (an additional 3 feet (0.91 m)). Although this figure varies, the lane is protected by about 18 ml of oil. The PBA events use about 30 ml of oil, and the PWBA events use 25 ml. The oil starts from about 4 inches from the foul line and is applied for about 38 feet (11.58 m) down the lane from that point.
[edit] Pins
Position of the ten pins from above.
USBC rules specify that a pin must be 15 inches (38 cm) tall and about 4.7 inches (12 cm) wide at its widest point, where a rolling ball would make contact. There are additional measurements which delineate the shape. The weight of a single pin must be at least 3 pounds, 6 ounces (1.53 kg) and no more than 3 pounds, 10 ounces (1.64 kg). Within a set of ten pins, the individual weights may vary by no more than 4 ounces (113.4 g), if made from wood or plastic coated, or just 2 ounces (56.7 g) if synthetic. The top of the pin shall have a uniform arc with a radius of 1.273 inches (32.3 mm), ± 1/32 inch (31.5 – 33 mm).
The USBC also has regulations governing the weight distribution of the pin from top-to-bottom. Pins are allowed one or two “voids” (holes) in the belly area (which can be viewed if the pin is cut in half from top-to-bottom). The voids are needed to balance the narrower top half of the pin with the wider bottom half. Without them, the pins would be too bottom-heavy to fall properly when struck.
The pins must show the name and mark of the maker, either “USBC Approved” or “BTBA Approved” and appear uniform.
The head pin or 1 pin stands on board 20 of the lane.
[edit] Bowling ball
The circumference of the ball must not be more than 2.25 feet (0.69 m), and the ball cannot weigh more than 16 pounds (7.26 kg). The ball must have a smooth surface over its entire circumference except for holes or indentations used for gripping the ball, holes or indentations made to bring the ball back into compliance with weight-distribution regulations, identification letters and numbers, and general wear from normal use.
For much of the history of bowling, bowling balls were made using a three piece construction method. Starting in the mid 1990s, however, most manufacturers switched to a two-piece method. In response to these innovative ball designs, the American Bowling Congress placed further restrictions on the technical characteristics of the ball such as the radius of gyration and hooking potential.[3]
[edit] Rules of play
A game of bowling consists of ten frames. In each frame, the bowler will have two chances to knock down as many pins as possible with his bowling ball. In games with more than one bowler, as is common, every bowler will take his frame in a predetermined order before the next frame begins. If a bowler is able to knock down all ten pins with the first ball, he is awarded a strike. If the bowler is able to knock down all 10 pins with the two balls of a frame, it is known as a spare. Bonus points are awarded for both of these, depending on what is scored in the next 2 balls (for a strike) or 1 ball (for a spare). If the bowler knocks down all 10 pins in the tenth frame, the bowler is allowed to throw 3 balls for that frame. This allows for a potential of 12 strikes in a single game, and a maximum score of 300 points, a perfect game.
[edit] Scoring
In general, one point is scored for each pin that is knocked over. So if a player bowls over three pins with the first shot, then six with the second, the player would receive a total of nine points for that frame. If a player knocks down 9 pins with the first shot, but misses with the second, the player would also score nine. When a player fails to knock down all ten pins after their second ball it is known as an open frame.
In the event that all ten pins are knocked over by a player in a single frame, bonuses are awarded.
A ten-pin bowling scoresheet showing how a strike is scored.
strike: When all ten pins are knocked down with the first ball (called a strike and typically rendered as an “X” on a scoresheet), a player is awarded ten points, plus a bonus of whatever is scored with the next two balls. In this way, the points scored for the two balls after the strike are counted twice.
Frame 1, ball 1: 10 pins (strike)
Frame 2, ball 1: 3 pins
Frame 2, ball 2: 6 pins
The total score from these throws is:
· Frame one: 10 + (3 + 6) = 19
· Frame two: 3 + 6 = 9
TOTAL = 28
Two consecutive strikes are referred to as a “double.” (image unavailable)
A double's pinfall is:
Frame 1, ball 1: 10 pins (Strike)
Frame 2, ball 1: 10 pins (Strike)
Frame 3, ball 1: 9 pins
Frame 3, ball 2: 0 pins (recorded as a dash '-' on the scoresheet)
The total score from these throws is:
Frame one: 10 + (10 + 9) = 29
Frame two: 10 + (9 + 0) = 19
Frame three: 9 + 0 = 9
TOTAL = 57
Three strikes bowled consecutively are known as a “turkey” or “triple.” (image unavailable)
A triple's pinfall is:
Frame 1, ball 1: 10 pins (Strike)
Frame 2, ball 1: 10 pins (Strike)
Frame 3, ball 1: 10 pins (Strike)
Frame 4, ball 1: 0 pins (Gutterball)
Frame 4, ball 2: 9 pins
The total score from these throws is:
Frame one: 10 + (10 + 10) = 30
Frame two: 10 + (10 + 0) = 20
Frame three: 10 + (0 + 9) = 19
Frame four: 0 + 9 = 9
TOTAL = 78
Any longer string of strikes is referred to by a number attached to the word “bagger,” as in “five-bagger” for five consecutive strikes. Recently, the event of bowling four consecutive strikes has also been called a "ham bone.” This terminology is used most often when a bowler is “off the strikes.” (i.e. has previously bowled a string of several strikes but failed to strike on his most recent ball.) When a player is “on the strikes,” a string is often referenced by affixing “in a row” to the number of strikes bowled consecutively. Six strikes in a row are sometimes referred to as a “six pack.”[18][19] Six strikes and nine strikes in a row can also be referred to “Wild Turkeys” and “Golden Turkeys” respectively. Any string of strikes starting in the first frame or ending “off the sheet” (where all of a bowler’s shots from a certain frame to the end of the game strike) are often referred to as the “front” or “back” strikes, respectively (e.g. the “front nine” for strikes in frames 1-9, or the “back six” for strikes in frames 7, 8, and 9 with a turkey in the tenth). A “Perfect Game” or 12 strikes in a row is also colloquially referred to as the “Thanksgiving Turkey.”
A player who scores multiple strikes in succession would score like so:
Frame 1, ball 1: 10 pins (strike)
Frame 2, ball 1: 10 pins (strike)
Frame 3, ball 1: 4 pins
Frame 3, ball 2: 2 pins
The score from these throws are:
· Frame one: 10 + (10 + 4) = 24
· Frame two: 10 + (4 + 2) = 16
· Frame three: 4 + 2 = 6
TOTAL = 46
The most points that can be scored in a single frame is 30 points (10 for the original strike, plus strikes in the two subsequent frames).
A player who bowls a strike in the tenth (final) frame is awarded two extra balls so as to allow the awarding of bonus points. If both these balls also result in strikes, a total of 30 points (10 + 10 + 10) is awarded for the frame. These bonus points do not count on their own, however. They only count as the bonus for the strike.
A ten-pin bowling scoresheet showing how a spare is scored.
spare: A “spare” is awarded when no pins are left standing after the second ball of a frame; i.e., a player uses both balls of a frame to clear all ten pins. A player achieving a spare is awarded ten points, plus a bonus of whatever is scored with the next ball (only the first ball is counted). It is typically rendered as a slash on scoresheets in place of the second pin count for a frame.
Example:
Frame 1, ball 1: 7 pins
Frame 1, ball 2: 3 pins (spare)
Frame 2, ball 1: 4 pins
Frame 2, ball 2: 2 pins
The total score from these throws is:
· Frame one: 7 + 3 + 4 (bonus) = 14
· Frame two: 4 + 2 = 6
TOTAL = 20
A player who bowls a spare in the tenth (final) frame is awarded one extra ball to allow for the bonus points.
Correctly calculating bonus points can be difficult, especially when combinations of strikes and spares come in successive frames. In modern times, however, this has been overcome with automated scoring systems, linked to the machines that set and clear the pins between frames. A computer automatically counts pins that remain standing, and fills in a virtual score sheet (usually displayed on monitors above each lane). However, even the automated system is not fool-proof, as the computer can miscount the number of pins that remain standing.
The maximum score in a game of ten-pin is 300. On Feb. 2, 1997, University of Nebraska sophomore Jeremy Sonnenfeld became the first person ever to roll three perfect games of 300 in a three-game series (as approved by the American Bowling Congress). This has only been achieved a handful of times since.
In Britain, the youngest bowler ever to achieve a perfect single game score of 300 (12 consecutive strikes), in a sanctioned competition was &0000000000000012.00000012 years, &0000000000000071.00000071 days old Elliot John Crosby, at AMF Purley in South London, England in the Surrey County trials on January 7, 2006.[20] Crosby beat the previous British 300 shooter record holder Rhys Parfitt by more than a year. Parfitt was 13 years, 4 months when he achieved a 300 point game at the London international tenpin bowling tournament in 1994. In the United States, the youngest ever bowler to achieve this in a sanctioned competition is two-handed bowler Chaz Dennis of Columbus, Ohio. He achieved this competing in the Hillcrest Preps-Juniors league at Hillcrest Lanes in Columbus, Ohio on December 16, 2006 at &0000000000000010.00000010 years, &0000000000000088.00000088 days old. Dennis was 20 days younger than the previous record-holder, Michael Tang of San Francisco, California, who set his record when he was &0000000000000010.00000010 years, &0000000000000108.000000108 days old competing in the Daly City All Stars Scratch Trios League at the Sea Bowl in Pacifica, California.[21]









Golf is a precision club-and-ball sport, in which competing players (golfers), using many types of clubs, attempt to hit balls into each hole on a golf course while employing the fewest number of strokes. Golf is one of the few ball games that does not require a standardized playing area. Instead, the game is played on golf "courses", each of which features a unique design, although courses typically consist of either nine or 18 holes. Golf is defined, in the rules of golf, as "playing a ball with a club from the teeing ground into the hole by a stroke or successive strokes in accordance with the Rules." Golf competition is generally played for the lowest number of strokes by an individual, known simply as stroke play, or the lowest score on the most individual holes during a complete round by an individual or team, known as match play.
Golf course

A model of the 17th hole of the TPC at Sawgrass Stadium Course.
Main article: Golf course
A golf course consists of a series of holes, each with a teeing area that is set off by two markers showing the bounds of the legal tee area, fairway, rough and other hazards, and the putting green surrounded by the fringe with the pin (flagstick) and cup. Different levels of grass are varied to increase difficulty, or to allow for putting in the case of the green. While many holes are designed with a direct line-of-sight from the tee-off point to the green, some of the holes may bend, either to the left or to the right. This is called a "dogleg", in reference to a dog's knee. The hole is called a "dogleg left" if the hole angles leftwards and vice versa; sometimes, a hole's direction can bend twice and is called a "double dogleg". A typical golf course consists of 18 holes but nine hole courses are common and can be played twice through for 18 holes.[8][9]
Early Scottish golf courses were primarily laid out on links land, soil covered sand dunes directly inland from beaches.[10] This gave rise to the term golf links, particularly applied to seaside courses and those built on naturally sandy soil inland.
[edit] Play of the game

1=teeing ground, 2=water hazard, 3=rough, 4=out of bounds, 5=sand bunker, 6=water hazard, 7=fairway, 8=putting green, 9=flagstick, 10=hole
Every round of golf is based on playing a number of holes in a given order. A round typically consists of 18 holes that are played in the order determined by the course layout. On a nine-hole course, a standard round consists of two consecutive nine-hole rounds. Playing a hole on a golf course is initiated by putting a ball into play by striking it with a club on the teeing area (also called the "tee box" or simply "the tee.") When this initial stroke (or "shot") is required to be a long one due to the length of the hole, it is usual (but not required) for a golfer to suspend (or "tee") the ball on a tee prior to striking it. A "tee" in this last sense is a small peg which can be used to elevate the ball slightly above the ground up to a few centimeters high. This elevation is at the discretion of the golfer. Tee pegs are commonly made of wood but may be constructed of any material; the ball may even be "tee'd" on a mound of grass or dirt (at one time a small pile of sand placed by the golfer was routinely used and sand was provided at teeing areas for golfers' use).
When the initial shot on a hole is a long-distance shot intended to move the ball a great distance down the fairway, this shot is commonly called a "drive." Shorter holes generally are initiated with "shorter" clubs. Once the ball comes to rest, the golfer strikes it again as many times as necessary using shots that are variously known as a lay-up, an approach, a "pitch", or a chip, until the ball reaches the green, where he or she then putts the ball into the hole (commonly called "sinking the putt"). The goal of getting the ball into the hole ("holing" the ball) in as few strokes as possible may be impeded by obstacles such as areas of long grass called rough (usually found alongside fairways) which both impedes advancement and makes it harder to advance the golf ball, bunkers ("sand traps"), and water hazards.[8] In most forms of gameplay, each player plays his or her ball until it is holed.
Players can walk or drive in motorized carts over the course. Play can be done either singly or in groups and sometimes accompanied by caddies, who carry and manage the players' equipment and who are allowed by the rules to give advice on the play of the course.[11] A caddies' advice can only be given to the player or players for whom the caddy is working, and not to competing players.
[edit] Rules and regulations
Main article: Rules of golf
The rules of golf[12][13] are internationally standardised and are jointly governed by The R&A, spun off in 2004 from The Royal and Ancient Golf Club of St Andrews (founded 1754), and the United States Golf Association (USGA).
The underlying principle of the rules is fairness. As stated on the back cover of the official rule book: Play the ball as it lies, play the course as you find it, and if you cannot do either, do what is fair.
There are strict regulations regarding the amateur status of golfers.[14] Essentially, anybody who has ever received payment or compensation for giving instruction, or played golf for money, is not considered an amateur and may not participate in competitions limited solely to amateurs. However, amateur golfers may receive expenses which comply with strict guidelines and they may accept non-cash prizes within the limits established by the Rules of Amateur Status.
In addition to the officially printed rules, golfers also abide by a set of guidelines called golf etiquette. Etiquette guidelines cover matters such as safety, fairness, pace of play, and a player's obligation to contribute to the care of the course. Though there are no penalties for breach of etiquette rules, players generally follow the rules of golf etiquette in an effort to improve everyone's playing experience.
[edit] Penalties
Penalties are incurred in certain situations. They are counted towards a player's score as if there were extra swing(s) at the ball. Strokes are added for rule infractions or for hitting one's ball into an unplayable situation. A lost ball or a ball hit out of bounds result in a penalty of one stroke and distance. (Rule 27-1) A one stroke penalty is assessed if a player's equipment causes the ball to move or the removal of a loose impediment causes the ball to move. (Rule 18-2) If a golfer makes a stroke at the wrong ball (Rule 19-2) or hits a fellow golfer's ball with a putt (Rule 19-5), the player incurs a two stroke penalty. Most rule infractions lead to stroke penalties but also can lead to disqualification. Disqualification could be from cheating, signing for a lower score, or from rule infractions that lead to improper play.[15]
[edit] Equipment
Main article: Golf equipment
Golf clubs are used to hit a golf ball. Each club is composed of a shaft with a lance (grip) on the top end and a club head on the bottom. "Long" clubs are those meant to propel the ball a comparatively longer distance and "short" clubs a comparatively short distance. Typically, the actual physical length of each club is longer or shorter, depending on the distance the club is intended to propel the ball. The "driver" is the largest-headed and "longest" club. Woods are slightly shorter but still comparatively large-headed clubs, used for long-distance fairway shots. Woods are now typically made of metal; the traditional name "woods" remains in general use but is gradually being replaced by the term "fairway metal." Next shorter in length are the irons, the most numerous and versatile class used for a wide variety of shots. Hybrid (golf) clubs which embody characteristics of both woods and irons in varying degrees, are increasingly being used in preference to long irons in many places because of they are easier for the average golfer to use. Last but not least, putters are used to roll the ball across the green into the cup.
A maximum of 14 clubs is allowed in a player's bag at one time during a stipulated round. The choice of clubs is at the golfer's discretion, although every club must be constructed in accordance with parameters outlined in the rules. (Clubs which meet these parameters are commonly called "conforming.") Violation of these rules can result in disqualification.
The exact shot hit at any given time on a golf course, and which club is used to accomplish the shot, are always completely at the discretion of the golfer; in other words, there is no restriction whatsoever on which club a golfer may or may not use at any time for any shot.
Golf balls are spherical, usually white (although other colours are allowed), and minutely pock-marked by "dimples" that decrease aerodynamic drag by decreasing air turbulence around the ball in motion, thereby allowing the ball to fly farther.[16]
A tee is allowed only for the first stroke on each hole, unless the player must hit a provisional or replay his or her first shot from the tee.
Many golfers wear golf shoes with metal or plastic spikes designed to increase traction, thus allowing for longer and more accurate shots. A golf bag is used to transport golf clubs. Golf bags have several pockets designed for carrying equipment and supplies such as tees, balls, and gloves. Golf bags can be carried, pulled on a two-wheel pull cart or harnessed to a motorized golf cart during play. Golf bags have both a hand strap and shoulder strap for carrying, and sometimes have retractable legs that allow the bag to stand upright when at rest.
[edit] Stroke mechanics
Main article: Golf stroke mechanics
Golfers start with the non-dominant side of the body facing the target. At address the body and club are positioned parallel to the target line. The feet are commonly shoulder width apart for middle irons and putters, narrower for short irons and wider for long irons and woods. The ball is positioned in the center of the players stance for short irons and putters, more to the front for middle irons and even more for long irons and woods. The golfer chooses a grip. The golfer chooses a golf club and stroke appropriate to the distance:
The drive is used on the tee box to tee off long distances.
The approach is used in long to mid distance shots
The chip is used for relatively short distance shots around the green. The goal of the chip is to land the ball safely on the green allowing it to roll out towards the hole.
The putt is used in short distance shots on or near the green. The goal of the putt is to get the ball in the hole or as close to the hole as possible.
[edit] Scoring and handicapping
[edit] Par
Main article: Par (score)
A hole is classified by its par; the number of strokes a skilled golfer should require to complete play of the hole.[8] For example, a skilled golfer expects to reach the green on a par-four hole in two strokes (This would be considered a Green in Regulation or GIR): one from the tee (the "drive") and another, second, stroke to the green (the "approach"); and then roll the ball into the hole in two putts for par. A golf hole is either a par-three, -four or -five, rarely -six, very rarely -seven.[17]
The key factor for classifying the par of a hole is the distance from the tee to the green. A typical par-three hole is less than 250 yards (225 metres) in length, with a par-four hole ranging between 251 and 475 yards (225–434 metres), and a par-five hole being longer than 475 yards (435 metres). Although uncommon, par-six and even par-seven holes do exist and can stretch well over 650 yards. The gradient of the course (uphill or downhill) can also affect the par rating. If the tee-to-green distance on a hole is predominantly downhill, it will play shorter than its physical length and may be given a lower par rating; the opposite is true for uphill holes. Par ratings are also affected by factors such as the placement of hazards or the shape of the green, which can sometimes affect the play of a hole by requiring an extra stroke to avoid playing into hazards.[18]
Eighteen hole courses may have four par-three, ten par-four, and four par-five holes, though other combinations exist and are not less worthy than courses of par 72. Many major championships are contested on courses playing to a par of 70, 71, or 72. Additionally, in some countries, courses are classified according to their play difficulty, which may be used to calculate a golfer's playing handicap for a given course (cf. golf handicap).[19]
[edit] Scoring
In every form of play, the goal is to play as few strokes per round as possible. A "hole in one" (or an "ace") occurs when a golfer sinks his ball into the cup with his first stroke (a drive from the tee). Common scores for a hole also have specific terms.[8]
Numeric Term
Specific term
Definition
−4
Condor
four strokes under par
−3
Albatross
three strokes under par
−2
Eagle
two strokes under par
−1
Birdie
one stroke under par
0
Par
equal to par
+1
Bogey
one stroke over par
+2
Double Bogey
two strokes over par
+3
Triple Bogey
three strokes over par
+4
Quadruple Bogey
four strokes over par


Basic forms of golf
[edit] Match play
In match play, two players (or two teams) play each hole as a separate contest against each other. The party with the lower score wins that hole, or if the scores of both players or teams are equal the hole is "halved" (tied). The game is won by the party that wins more holes than the other. In the case that one team or player has taken a lead that cannot be overcome in the number of holes remaining to be played, the match is deemed to be won by the party in the lead, and the remainder of the holes are not played. For example, if one party already has a lead of six holes, and only five holes remain to be played on the course, the match is over. At any given point, if the lead is equal to the number of holes remaining, the match is said to be "dormie", and is continued until the leader increases the lead by one hole or ties any of the remaining holes, thereby winning the match, or until the match ends in a tie with the lead player's opponent winning all remaining holes. When the game is tied after the predetermined number of holes have been played, it may be continued until one side takes a one-hole lead.[8]
[edit] Stroke play
In stroke play, the score achieved for each and every hole of the round or tournament is added to produce the total score, and the player with the lowest score wins. (Stroke play is the game most commonly played by professional golfers.) If there is a tie after the regulation number of holes in a professional tournament, a playoff takes place between all tied players. Playoffs are either sudden death or employ a pre-determined number of holes, anywhere from three to a full eighteen. In sudden death, a player who scores lower on a hole than all of his opponents wins the match. If at least two players remain tied after such a playoff using a pre-determined number of holes, then play continues in sudden death format, where the first player to win a hole wins the tournament.
[edit] Other forms of golf
[edit] Skins
In a skins game, golfers compete on each hole, as a separate contest. Played for prize money on the professional level or as a means of a wager for amateurs, a skin, or the prize money assigned to each hole, carries over to subsequent holes if the hole is tied (or halved). If you come to the end of the round and there are still skins left over, play continues until the final skin has been decided.
[edit] Stableford
In stableford the player gains points for the score achieved on each hole of the round or tournament (1 point for a bogey, 2 points for a par, 3 points for a birdie, 4 points for an eagle). The points achieved for each hole of the round or tournament is added to produce the total points score, and the player with the highest score wins.[8]
[edit] Team play
A foursome (defined in Rule 29) is played between two teams of two players each, in which each team has only one ball and players alternate playing it. For example, if players A and B form a team, A tees off on the first hole, B will play the second shot, A the third, and so on until the hole is finished. On the second hole, B will tee off (regardless who played the last putt on the first hole), then A plays the second shot, and so on. Foursomes can be played as match play or stroke play.[20]
A four-ball (Rules 30 and 31) is also played between two teams of two players each, but every player plays his/her own ball and for each team, the lower score on each hole is counted. Four-balls can be played as match play or stroke play.[21]
There are also popular unofficial variations on team play:
In scramble (also known as ambrose or best shot), each player in a team tees off on each hole, and the players decide which shot was best. Every player then plays his/her second shot from within a clublength of where the best shot has come to rest, and the procedure is repeated until the hole is finished. In a champagne scramble, each player in a team tees off on each hole. The best drive is used and all players play their own ball from this spot. In best ball, each player plays the hole as normal, but the lowest score of all the players on the team counts as the team's score.[22]
In a greensome, also called modified alternate shot, both players tee off, and then pick the best shot as in a scramble. The player who did not shoot the best first shot plays the second shot. The play then alternates as in a foursome.[23]
A variant of greensome is sometimes played where the opposing team chooses which of their opponent's tee shots the opponents should use. The player who did not shoot the chosen first shot plays the second shot. Play then continues as a greensome.
There is also a form of starting called shotgun, which is mainly used for tournament play. A shotgun start consists of groups starting on different holes, allowing for all players to start and end their round at the same time.
[edit] Handicap systems
Main article: Handicap (golf)
A handicap is a numerical measure of an amateur golfer's ability to play golf over the course of 18 holes. Handicaps can be applied either for stroke play competition or match play competition. In either competition, a handicap generally represents the number of strokes above par that a player will achieve on an above average day (i.e., when playing well).
In stroke play competition, the competitor's handicap is subtracted from their total "gross" score at the end of the round, to calculate a "net" score against which standings are calculated. In match play competition, handicap strokes are assigned on a hole-by-hole basis, according to the handicap rating of each hole (which is provided by the course). The hardest holes on the course receive the most handicap strokes, with the easiest holes receiving the least handicap strokes.
Calculating a handicap is often complicated, but essentially it is representative of the average over par of a number of a player's previous above average rounds, adjusted for course difficulty. Legislations regarding the calculation of handicaps differs among countries. For example, handicap rules may include the difficulty of the course the golfer is playing on by taking into consideration factors such as the number of bunkers, the length of the course, the difficulty and slopes of the greens, the width of the fairways, and so on.
Handicap systems are not used in professional golf. Professional golfers often score several strokes below par for a round and thus have a calculated handicap of 0 or less, meaning that their handicap results in the addition of strokes to their round score. Someone with a handicap of zero or less is often referred to as a scratch golfer.
[edit]








Sepak takraw (Malay: sepak raga; Thai: ตะกร้อ "takraw"; Lao: ກະຕໍ້ "ka-taw"; Filipino: "sipa"; Vietnamese: "cầu mây") [1] or kick volleyball is a sport native to Southeast Asia, resembling volleyball, except that it uses a rattan ball and only allows players to use their feet, knee, chest and head to touch the ball. It is a popular sport in Malaysia, Thailand, Singapore, Myanmar, Vietnam, Cambodia, Laos, Philippines and Indonesia.
In Malaysia, the game is called sepak raga. It is also thuck thay (Lao: "twine" and "kick")[1] while in Thailand it is sometimes called takraw. In Myanmar it is known as "chin lone". In the Philippines it is known as sipa, meaning "kick". In Australia it is known as "footnis", presumably a portmanteau of football and tennis.
Similar games include footbag net, footvolley, football tennis, Bossaball, jianzi and sipa
Rules and regulations
Measurements of court and equipment often vary among tournaments and organizations that operate from a recreational to a competitive level; international competitive rules and regulation are used in this section.
[edit] Expressions
‘Sepak’ is the Malay word for ‘kick.’ ‘Takraw’ is the Thai word for the hand-woven ball originally used in the game. So the game is essentially ‘kick ball.’ Regu is Malay for "team" ( four people, three starters and one substitute player).[7]
[edit] Court
Sepak Takraw court diagram
The sepak takraw sport is played on a similar to badminton double sized court.[8]
Area of 13.4 m x 6.1 m free from all obstacles up to the height of 8 m measured from the floor surface (sand and grass court not advisable). The width of the lines bounding the court should not be more than 0.04 m measured and drawn inwards from the edge of the court measurements. All the boundary lines should be drawn at least 3.0m away from all obstacles. The center line of 0.02 m should be drawn equally dividing the right and left court.
At the corner of each at the center line, the quarter circle shall be drawn from the sideline to the center line with a radius of 0.9 m measured and drawn outwards from the edge of the 0.9 m radius.
The service circle of 0.3 m radius shall be drawn on the left and on the right court, the center of which is 2.45 m from the back line of the court and 3.05 m from the sidelines, the 0.04 m line shall be measured and drawn outward from the edge of the 0.3 m radius.[9]
[edit] Net
The net shall be made of fine ordinary cord or nylon with 6 mm to 8 mm mesh. Similar to a volleyball net.[10]
The net shall be 0.7 m in width and not shorter than 6.10 m in length and taped at 0.05 m from tape double at the top and sideline, called boundary tape.
The net shall be edged with 0.05 m tape double at the top and the bottom of the net supported by a fine ordinary cord or nylon cord that runs through the tape and strain over and flush with the top of the posts. The top of the net shall be 1.52 m (1.42 m for women) in height from the center and 1.55 m (1.45 m for women's) at the posts.[9]
[edit] Ball
A sepak takraw ball made out of rattan.
The sepak takraw ball shall be spherical in shape, made of synthetic fiber or one woven layer.
Sepak takraw balls without synthetic rubber covering must consist of the following characteristics; Have 12 holes. Have 20 intersections. Have a circumference measuring not less from 0.42 meters (1 ft 4+1⁄2 in) to 0.44 m (1 ft 5+1⁄4 in) for men and from 0.43 m (1 ft 5 in) to 0.45 m (1 ft 5+3⁄4 in) for women. Have a weight that range from 170 grams (6 oz) to 180 grams (6.3 oz) for men and from 150 grams (5.3 oz) to 160 grams (5.6 oz) for women.
The ball can be in plain single colour, multi-colour, and luminous colours, but not in any colour that will impair the performance of the players.
The sepak takraw ball can also be constructed of synthetic rubber or soft durable material for covering the ball, for the purpose of softening the impact of the ball on the player’s body. The type of material and method used for constructing the ball, or for covering the ball with rubber or soft durable covering must be approved by ISTAF before it can be used for any competition.
All world, international, regional competitions sanctioned by International Sepak Takraw Federation, including but not limited to, the Olympic Games, World Games, Commonwealth Games, Asian Games and SEA Games, must be played with ISTAF approved sepak takraw balls.[9]
[edit] Players

The Tekong performing the service during a match in Strasbourg
A match is played by two regus (teams), each consisting of three players.
One of the three players shall be at the back; he is called a “Tekong”. The other two players shall be in front, one on the left and the other on the right. The player on the left is called a “Left Inside” and the player on the right is called a “Right Inside”.[9]
[edit] Start of play and service
The side that must serve first shall start the first set. The side that wins the first set shall have the options of “Choosing Service”.
The throw must be executed as soon as the referee calls the score. If either of the "Inside" players throws the ball before the referee calls the score, it must be re-thrown and a warning will be given to the thrower.
During the service, as soon as the Tekong kicks the ball, all the players are allowed to move about freely in their respective courts.
The service is valid if the ball passes over the net, whether it touches the net or not, and inside the boundary of the two net tapes and boundary lines of the opponent’s court.[9]
[edit] Faults
[edit] Serving side during service
The "Inside" player who is making service throws, plays about with the ball (throwing up the ball, bumping, giving to other "Inside" player, etc.) after the call of score has been made by the referee.
The "Inside" player lifts his feet or steps on the line or crosses over or touches the net while throwing the ball.
The Tekong jumps off the ground to execute the service.
The Tekong does not kick the ball on the service throw.
The ball touches his own player before crossing over the opponent court.
The ball goes over the net but falls outside the court.
The ball does not cross to the opponent side.
A player uses his hand or hands, or any other part of his arms to facilitate the execution of a kick even if the hand or arm does not directly touches the ball, but it touches other objects or surfaces instead when doing so.
[edit] Serving and receiving side during service
Creating distracting manner or noise or shouting at his opponent.
[edit] For both sides during the game
Any player who touches the ball on the opponent side.
Any part of player's body crosses over into opponent's court whether above or under the net except during the follow-through of the ball.
Playing the ball more than 3 times in succession.
The ball touches the arm
Stopping or holding the ball under the arm, between the legs or body.
Any part of the body or player's outfits e.g. shoes, jersey, head band etc., touches the net or the post or the referee's chairs or falls into the opponent's side.
The ball touches the ceiling, roof or the wall (any objects).[9]
[edit] Scoring system
When either serving side or receiving side commits a fault, a point is awarded to the opponent side including making next service.
The winning point for a set is 21 points, unless the point is tied at 20–20, the set shall be decided on a difference of two points, up to a ceiling of 25 points. When the score is tied at 20–20, the referee announces “Setting up to 25 points”.
The game is played in 2 sets with 2-minute rest in between.
If each "Regu" wins one set, the game shall be decided in the third set called "Tiebreak" with 15 points unless the point is tied at 14-14, then the set shall be decided on a difference of two points, up to a ceiling of 17 points. When the score is tied at 14-14, the referee announces “Setting up to 17 points”.
Before the tiebreak set takes place, the referee shall toss a disc or coin, and the side winning the toss shall have the option of “Choosing Service”. The change of sides takes place when one “Regu” reaches 8 points.[9]
[edit] See also










Table tennis is a sport in which two or four players hit a lightweight, hollow ball back and forth with rackets. The game takes place on a hard table divided by a net. Except for the initial serve, players must allow a ball played toward them only one bounce on their side of the table and must return it so that it bounces on the opposite side. Points are scored when a player fails to return the ball within the rules. Play is fast and demands quick reactions. A skilled player can impart several varieties of spin to the ball, altering its trajectory and limiting an opponent's options to great advantage.
The game is controlled by the International Table Tennis Federation (ITTF), founded in 1926. Since 1988, table tennis has been an Olympic sport which includes four events. From 1988 until 2004, the events were men's singles, women's singles, men's doubles and women's doubles. Since 2008 the doubles have been replaced by the team events (Beijing was the first time where table tennis had an Olympic team event).
General description

A standard table tennis table, together with a racket and ball
The game is played with two or four players hitting a ball with rackets back and forth to each other on a table, in a manner similar to tennis. The rules are slightly different, but the concept is very similar. In singles play, the serve is not required to cross from the server's right-hand court to the receiver's right-hand court (or left to left) as it is in tennis. However, serving across is required in doubles play. Ball spin, speed, placement, strategy and tactics play an important part in competitive table tennis matches. The speed of the ball can vary from slow serves with much spin to smashes that travel as fast as 112.5 kilometers per hour (70 mph).[1]
The game is played on a 274 cm × 152.5 cm × 76 cm high (9 ft × 5 ft × 30 inches high) table. The International Table Tennis Federation requires a total playing area not less than 14 m long, 7 m wide and 5 m high for competitions. No limitations in size or shape are specified. You cannot win on a let. It is counted as a redo.
Modern rackets are usually covered with a thin layer of rubber on the racket's striking surface. The rubber may have pimples pointing outwards or inwards, as well as a thin layer of sponge between the wood center and the rubber surface. Since spin plays a large role in the modern sport of table tennis, the composition of the rubber and the combination of sponge and rubber is designed to maximize the amount of spin and speed a player can impart onto the ball. Other technological improvements include the use of carbon or other synthetic layers as part of the blade to increase the size of the sweet spot or the stiffness of the blade.
The ball used in table tennis has a diameter of 40 mm (formerly 38 mm), is made of celluloid, and is hollow. A three star rating on a ball usually implies a top quality ball, in relation to its bounce, roundness and their respective consistency between balls of the same make and type.
The winner is the first to score 11 points or more while being ahead by 2 points or more. Players alternate serves every two points. At 10-10 (or deuce) the players alternate with every serve; the winner is then the first person to gain a two point advantage over his opponent. The 11 point game is an International Table Tennis Federation (ITTF) change which occurred in 2001. Previously, the first player to gain 21 points (except in case of a deuce, handled as described above) won the game. All games played at national level and at international tournaments (ITTF) are now played to 11 points in either a best of five (5) games (preliminaries) or best of seven (7) games format (championship matches
Equipment
[edit] Ball
The international rules specify that the game is played with a light 2.7 gram, 40 mm diameter ball. Generally, it is the most-used ball. The rules say that the ball shall bounce up 23 cm when dropped from a height of 30 cm thereby having a coefficient of restitution of 0.88. The 40 mm ball was introduced after the 2000 Olympic Games. However, this created some controversy as the Chinese National Team argued that this was merely to give non-Chinese players a better chance of winning[citation needed]. A 40 mm table tennis ball is slower and spins less than a 38 mm one. The ball is made of a high-bouncing gas-filled celluloid, colored white or orange, with a matte finish. The choice of ball color is made according to the table color and its surroundings. For example, a white ball is easier to see on a green or blue table than it is on a grey table. Stars on the ball indicate the quality of the ball. 3 stars indicates that it is of the highest quality, and is used in official competitions.
[edit] Table

Diagram of a table tennis table showing the official dimensions
The table is 2.74 m (9 ft) long, 1.525 m (5 ft) wide, and 76 cm (30 inch) high with a Masonite (a type of hardboard) or similarly manufactured timber, layered with a smooth, low-friction coating. The table or playing surface is divided into two halves by a 15.25 cm (6 inch) high net.[2] The table surface is often in a green or blue color.
[edit] Paddle
Main article: Table tennis racket
Players are equipped with a laminated wooden racket covered with rubber on one or two sides depending on the grip of the player. This is called either a paddle, racket, blade or a bat depending on where in the world the game is being played. In the USA the term "paddle" is common, in Europe the term is "bat," and the official ITTF term is "racket."
Table tennis regulations allow different surfaces on each side of the racket. The different types of surfaces provide various levels of spin or speed, or in some cases, nullify spin. For example, a player may have a rubber that provides much spin on one side of his racket, and no spin on the other side of the racket. By flipping the racket in play, different types of returns are possible. To help a player distinguish between different types of rubber used by his opposing player, international rules specify that one side must be red while the other side must be black. The player has the right to inspect his opponent's racket before a match to see the type of rubber used and what color it is. Despite high speed play and rapid exchanges, a player can see clearly what side of the racket was used to hit the ball. Current rules state that, unless damaged in play, the racket cannot be exchanged for another racket at any time during a match.
Game play
[edit] Starting a game
According to ITTF rule 2.13.1, the first service is decided by lot, normally a coin toss. It is also common for one player (or the umpire/scorer) to hide the ball in one or the other hand (usually hidden under the table), allowing the other player to guess which hand the ball is in. The correct or incorrect guess gives the "winner" the option to choose to serve, receive, or to choose which side of the table to use. Another method is for one player to hit the ball to the other and he or she returns it or by hitting it back and forth four times and then playing out the point. This is commonly referred to as "play to serve".
[edit] Service
In game play, the player serving the ball commences a point. The player stands with the ball held in the palm of the freehand, with the hand behind the endline of the table and higher than the surface of the table. The racket is held in the other hand, the racket hand, and the server tosses the ball directly upward without spin, at least 16 centimeters (approximately 6 inches) high, and strikes the ball with the racket on the ball's descent. In casual (non-tournament) games, many players do not toss the ball upward, however this is technically illegal and can give the serving player an unfair advantage. The ball must remain behind the endline and above the height of the table at all times during the service. The server cannot use his body or clothing to obstruct sight of the ball; the opponent and the umpire must have a clear view of the ball at all times, if the ball is interfered with in any way the players must replay the point.
The server must strike the ball such that it bounces once on his or her half of the table, and then bounces at least one time on the opponent's half. If the ball strikes the net but does not strike the opponent's half of the table, then a point is awarded to the opponent. However, if the ball hits the net, but nevertheless goes over and bounces on the other side, it is called a let (or net-in). Play stops, and the ball must be served again.
If the service is "good", then the receiver must make a "good" return by hitting the ball back over the net after it bounces once on their side of the table, but before it bounces a second time. Returning the serve is one of the most difficult parts of the game, as the server's first move is often the least predictable and thus most advantageous shot due to the numerous spin and speed choices at his or her disposal.
[edit] Hitting the ball

Wang Liqin. The 2001, 2005 and 2007 World Champion
Any hitting of the ball must be done such that the ball passes over or around the net. If a player cannot return a legal hit over (or around) the net so that the ball bounces on the opposite side of the table, the player loses the point.
[edit] Volleying
It is permitted in some circumstances to return a shot with a volley - a shot taken before the ball has bounced on the player's own side. Section 2.06.03 of the ITTF Laws of Table Tennis does not permit a volley to be used when serving. The description of the awarding of points in Section 2.10 intentionally does not proscribe volleys, but does indicate in 2.10.01.05 that a point is given if the oppononent "obstructs" the ball, where obstruction is defined in Section 2.05.08 as being "if he, or anything he wears or carries, touches it in play when it is above or travelling towards the playing surface, not having touched his court since last being struck by his opponent." As such, it is only legally possible to return with a volley if the ball is no longer above the playing surface, nor heading towards it. A volley shot must still pass over or around the net and bounce on the opponent's side of the table.
[edit] Scoring
Points are awarded to the opponent for any of several errors in play:[3]
Allowing the ball to bounce on one's own side more than once.
Double hitting the ball. Note that the hand above the wrist is considered part of the racket and making a good return off one's hand or fingers on the racket-holding hand is allowed, but hitting one's hand or fingers and subsequently hitting the racket is a double strike and an error.
Allowing the ball to strike anything other than the racket (see above for definition of the racket)
Causing the ball not to bounce on the opponent's half (i.e., not making a "good" return)
Placing one's free hand on the playing surface or moving the playing surface
Offering and failing to make a good serve (i.e., making a service toss and failing to strike the ball fairly into play)
Making an illegal serve: (e.g., one preceded by a player's hiding the ball or his failing to toss the ball at least 16 centimeters (six inches) in the air,or not serving across the court).
Hitting the net with racket or any body part.
Obstructing the ball.
The ball is considered out of bounds if: It touches a wall, ceiling, the opponent's body, or is stopped by any outside force except the opponents racket.
Hitting the ball but not returning the ball over the net.
[edit] Alternation of service
Service alternates between opponents every two points (regardless of winner of the rally) until a player reaches 11 points with at least a two-point lead, or until both players have 10 points a piece. If both players reach 10 points, then service alternates after each point, until one player gains a two-point advantage. A Player cannot lose on a serve. They can take as many serves till a rally is played for the final point. This is the currently used standard followed by the ITTF.[4]
In doubles, service alternates every two points between sides, but also rotates between players on the same team. At the end of every two points, the receiving player becomes the server, and the partner of the serving player becomes the receiver.
In the 21-point game system, service would alternate every 5 points. If both players reached a score of 20, then service would alternate each point until one player gains a two-point advantage.
[edit] Series of games
After each game, players switch sides of the table and in the fifth or seventh, game "for the match", players switch sides when the first player scores 5 points, regardless of whose turn it is to serve. In competition play, matches are typically best of five or seven games.
[edit] Doubles game

Service zone in doubles game
In addition to games between individual players, pairs may also play table tennis. In doubles, all the rules of single play apply except for the following. A line painted along the long axis of the table to create doubles courts bisects the table. This line's only purpose is to facilitate the doubles service rule, which is that service, must originate from the right hand "box" in such a way that the first bounce of the serve bounces once in said right hand box and then must bounce at least once in the opponent side's right hand box (far left box for server). Play then continues normally with the exception that players must alternate hitting the ball. For example, after a player serves, the receiving player makes his or her return, the server's partner returns the ball and then the service receiver's partner would play the ball. The point proceeds this way until one side fails to make a legal return and the point is then awarded to the other team. Also, when the game reaches the final set, the teams must switch side and the team that receives the service must switch receiver when one of the teams reach 5 points. Singles and doubles are both played in international competition, including the Olympic Games since 1988 and the Commonwealth Games since 2002. In 2005, the ITTF announced that doubles table tennis will only be featured as a part of teams events in the 2008 Olympics.
[edit] Styles of play
Main article: Table tennis styles
[edit] Grip
Competitive table tennis players grip their rackets in a variety of ways. The manner in which competitive players grip their rackets can be classified into two major families of styles. One is described as penhold, and the other shakehand. The Laws of Table Tennis do not prescribe the manner in which one must grip the racket, and numerous variations on gripping styles exist.
Penhold
The penhold grip is so-named because one grips the racket similarly to the way one holds a writing instrument. The style of play among penhold players can vary greatly from player to player. The most popular style, usually referred to as the Chinese penhold style, involves curling the middle, ring, and fourth finger on the back of the blade. The amount of curl in the fingers can vary from clenched, to almost perfectly straight. The three fingers however, will always remain touching one another. Chinese penholders favour a round racket head, for a more over-the-table style of play. In contrast, another style, sometimes referred to as the Korean or Japanese penhold grip, involves splaying those three fingers out across the back of the racket, usually with all three fingers touching the back of the racket, rather than stacked upon one another. Korean/Japanese penholders will often use a square-headed racket for an away-from-the-table style of play. Traditionally these square-headed rackets feature a block of cork on top of the handle, as well as a thin layer of cork on the back of the racket, for increased grip and comfort. Penhold styles are popular among players originating from East Asian regions such as China, Taiwan, Japan, and South Korea.Traditionally, penhold players use only one side of the racket to hit the ball during normal play. The side which is in contact with the last three fingers is generally not used. However, the Chinese have developed a new technique in which a penholder utilizes both sides of the racket. This is referred to as the Reverse penhold backhand (RPB) where the player produces a stroke (most often topspin) by turning the traditional side of the racket to face him or herself, and swinging, with a backhand motion, using the opposite side of the racket. This stroke has greatly improved and strengthened the penhold style both physically and psychologically, as it eliminates the strategical weakness of the traditional penhold backhand.


Shakehand
The shakehand grip is so-named because one grips the racket similarly to the way one performs a handshake. The grip is sometimes colloquially referred to as a "tennis grip" or a "Western grip," although it has no correlation to the Western grip used in Tennis. The shakehand grip is most popular among players originating in Western nations and South Asian nations, for example. Today, though, there are many Asian players using the shakehand grip[citation needed]. This is due to the increasingly fast nature of the game, making the backhand stroke more prevalent, a stroke which is difficult to execute consistently at a high standard when using the penhold grip.
[edit] Types of shots
The strokes break down into generally offensive and defensive. The types of strokes include backhand and forehand. The shots vary from the forehand loop to the backhand smash.
[edit] Offensive strokes
Speed drive
These strokes differ to ones from other racket sports like tennis. The racket is primarily perpendicular to the direction of the stroke, and most of the energy applied to the ball results in speed rather than spin, creating a shot that does not arc much, but is fast enough that it can be difficult to return. A speed drive is used mostly for keeping the ball in play, applying pressure on the opponent and potentially opening up an opportunity for a more powerful attack.
Loop drive
Essentially the reverse of the speed drive. The racket is much more parallel to the direction of the stroke ("closed") and the racket thus grazes the ball, resulting in a large amount of topspin. A good loop drive will arc quite a bit, and once striking the opponent's side of the table will jump forward, much like a kick serve in tennis. Returning a loop drive may not be as difficult to return as a speed drive; however, because of its topspin, it is more likely to rebound off the opponent's racket at a very high angle, setting up an easy smash (described below) on the follow up. As the loop drive requires a lot of topspin, players generally use their entire body to generate the movement required. Variations in spin and speed add to the effectiveness of this shot.
Chinese players categorize loop-drives in 3 variations based on trajectories:
1. The "Loop"
The "Loop" produces a more pronounced loopy arc, with a higher trajectory and extreme topspin, but is typically slower.
2. The "Loop Kill" ("Rush" in China)
The "Loop Kill" produces a flatter arc, with higher speed that resembles a speed drive but with stronger topspin, typically used for replacing speed drive or smash in "put-away" situations.
3. The "Hook"
Similar to a regular Loop, but carries a tilted topspin (or is referred as the "top-side" spin), it bounces sideways and downward upon hitting the table. Similar to but stronger than the defensive "side-drive" described below.
Counter drive
Usually a counter attack against drives (normally high loop drives). You have to close the racket and stay close to the ball (try to predict its path). The racket is held closed and near to the ball, which is hit with a short movement "off the bounce" (before reaching the highest point) so that the ball travels faster to the other side. If performed correctly, a well-timed, accurate counter-drive can be as effective as a smash.
Flip (or Flick in Europe)
When a player tries to attack a ball that has not bounced beyond the edge of the table, he/she does not have the room to wind up in a backswing. The ball may still be attacked, however, and the resulting shot is called flip because the backswing is compressed into a quick wrist action. A flip is not a single stroke and can resemble either a drive or a loop in its characteristics. What identifies the stroke is instead whether the backswing is compressed into a short wrist flick.
Smash
The offensive trump card in table tennis. A player will typically execute a smash when his or her opponent has returned a ball that bounces too high and/or too close to the net. Smashing is essentially self-explanatory—large backswing and rapid acceleration imparting as much speed on the ball as possible. The goal of a smash is to get the ball to move so quickly that the opponent simply cannot return it. Because the ball speed is the main aim of this shot, often the spin on the ball is something other than topspin. Sidespin can be used effectively with a smash to alter the ball's trajectory significantly, although most intermediate players will smash the ball with little or no spin. An offensive table-tennis player will think of a rally as a build-up to a winning smash; only a calculated series of smashes can guarantee a point against a good opponent. However, most players will be able to return at most one or two smashes consistently. Provided that the opponent is not too close to the table or too far away from the ball, a smash can be lobbed, chopped, blocked or even counter-looped, albeit with some difficulty. A player who smashes generally works out a series of smashes (and possibly drop-shots) to rush the opponent out of position, put him off balance, or both. Smashers who fail to do this find it difficult to win a point against an excellent defense.
[edit] Defensive strokes
Push (or Slice in Asia)
The push is usually used for keeping the point alive and creating offensive opportunities. A push resembles a tennis slice: the racket cuts underneath the ball, imparting backspin and causing the ball to float slowly to the other side of the table. While not obvious, a push can be difficult to attack because the backspin on the ball causes it to drop toward the table upon striking the opponent's racket. In order to attack a push, a player must usually loop the ball back over the net. Often, the best option for beginners is to simply push the ball back again, resulting in pushing rallies. For good players it may be the worst option because the opponent will counter with a loop, putting you in a defensive position from which most likely you will lose, unless you are a good chopper. Another option to pushing is to flip the ball when it is close to the net. Pushing can have advantages in some circumstances. Players should only push when their opponent makes easy mistakes. Offensive players should only push for variation and not for general rallies. A push can easily be counter-looped into the opposite corner if it is not short enough. The goal of most player's pushes is to make the ball land too short to be attacked, rather than attempting to over-spin the opponent.
Chop
A chop or cut is the defensive, backspin counterpart to the offensive loop drive. A chop is essentially a bigger, heavier slice, taken well back from the table. The racket face points primarily horizontally, perhaps a little bit upward, and the direction of the stroke is straight down. The object of a defensive chop is to match the topspin of the opponent's shot with your own backspin. A good chop will float nearly horizontally back to the table, in some cases having so much backspin that the ball actually rises. A chop such as this can be extremely difficult to return due to the enormous amount of backspin. Sometimes a defensive player can impart no spin on the ball during a chop, or frequently add right- or left-hand spin to the ball. This may further confuse his/her opponent. Chops are difficult to execute, but are devastating when completed properly because it takes a tremendous amount of topspin on a loop drive to return the ball back over the net.
Block
The block or short is a simple shot, barely worthy of being called a "stroke," but nonetheless can be devastating against an attacking opponent. A block is executed by simply putting the racket in front of the ball—the ball rebounds back toward the opponent with nearly as much energy as it came in with. This is not as easy as it sounds, because the ball's spin, speed, and location all influence the correct angle of a block. It is very possible for an opponent to execute a perfect loop, drive, or smash, only to have the blocked shot come back at him just as fast. Due to the power involved in offensive strokes, often an opponent simply cannot recover quickly enough, and will be unable to return his own shot blocked back to him/her. Blocks almost always produce the same spin as was received, which is almost always topspin.
Push-Block
High level players may use what is called push block or active block, adding speed to the ball (with a small topspin movement). When playing in the Penhold Grip, many players use push blocks when being pressured on the backhand. Chinese pen-hold players refer to it as a push-block as they literally "push" their backhand forward, instead of simply blocking it.
Kill spin
Kill spin is a new shot that is played only when the ball bounces low just on the other side of the net. To play the shot, you must stand at the side of the table, open your bat angle, and bend your arm, then, you as lightly and as softly as possible just touch the ball over the net and bring your bat back slightly. This creates a lot of back spin in an extremely light shot which results in the ball just trickling over the net and bouncing many times, making it almost impossible for your opponent to hit it back.
Side Drive
This spin shot is alternately used as a defensive and offensive maneuver. The premise of this move is to put a spin on the ball either to the right or the left of the racket. The execution of this move is similar to a slice, but to the right or left instead of down. This spin will result in the ball curving to the side but bouncing in the opposite direction when the opponent returns it. Do not attempt a right-side spin (moving your arm to the right when hitting the ball) when too close to the left side of the table, and vice versa. To return, simply execute the same sided spin as your opponent just gave you.
Lob
The defensive High Ball or Lob is possibly the visually most impressive shot in the sport of table tennis, and it is deceptive in its simplicity. To execute a High Ball, a defensive player first backs off the table 4-6 meters; then, the stroke itself consists of simply lifting the ball to an enormous height before it falls back to the opponent's side of the table. A High Ball is inherently a creative shot, and can have nearly any kind of spin you can imagine. Top quality players use this fact to their advantage in order to control the spin of the ball. For instance, though the opponent may smash the ball hard and fast, a good defensive Lob could be more difficult to return due to the unpredictability (and heavy amounts) of the spin on the ball. Thus, though backed off the table by tens of feet and apparently running and leaping just to reach the ball, a good defensive player can still win the point using good High Balls. However, most of the time one will lose the point so it is not recommended unless it is really necessary.
Drop Shot
The drop shot is a high level stroke, used as another variation for close-to-table strokes (like harai and slice). You have to position the racket close to the ball and just let the ball touch it (without any hand movement) in a way that the ball stays close to the net with almost no speed and spin and touches the other side of the table more than twice if the opponent doesn't reach it. This stroke should be used when opponents are far from the table and not prepared to get close to the table. This technique is most usually done by pen-holders and players who use long or short pimples. A very deceiving technique, this could result in the opponent failing to reach the ball after misjudging the distance of the ball. A perfectly executed stroke after a topspin sequence can win a point.
Topspin
This is a spin shot that can be used as a powerful spike or just getting the ball on the other person side of the table. To do this shot you must slightly touch the top of the ball with the racket. This is a very easy shot to do, but may require a bit of practice.
[edit] Effects of spin
Adding spin onto the ball causes a whole range of major and minor changes:
4 phases in a backspin curve
Backspin: The easy-to-learn backspin strokes adds subtle lift to the first part of the ball-curve, lets the ball drop more suddenly, makes the ball bounce more upright and most significantly: makes the ball dive downwards when the opponent uses a common rubber (pimples inwards) on his racket. (The opponent is forced to seriously compensate for the backspin) Due to the initial lift of the backspin-curve, there’s a limit on how much speed one can hit the ball without overflying the opponents half. Backspin also makes it harder for the opponent to hit the ball with lots of speed. In table-tennis backspin is regarded as a defensive alternative, due to: the limitation on ballspeed, the simplicity of producing the strokes and the daring of the opponent. (It is possible to smash with backspin offensively, but only on easy high balls, close to the net)
4 phases in a topspin curve
Topspin: The hard-to-learn topspin strokes has a minor influence on the first part of the ball-curve, but the Magnus effect clearly forces the ball back down as it approaches the opposing side. On the bounce the topspin will accelerate the ball a little more. Again the most significant change appears when the opponent hits the ball (with a common pimples inwards rubber on his racket). Due to the topspin the ball jumps upwards and the opponent is forced to seriously compensate for the topspin. There’s virtually no limit on how much speed a topspin-ball can be given (besides your own timing and strength) and a speedy topspin stroke gives the opponent very little time to respond. In tabletennis topspin is regarded as a offensive alternative, due to: the virtual limitless ballspeeds, the highly required skills for producing the strokes and the enhanced tactical pressure on the opponent. (It is possible to play defensive topspin-lobs from far behind the table, but only world class players use this type of gallery play successfully)
[edit] Competition
Competitive table tennis is popular in Asia and Europe and has been gaining attention in the United States. The most important international competitions are World Cup, World Championship, the Olympics and the ITTF Pro Tour, as well as continental competitions like European Championship, Euro Top-12, Asian Championship and Asian Games. China continues to dominate most world titles, while other strong teams come from East Asia and Europe including France, Germany, former Yugoslavia, Hong Kong, Japan, South Korea, Singapore, Sweden, and Taiwan.
There are also professional competitions at the clubs level. The national league of countries like China (the China Table Tennis Super League), Germany, France, Belgium and Austria are some of the examples being at the highest level. There are also some important international club teams competitions such as the European Champions League and its former competition, the European Club Cup, which the top club teams from different European countries compete.
[edit] Chinese Dominance
A Chinese player has won the men's World Championship 60% of the time since 1959; in the women's competition, a Chinese player has won all but two of the World Championships since 1971.








Basketball is a team sport in which two teams of 5 players try to score points against one another by placing a ball through a 10 foot (3.048 m) high hoop (the goal) under organized rules. A regulation NBA basketball court is 94' long by 50' wide. Basketball is one of the most popular and widely viewed sports in the world.[1]
Points are scored by throwing (shooting) the ball through the basket from above. The team with more points at the end of the game wins, but additional time (overtime) may be issued when the scores of both teams are the same. The ball can be advanced on the court by bouncing it (dribbling) or passing it between teammates. Disruptive physical contact (foul) is penalized, and free throws will be issued if an offensive player is fouled while shooting the ball. (violations).
Through time, basketball has developed to involve many common techniques of shooting, passing and dribbling, as well as players' positions, and offensive and defensive structures. Typically, the tallest members of a team will play center or one of two forward positions, while shorter players or those who possess the best ball handling skills and speed, play the guard positions. While competitive basketball is carefully regulated, numerous variations of basketball have developed for casual play. In some countries, basketball is also a popular spectator sport.
While competitive basketball is primarily an indoor sport, played on a basketball court, less regulated variations played in the outdoors have become increasingly popular among both inner city and rural groups.
Rules and regulations
Main article: Rules of basketball
Measurements and time limits discussed in this section often vary among tournaments and organizations; international and NBA rules are used in this section.
The object of the game is to outscore one's opponents by throwing the ball through the opponents' basket from above while preventing the opponents from doing so on their own. An attempt to score in this way is called a shot. A successful shot is worth two points, or three points if it is taken from beyond the three-point arc which is 6.25 metres (20 ft 6 in) from the basket in international games and 23 feet 9 inches (7.24 m) in NBA games. You are also able to get a 1 point basket by shooting from the foul line, when fouled.
Playing regulations
Games are played in four quarters of 10 (international) or 12 minutes (NBA). College games use two 20-minute halves, while high school games use 8 minute quarters. Fifteen minutes are allowed for a half-time break, and two minutes are allowed at the other breaks. Overtime periods are five minutes long. Teams exchange baskets for the second half. The time allowed is actual playing time; the clock is stopped while the play is not active. Therefore, games generally take much longer to complete than the allotted game time, typically about two hours.
Five players from each team (out of a twelve player roster) may be on the court at one time. Substitutions are unlimited but can only be done when play is stopped. Teams also have a coach, who oversees the development and strategies of the team, and other team personnel such as assistant coaches, managers, statisticians, doctors and trainers.
For both men's and women's teams, a standard uniform consists of a pair of shorts and a jersey with a clearly visible number, unique within the team, printed on both the front and back. Players wear high-top sneakers that provide extra ankle support. Typically, team names, players' names and, outside of North America, sponsors are printed on the uniforms.
A limited number of time-outs, clock stoppages requested by a coach (or sometimes mandated in the NBA) for a short meeting with the players, are allowed. They generally last no longer than one minute (140 seconds in the NBA) unless, for televised games, a commercial break is needed.
The game is controlled by the officials consisting of the referee (referred to as crew chief in the NBA), one or two umpires (referred to as referees in the NBA) and the table officials. For college, the NBA, and many high schools, there are a total of three referees on the court. The table officials are responsible for keeping track of each teams scoring, timekeeping, individual and team fouls, player substitutions, team possession arrow, and the shot clock.
Equipment
Main articles: Basketball (ball), Basketball court, and Backboard (basketball)
Traditional eight-panel basketball
The only essential equipment in a basketball game is the basketball and the court: a flat, rectangular surface with baskets at opposite ends (or in the case of 3-on-3 street basketball, half a court with one basket). Competitive levels require the use of more equipment such as clocks, scoresheets, scoreboard(s), alternating possession arrows, and whistle-operated stop-clock systems.

An outdoor basketball net.
A regulation basketball court in international games is 28 by 15 meters (approx. 92 by 49 ft) and in the NBA is 94 by 50 feet (29 by 15 m). Most courts are made of wood, usually maple.[23] A steel basket with a diameter of 18 inches has an attached net and backboard that measures 6 by 4 feet, hang over each end of the court. The white outlined box on the backboard is 18 inches high and 2 feet wide. At almost all levels of competition, the top of the rim is exactly 10 feet (3.05 m) above the court and 4 feet (1.2 m) inside the baseline. While variation is possible in the dimensions of the court and backboard, it is considered important for the basket to be of the correct height; a rim that is off by but a few inches can have an adverse effect on shooting.
There are also regulations on the size a basketball should be. If women are playing, the official basketball size is 28.5" in circumference (size 6, or a "285 ball") and a weight of 20 oz. For men, the official ball is 29.5" in circumference (size 7, or a "295 ball") and weighs 22 oz.
Violations
The ball may be advanced toward the basket by being shot, passed between players, thrown, tapped, rolled or dribbled (bouncing the ball while running).
The ball must stay within the court; the last team to touch the ball before it travels out of bounds forfeits possession. The ball is out of bounds if touches or crosses over a boundary line, or touches a player who is out of bounds. This is in contrast to other sports such as soccer, volleyball, and tennis (but not rugby or American football) where the ball (or player) is still considered in if any part of it is touching a boundary line.
The ball-handler may not move both feet without dribbling, an infraction known as traveling, nor may he dribble with both hands or catch the ball in between dribbles, a violation called double dribbling. A player's hand cannot be under the ball while dribbling; doing so is known as carrying the ball. A team, once having established ball control in the front half of the court, may not return the ball to the backcourt and be the first to touch it. The ball may not be kicked, nor be struck with the fist. A violation of these rules results in loss of possession, or, if committed by the defense, a reset of the shot clock (with some exceptions in the NBA).
There are limits imposed on the time taken before progressing the ball past halfway (8 seconds in international and NBA; 10 seconds in NCAA and high school), before attempting a shot (24 seconds in the NBA, 30 seconds in NCAA women's and Canadian Interuniversity Sport play for both sexes, and 35 seconds in NCAA men's play), holding the ball while closely guarded (5 seconds), and remaining in the restricted area below the foul line (the lane, or "key") (3 seconds). These rules are designed to promote more offense.
No player may touch the ball on its downward flight to the basket, unless the ball has no chance of entering the basket (goaltending). In addition, no player may touch the ball while it is on or in the basket; when any part of the ball is in the cylinder above the basket (the area extended upwards from the basket); or when the ball is outside the cylinder, if the player reaches through the basket and touches it. This violation is known as "basket interference". If a defensive player goaltends or commits basket interference, the basket is awarded and the offending team gets the ball. If a teammate of the shooter goaltends or commits interference, the basket is cancelled and play continues with the defensive team being given possession.
Fouls

The referee signals that a foul has been committed.
Main articles: Personal foul (basketball) and Technical foul
An attempt to unfairly disadvantage an opponent through physical contact is illegal and is called a foul. These are most commonly committed by defensive players; however, they can be committed by offensive players as well. Players who are fouled either receive the ball to pass inbounds again, or receive one or more free throws if they are fouled in the act of shooting, depending on whether the shot was successful. One point is awarded for making a free throw, which is attempted from a line 15 feet (4.6 m) from the basket.
The referee may use discretion in calling fouls (for example, by considering whether an unfair advantage was gained), sometimes making fouls controversial calls or no-calls. The calling of fouls can vary between games, leagues and even between referees.
A player or coach who shows poor sportsmanship, such as by arguing with a referee or by fighting with another player, can be charged with a more serious foul called a technical foul. The penalty involves free throws (where, unlike a personal foul, the other team can choose any player to shoot) and varies between leagues. Repeated incidents can result in disqualification. Blatant fouls with excessive contact or that are not an attempt to play the ball are called intentional fouls (or flagrant fouls in the NBA). In FIBA, a foul resulting in ejection is called a disqualifying foul, while in leagues other than the NBA, such a foul is referred to as flagrant.
If a team exceeds a certain limit of team fouls in a given period (quarter or half) – four for NBA and international games – the opposing team is awarded one or two free throws on all subsequent non-shooting fouls for that period, the number depending on the league. In the US college and high school games, if a team reaches 7 fouls in a half, the opposing team is awarded one free throw, along with a second shot if the first is made. This is called shooting "one-and-one". If a team exceeds 10 fouls in the half, the opposing team is awarded two free throws on all subsequent fouls for the half.
When a team shoots foul shots, the opponents may not interfere with the shooter, nor may they try to regain possession until the last or potentially last free throw is in the air.
After a team has committed a specified number of fouls, it is said to be "in the penalty". On scoreboards, this is usually signified with an indicator light reading "Bonus" or "Penalty" with an illuminated directional arrow indicating that team is to receive free throws when fouled by the opposing team. (Some scoreboards also indicate the number of fouls committed.)
If a team misses the first shot of a two-shot situation, the opposing team must wait for the completion of the second shot before attempting to reclaim possession of the ball and continuing play.
If a player is fouled while attempting a shot and the shot is unsuccessful, the player is awarded a number of free throws equal to the value of the attempted shot. A player fouled while attempting a regular two-point shot, then, receives two shots. A player fouled while attempting a three-point shot, on the other hand, receives three shots.
If a player is fouled while attempting a shot and the shot is successful, typically the player will be awarded one additional free throw for one point. In combination with a regular shot, this is called a "three-point play" or "four-point play" (or more colloquially, an "and one") because of the basket made at the time of the foul (2 or 3 points) and the additional free throw (1 point).
Common techniques and practices
Positions and structures
Basketball positions in the offensive zone
Although the rules do not specify any positions whatsoever, they have evolved as part of basketball. During the first five decades of basketball's evolution, one guard, two forwards, and two centers or two guards, two forwards, and one center were used. Since the 1980s, more specific positions have evolved, namely:
point guard: usually the fastest player on the team, organizes the team's offense by controlling the ball and making sure that it gets to the right player at the right time
shooting guard: creates a high volume of shots on offense; guards the opponent's best perimeter player on defense
small forward: often primarily responsible for scoring points via cuts to the basket and dribble penetration; on defense seeks rebounds and steals, but sometimes plays more actively
power forward: plays offensively often with their back to the basket; on defense, plays under the basket (in a zone defense) or against the opposing power forward (in man-to-man defense)
center: uses height and size to score (on offense), to protect the basket closely (on defense), or to rebound.
The above descriptions are flexible. On some occasions, teams will choose to use a three guard offense, replacing one of the forwards or the center with a third guard. The most commonly interchanged positions are point guard and shooting guard, especially if both players have good leadership and ball handling skills.
The strategies also evolve with the game. In the 1990s and early 2000s, teams played with more "isolation". Teams that had one superstar would let one player, usually the point guard or shooting guard, run most of the offense while the other four offensive players get out of his/her way. Nowadays, teams tend to play with more teamwork. The "Center" position has evolved to become more of a taller "Small Forward" position. Since teams play more teamwork, ball movement has evolved with the game, and more jump shots have been taken as a result.
There are two main defensive strategies: zone defense and man-to-man defense. Zone defense involves players in defensive positions guarding whichever opponent is in their zone. In man-to-man defense, each defensive player guards a specific opponent and tries to prevent them from taking action.
Defense has also evolved with offense. "Zone defense" has changed with many variations. There are defensive schemes called "2-3 zone", "3-2 zone", "box-and-1", "2-1-2 zone" and many more. All of these variations were created to defend different varieties that offense has. "Man-to-man defense" has been the most preferred of all the options because many basketball games are not as organized as the entertainment part of basketball.
Offensive plays are more varied, normally involving planned passes and movement by players without the ball. A quick movement by an offensive player without the ball to gain an advantageous position is a cut. A legal attempt by an offensive player to stop an opponent from guarding a teammate, by standing in the defender's way such that the teammate cuts next to him, is a screen or pick. The two plays are combined in the pick and roll, in which a player sets a pick and then "rolls" away from the pick towards the basket. Screens and cuts are very important in offensive plays; these allow the quick passes and teamwork which can lead to a successful basket. Teams almost always have several offensive plays planned to ensure their movement is not predictable. On court, the point guard is usually responsible for indicating which play will occur.
Defensive and offensive structures, and positions, are more emphasized in higher levels in basketball; it is these that a coach normally requests a time-out to discuss.
Shooting

Player releases a short jump shot, while her defender is either knocked down, or trying to "take a charge."
Shooting is the act of attempting to score points by throwing the ball through the basket. While methods can vary with players and situations, the most common technique is outlined as follows:
The player faces the basket with feet about shoulder-width apart, knees slightly bent, and back straight. The player allows the ball to rest on the fingertips of the dominant hand (the shooting arm) slightly above the head, with the other hand supporting the side of the ball. To aim the ball, the player's elbow should be aligned vertically, with the forearm facing in the direction of the basket. The ball is shot by extending the bended knees and straightening the shooting arm; the ball rolls off the finger tips while the wrist completes a full downward flex motion. The shooting arm, fully extended with the wrist fully bent, and the fingers pointing downward, is held stationary for a moment following the release of the ball, this is known as a follow-through, which when properly done, enhances the accuracy of the shot. Generally, the non-shooting arm is used only to guide the shot, not to power it.
Players often try to put a steady backspin on the ball to deaden its impact with the rim. The ideal trajectory of the shot is somewhat arguable, but generally coaches recommends a proper arch. Players may shoot directly into the basket or may use the backboard to redirect the ball into the basket.
The two most common shots that use the above described set up are the set shot and the jump shot. The set shot is taken from a standing position, with neither foot leaving the floor, typically used for free throws. The jump shot is taken while in mid-air, when the ball is released near the top of the jump. This provides much greater power and range, and it also allows the player to elevate over the defender. Failure to release the ball before the feet return to the ground is considered a traveling violation.
Another common shot is called the layup. This shot requires the player to be in motion toward the basket, and to "lay" the ball "up" and into the basket, typically off the backboard (the backboard-free, underhand version is called a finger roll). The most crowd-pleasing, and typically highest-percentage accuracy shot is the slam dunk, in which the player jumps very high, and throws the ball downward, straight through the hoop.
Another shot that is becoming common is the "circus shot". The circus shot is a low-percentage shot that is flipped, heaved, scooped, or flung toward the hoop while the shooter is off-balance, airborne, falling down, and/or facing away from the basket.
A shot that misses both the rim and the backboard completely is referred to as an air ball. A particularly bad shot, or one that only hits the backboard, is jocularly called a brick.
Rebounding
Main article: Rebound (basketball)
The objective of rebounding is to successfully gain possession of the basketball after a missed field goal or free throw, as it rebounds from the hoop or backboard. This plays a major role in the game, as most possessions end when a team misses a shot. There are two categories of rebounds: offensive rebounds, in which the ball is recovered by the offensive side and does not change possession, and defensive rebounds, in which the defending team gains possession of the loose ball. The majority of rebounds are defensive, as the team on defense tends to be in better position to recover missed shots.
Passing
See also: Assist (basketball)
A pass is a method of moving the ball between players. Most passes are accompanied by a step forward to increase power and are followed through with the hands to ensure accuracy.
A staple pass is the chest pass. The ball is passed directly from the passer's chest to the receiver's chest. A proper chest pass involves an outward snap of the thumbs to add velocity and leaves the defence little time to react.
Another type of pass is the bounce pass. Here, the passer bounces the ball crisply about two-thirds of the way from his own chest to the receiver. The ball strikes the court and bounces up toward the receiver. The bounce pass takes longer to complete than the chest pass, but it is also harder for the opposing team to intercept (kicking the ball deliberately is a violation). Thus, players often use the bounce pass in crowded moments, or to pass around a defender.
The overhead pass is used to pass the ball over a defender. The ball is released while over the passer's head.
The outlet pass occurs after a team gets a defensive rebound. The next pass after the rebound is the outlet pass.
The crucial aspect of any good pass is it being difficult to intercept. Good passers can pass the ball with great accuracy and they know exactly where each of their other teammates prefers to receive the ball. A special way of doing this is passing the ball without looking at the receiving teammate. This is called a no-look pass.
Another advanced style of passing is the behind-the-back pass which, as the description implies, involves throwing the ball behind the passer's back to a teammate. Although some players can perform such a pass effectively, many coaches discourage no-look or behind-the-back passes, believing them to be difficult to control and more likely to result in turnovers or violations.
Dribbling

A U.S. Naval Academy ("Navy") player, left, posts up a U.S. Military Academy ("Army") defender
Main article: Dribble
Dribbling is the act of bouncing the ball continuously with one hand, and is a requirement for a player to take steps with the ball. To dribble, a player pushes the ball down towards the ground with the fingertips rather than patting it; this ensures greater control.
When dribbling past an opponent, the dribbler should dribble with the hand farthest from the opponent, making it more difficult for the defensive player to get to the ball. It is therefore important for a player to be able to dribble competently with both hands.
Good dribblers (or "ball handlers") tend to bounce the ball low to the ground, reducing the distance of travel of the ball from the floor to the hand, making it more difficult for the defender to "steal" the ball. Good ball handlers frequently dribble behind their backs, between their legs, and switch directions suddenly, making a less predictable dribbling pattern that is more difficult to defend against. This is called a crossover, which is the most effective way to move past defenders while dribbling.
A skilled player can dribble without watching the ball, using the dribbling motion or peripheral vision to keep track of the ball's location. By not having to focus on the ball, a player can look for teammates or scoring opportunities, as well as avoid the danger of having someone steal the ball away from him/her.
Blocking
Main article: Block (basketball)
A block is performed when, after a shot is attempted, a defender succeeds in altering the shot by touching the ball. In almost all variants of play, it is illegal to touch the ball after it is in the downward path of its arc; this is known as goaltending. It is also illegal under NBA and Men's NCAA basketball, to block a shot after it has touched the backboard, or when any part of the ball is directly above the rim.
To block a shot, a player has to be able to reach a point higher than where the shot is released. Thus, height can be an advantage in blocking. Players who are taller and playing the power forward or center positions generally record more blocks than players who are shorter and playing the guard positions. However, with good timing and a sufficiently high vertical leap, even shorter players can be effective shot blockers.
Height
At the professional level, most male players are above 6 feet 3 inches (1.91 m) and most women above 5 feet 7 inches (1.70 m). Guards, for whom physical coordination and ball-handling skills are crucial, tend to be the smallest players. Almost all forwards in the men's pro leagues are 6 feet 6 inches (1.98 m) or taller. Most centers are over 6 feet 10 inches (2.08 m) tall. According to a survey given to all NBA teams, the average height of all NBA players is just under 6 feet 7 inches (2.01 m), with the average weight being close to 222 pounds (101 kg). The tallest players ever in the NBA were Manute Bol and Gheorghe Mureşan, who were both 7 feet 7 inches (2.31 m) tall. The tallest current NBA player is Yao Ming, who stands at 7 feet 6 inches (2.29 m).
The shortest player ever to play in the NBA is Muggsy Bogues at 5 feet 3 inches (1.60 m). Other short players have thrived at the pro level. Anthony "Spud" Webb was just 5 feet 7 inches (1.70 m) tall, but had a 42-inch (1.07 m) vertical leap, giving him significant height when jumping. The shortest player in the NBA as of the 2009-10 season is Earl Boykins at 5 feet 5 inches (1.65 m). While shorter players are often not very good at defending against shooting, their ability to navigate quickly through crowded areas of the court and steal the ball by reaching low are strengths.










Volleyball is an Olympic team sport in which two teams of 6 players are separated by a net.

Rules of the game
Volleyball court
The court
The game is played on a volleyball court 18 meters (59 feet) long and 9 meters (29.5 feet) wide, divided into two 9 m × 9 m halves by a one-meter (40-inch) wide net placed so that the top of the net is 2.43 meters (7 feet 11 5/8 inches) above the center of the court for men's competition, and 2.24 meters (7 feet 4 1/8 inches) for women's competition (these heights are varied for veterans and junior competitions).
There is a line 3 meters from and parallel to the net in each team court which is considered the "attack line". This "3 meter" (or 10 foot) line divides the court into "back row" and "front row" areas (also back court and front court). These are in turn divided into 3 areas each: these are numbered as follows, starting from area "1", which is the position of the serving player:
After a team gains the serve (also known as siding out), its members must rotate in a clockwise direction, with the player previously in area "2" moving to area "1" and so on, with the player from area "1" moving to area "6".
The team courts are surrounded by an area called the free zone which is a minimum of 3 meters wide and which the players may enter and play within after the service of the ball.[9] All lines denoting the boundaries of the team court and the attack zone are drawn or painted within the dimensions of the area and are therefore a part of the court or zone. If a ball comes in contact with the line, the ball is considered to be "in". An antenna is placed on each side of the net perpendicular to the sideline and is a vertical extension of the side boundary of the court. A ball passing over the net must pass completely between the antennae (or their theoretical extensions to the ceiling) without contacting them.
The ball
Main article: Volleyball (ball)
FIVB regulations state that the ball must be spherical, made of leather or synthetic leather, have a circumference of 65–67 cm, a weight of 260–280 g and an inside pressure of 0.30–0.325 kg/cm2.[10] Other governing bodies have similar regulations.
Game play
Each team consists of six players. To get play started, a team is chosen to serve by coin toss. A player from the serving team throws the ball into the air and attempts to hit the ball so it passes over the net on a course such that it will land in the opposing team's court (the serve). The opposing team must use a combination of no more than three contacts with the volleyball to return the ball to the opponent's side of the net. These contacts usually consist first of the bump or pass so that the ball's trajectory is aimed towards the player designated as the setter; second of the set (usually an over-hand pass using wrists to push finger-tips at the ball) by the setter so that the ball's trajectory is aimed towards a spot where one of the players designated as an attacker can hit it, and third by the attacker who spikes (jumping, raising one arm above the head and hitting the ball so it will move quickly down to the ground on the opponent's court) to return the ball over the net. The team with possession of the ball that is trying to attack the ball as described is said to be on offense.
The team on defense attempts to prevent the attacker from directing the ball into their court: players at the net jump and reach above the top (and if possible, across the plane) of the net in order to block the attacked ball. If the ball is hit around, above, or through the block, the defensive players arranged in the rest of the court attempt to control the ball with a dig (usually a fore-arm pass of a hard-driven ball). After a successful dig, the team transitions to offense.
The game continues in this manner, rallying back and forth, until the ball touches the court within the boundaries or until an error is made. The most frequent errors that are made are either to fail to return the ball over the net within the allowed three touches, or to cause the ball to land outside the court. A ball is "in" if any part of it touches a sideline or end-line, and a strong spike may compress the ball enough when it lands that a ball which at first appears to be going out may actually be in. Players may travel well outside the court to play a ball that has gone over a sideline or end-line in the air.
Other common errors include a player touching the ball twice in succession, a player "catching" the ball, a player touching the net while attempting to play the ball, or a player penetrating under the net into the opponent's court. There are a large number of other errors specified in the rules, although most of them are infrequent occurrences. These errors include back-row or libero players spiking the ball or blocking (back-row players may spike the ball if they jump from behind the attack line), players not being in the correct position when the ball is served, attacking the serve in the front court and above the height of the net, using another player as a source of support to reach the ball, stepping over the back boundary line when serving, taking more than 8 seconds to serve,[11] or playing the ball when it is above the opponent's court.
Scoring
When the ball contacts the floor within the court boundaries or an error is made, the team that did not make the error is awarded a point, whether they served the ball or not. The team that won the point serves for the next point. If the team that won the point served in the previous point, the same player serves again. If the team that won the point did not serve the previous point, the players of the team rotate their position on the court in a clockwise manner. The game continues, with the first team to score 25 points (and be two points ahead) awarded the set. Matches are best-of-five sets and the fifth set (if necessary) is usually played to 15 points. (Scoring differs between leagues, tournaments, and levels; high schools sometimes play best-of-three to 25; in the NCAA games are played best-of-five to 25 as of the 2008 season.)[12]
Before 1999, points could be scored only when a team had the serve (side-out scoring) and all sets went up to only 15 points. The FIVB changed the rules in 1999 (with the changes being compulsory in 2000) to use the current scoring system (formerly known as rally point system), primarily to make the length of the match more predictable and to make the game more spectator- and television-friendly.
Libero
In 1998 the libero player was introduced internationally, the term meaning free in Italian is pronounced LEE-beh-ro (although many players and coaches pronounce it lih-BEAR-oh). The NCAA introduced the libero in 2002.[13] The libero is a player specialized in defensive skills: the libero must wear a contrasting jersey color from his or her teammates and cannot block or attack the ball when it is entirely above net height. When the ball is not in play, the libero can replace any back-row player, without prior notice to the officials. This replacement does not count against the substitution limit each team is allowed per set, although the libero may be replaced only by the player whom they replaced.
The libero may function as a setter only under certain restrictions. If she/he makes an overhand set, she/he must be standing behind (and not stepping on) the 3-meter line; otherwise, the ball cannot be attacked above the net in front of the 3-meter line. An underhand pass is allowed from any part of the court.
The libero is, generally, the most skilled defensive player on the team. There is also a libero tracking sheet, where the referees or officiating team must keep track of who the libero subs in and out for. There may only be one libero per set (game), although there may be a different libero in the beginning of any new set (game).
Furthermore, a libero is not allowed to serve, according to international rules, with the exception of the NCAA women's volleyball games, where a 2004 rule change allows the libero to serve, but only in a specific rotation. That is, the libero can only serve for one person, not for all of the people for whom she goes in. That rule change was also applied to high school and junior high play soon after.
Recent rule changes
Other rule changes enacted in 2000 include allowing serves in which the ball touches the net, as long as it goes over the net into the opponents' court. Also, the service area was expanded to allow players to serve from anywhere behind the end line but still within the theoretical extension of the sidelines. Other changes were made to lighten up calls on faults for carries and double-touches, such as allowing multiple contacts by a single player ("double-hits") on a team's first contact provided that they are a part of a single play on the ball.
In 2008, the NCAA changed the minimum number of points needed to win any of the first four sets from 30 to 25 for women's volleyball (men's volleyball remained at 30.) If a fifth (deciding) set is reached, the minimum required score remains at 15. In addition, the word "game" is now referred to as "set".[12]
Changes in rules have been studied and announced by FIVB in recent years, and they have released the updated rules in 2009.[14]
Skills
Competitive teams master six basic skills: serve, pass, set, attack, block and dig. Each of these skills comprises a number of specific techniques that have been introduced over the years and are now considered standard practice in high-level volleyball.
Serve

Setting up for an overhand serve.

A man making a jump serve.
A player stands behind the inline and serves the ball, in an attempt to drive it into the opponent's court. His or her main objective is to make it land inside the court; it is also desirable to set the ball's direction, speed and acceleration so that it becomes difficult for the receiver to handle it properly. A serve is called an "ace" when the ball lands directly onto the court or travels outside the court after being touched by an opponent.
In contemporary volleyball, many types of serves are employed:
Underhand and Overhand Serve: refers to whether the player strikes the ball from below, at waist level, or first tosses the ball in the air and then hits it above shoulder level. Underhand serve is considered very easy to receive and is rarely employed in high-level competitions.
Sky Ball Serve: a specific type of underhand serve occasionally used in beach volleyball, where the ball is hit so high it comes down almost in a straight line. This serve was invented and employed almost exclusively by the Brazilian team in the early 1980s and is now considered outdated. In Brazil, this serve is called Jornada nas Estrelas (Star Trek).
Line and Cross-Court Serve: refers to whether the ball flies in a straight trajectory parallel to the side lines, or crosses through the court in an angle.
Top Spin: an overhand serve where the ball gains topspin through wrist snapping. This spin causes the ball to drop faster than it appears to a passer receiving it.
Floater: an overhand serve where the ball is hit with no spin so that its path becomes unpredictable. This type of serve can be administered while jumping or standing. This is akin to a knuckleball in baseball.
Jump Serve: an overhand serve where the ball is first tossed high in the air, then the player makes a timed approach and jumps to make contact with the ball. There is usually much topspin imparted on the ball. This is the most popular serve amongst college and professional teams.
Jump Float: This is a serve like the jump serve and the floater. The ball is tossed lower than a topspin jump serve, but contact is still made while in the air. This serve is becoming more popular amongst college and professional players because it has a certain unpredictability in its flight pattern.
Round-House Serve: the player stands with one shoulder facing the net, tosses the ball high and hits it with a fast circular movement of the arm. The ball is hit with the palm of the hand, creating a lot of topspin.
Hybrid Serve: An overhand serve delivered similarly to a top spin serve; however, it has more pace than a floater, but has a similar unpredictable path.
Pass

A woman making a forearm pass or bump.
Also called reception, the pass is the attempt by a team to properly handle the opponent's serve, or any form of attack. Proper handling includes not only preventing the ball from touching the court, but also making it reach the position where the setter is standing quickly and precisely.
The skill of passing involves fundamentally two specific techniques: underarm pass, or bump, where the ball touches the inside part of the joined forearms or platform, at waist line; and overhand pass, where it is handled with the fingertips, like a set, above the head. Either form (joined forearm or overhand pass) are acceptable in professional and beach volleyball, however there are much tighter regulations on the overhand pass in beach volleyball.
Set
The set is usually the second contact that a team makes with the ball. The main goal of setting is to put the ball in the air in such a way that it can be driven by an attack into the opponent's court. The setter coordinates the offensive movements of a team, and is the player who ultimately decides which player will actually attack the ball.
As with passing, one may distinguish between an overhand and a bump set. Since the former allows for more control over the speed and direction of the ball, the bump is used only when the ball is so low it cannot be properly handled with fingertips, or in beach volleyball where rules regulating overhand setting are more stringent. In the case of a set, one also speaks of a front or back set, meaning whether the ball is passed in the direction the setter is facing or behind the setter. There is also a jump set that is used when the ball is too close to the net. In this case the setter usually jumps off his or her right foot straight up to avoid going into the net. The setter usually stands about ⅔ of the way from the left to the right of the net and faces the left (the larger portion of net that he or she can see).
Sometimes a setter refrains from raising the ball for a teammate to perform an attack and tries to play it directly onto the opponent's court. This movement is called a "dump".[15] The most common dumps are to 'throw' the ball behind the setter or in front of the setter to zones 2 and 4. More experienced setters toss the ball into the deep corners or spike the ball on the second hit.
Attack
The attack (or spike, the slang term) is usually the third contact a team makes with the ball. The object of attacking is to handle the ball so that it lands on the opponent's court and cannot be defended. A player makes a series of steps (the "approach"), jumps, and swings at the ball.
Ideally the contact with the ball is made at the apex of the hitter's jump. At the moment of contact, the hitter's arm is fully extended above his or her head and slightly forward, making the highest possible contact while maintaining the ability to deliver a powerful hit. The hitter uses arm swing, wrist snap, and a rapid forward contraction of the entire body to drive the ball. A 'bounce' is a slang term for a very hard/loud spike that follows an almost straight trajectory steeply downward into the opponent's court and bounces very high into the air. A "kill" is the slang term for an attack that is not returned by the other team thus resulting in a point.
Contemporary volleyball comprises a number of attacking techniques:
Backcourt (or backrow)/pipe attack: an attack performed by a back row player. The player must jump from behind the 3-meter line before making contact with the ball, but may land in front of the 3-meter line.
Line and Cross-court Shot: refers to whether the ball flies in a straight trajectory parallel to the side lines, or crosses through the court in an angle. A cross-court shot with a very pronounced angle, resulting in the ball landing near the 3-meter line, is called a cut shot.
Dip/Dink/Tip/Cheat: the player does not try to make a hit, but touches the ball lightly, so that it lands on an area of the opponent's court that is not being covered by the defense.
Tool/Wipe/Block-abuse: the player does not try to make a hard spike, but hits the ball so that it touches the opponent's block and then bounces off-court.
Off-speed hit: the player does not hit the ball hard, reducing its speed and thus confusing the opponent's defense.
Quick hit/"One": an attack (usually by the middle blocker) where the approach and jump begin before the setter contacts the ball. The set (called a "quick set") is placed only slightly above the net and the ball is struck by the hitter almost immediately after leaving the setter's hands. Quick attacks are often effective because they isolate the middle blocker to be the only blocker on the hit.
Slide: a variation of the quick hit that uses a low back set. The middle hitter steps around the setter and hits from behind him or her.
Double quick hit/"Stack"/"Tandem": a variation of quick hit where two hitters, one in front and one behind the setter or both in front of the setter, jump to perform a quick hit at the same time. It can be used to deceive opposite blockers and free a fourth hitter attacking from backcourt, maybe without block at all.
Block

3 players performing a block
Blocking refers to the actions taken by players standing at the net to stop or alter an opponent's attack.
A block that is aimed at completely stopping an attack, thus making the ball remain in the opponent's court, is called offensive. A well-executed offensive block is performed by jumping and reaching to penetrate with one's arms and hands over the net and into the opponent's area. It requires anticipating the direction the ball will go once the attack takes place. It may also require calculating the best foot work to executing the "perfect" block.
The jump should be timed so as to intercept the ball's trajectory prior to it crossing over the net. Palms are held deflected downward about 45-60 degrees toward the interior of the opponents court. A "roof" is a spectacular offensive block that redirects the power and speed of the attack straight down to the attacker's floor, as if the attacker hit the ball into the underside of a peaked house roof.
By contrast, it is called a defensive, or "soft" block if the goal is to control and deflect the hard-driven ball up so that it slows down and becomes more easy to be defended. A well-executed soft-block is performed by jumping and placing one's hands above the net with no penetration into the opponent's court and with the palms up and fingers pointing backward.
Blocking is also classified according to the number of players involved. Thus, one may speak of single (or solo), double, or triple block.
Successful blocking does not always result in a "roof" and many times does not even touch the ball. While it’s obvious that a block was a success when the attacker is roofed, a block that consistently forces the attacker away from his or her 'power' or preferred attack into a more easily controlled shot by the defense is also a highly successful block.
At the same time, the block position influences the positions where other defenders place themselves while opponent hitters are spiking.
Dig

Woman going for a dig.
Digging is the ability to prevent the ball from touching one's court after a spike or attack, particularly a ball that is nearly touching the ground. In many aspects, this skill is similar to passing, or bumping: overhand dig and bump are also used to distinguish between defensive actions taken with fingertips or with joined arms.
Some specific techniques are more common in digging than in passing. A player may sometimes perform a "dive", i.e., throw his or her body in the air with a forward movement in an attempt to save the ball, and land on his or her chest. When the player also slides his or her hand under a ball that is almost touching the court, this is called a "pancake". The pancake is frequently used in indoor volleyball.
Sometimes a player may also be forced to drop his or her body quickly to the floor in order to save the ball. In this situation, the player makes use of a specific rolling technique to minimize the chances of injuries.

Strategy

An image from an international match between Italy and Russia in 2005. A Russian player on the left has just served, with three men of his team next to the net moving to their assigned block positions from the starting ones. Two others, in the back-row positions, are preparing for defense. Italy, on the right, has three men in a line, each preparing to pass if the ball reaches him. The setter is waiting for their pass while the middle hitter with no. 10 will jump for a quick hit if the pass is good enough. Alessandro Fei (no. 14) has no passing duties and is preparing for a back-row hit on the right side of the field. Note the two liberos with different color dress. Middle hitters/blockers are commonly substituted by liberos in their back-row positions.
Player specialization
There are 5 positions filled on every volleyball team at the elite level. Setter, Outside Hitter/Left Side Hitter, Middle Hitter, Opposite Hitter/Right Side Hitter and Libero/Defensive Specialist. Each of these positions plays a specific, key role in winning a volleyball match.
Setters have the task for orchestrating the offense of the team. They aim for second touch and their main responsibility is to place the ball in the air where the attackers can place the ball into the opponents' court for a point. They have to be able to operate with the hitters, manage the tempo of their side of the court and choose the right attackers to set. Setters need to have swift and skillful appraisal and tactical accuracy, and must be quick at moving around the court.
Liberos are defensive players who are responsible for receiving the attack or serve. They are usually the players on the court with the quickest reaction time and best passing skills. Libero means 'free' as they have the ability to substitute for any other player on the court during each play. They do not necessarily need to be tall, as they never play at the net, which allows shorter players with strong passing and defensive skills to excel in the position and play an important role in the team's success. A player designated as a libero for a match may not play other roles during that match. Liberos wear a different color jersey than their teammates.
Middle blockers or Middle hitters are players that can perform very fast attacks that usually take place near the setter. They are specialized in blocking, since they must attempt to stop equally fast plays from their opponents and then quickly set up a double block at the sides of the court. In non-beginners play, every team will have two middle hitters.
Outside hitters or Left side hitters attack from near the left antenna. The outside hitter is usually the most consistent hitter on the team and gets the most sets. Inaccurate first passes usually result in a set to the outside hitter rather than middle or opposite. Since most sets to the outside are high, the outside hitter may take a longer approach, always starting from outside the court sideline. In non-beginners play, there are again two outside hitters on every team in every match.
Opposite hitters or Right side hitters carry the defensive workload for a volleyball team in the front row. Their primary responsibilities are to put up a well formed block against the opponents Outside Hitters and serve as a backup setter. Sets to the opposite usually go to the right side of the antennae.
Formations
The three standard volleyball formations are known as "4-2", "6-2" and "5-1", which refers to the number of hitters and setters respectively. 4-2 is a basic formation used only in beginners' play, while 5-1 is by far the most common formation in high-level play.
4-2
The 4-2 formation has four hitters and two setters. The setters usually set from the middle front or right front position. The team will therefore have two front-row attackers at all times. In the international 4-2, the setters set from the right front position. The international 4-2 translates more easily into other forms of offense.
The setters line up opposite each other in the rotation. The typical lineup has two outside hitters. By aligning like positions opposite themselves in the rotation, there will always be one of each position in the front and back rows. After service, the players in the front row move into their assigned positions, so that the setter is always in middle front. Alternatively, the setter moves into the right front and has both a middle and an outside attacker; the disadvantage here lies in the lack of an offside hitter, allowing one of the other team's blockers to "cheat in" on a middle block.
The clear disadvantage to this offensive formation is that there are only two attackers, leaving a team with fewer offensive weapons.
Another aspect is to see the setter as an attacking force, albeit a weakened force, because when the setter is in the front court they are able to 'tip' or 'dump', so when the ball is close to the net on the second touch, the setter may opt to hit the ball over with one hand. This means that the blocker who would otherwise not have to block the setter is engaged and may allow one of the hitters to have an easier attack.
6-2
In the 6-2 formation, a player always comes forward from the back row to set. The three front row players are all in attacking positions. Thus, all six players act as hitters at one time or another, while two can act as setters. So the 6-2 formation is actually a 4-2 system, but the back-row setter penetrates to set.
The 6-2 lineup thus requires two setters, who line up opposite to each other in the rotation. In addition to the setters, a typical lineup will have two middle hitters and two outside hitters. By aligning like positions opposite themselves in the rotation, there will always be one of each position in the front and back rows. After service, the players in the front row move into their assigned positions.
The advantage of the 6-2 is that there are always three front-row hitters available, maximizing the offensive possibilities. However, not only does the 6-2 require a team to possess two people capable of performing the highly specialized role of setter, it also requires both of those players to be effective offensive hitters when not in the setter position. At the international level, only the Cuban National Women's Team employs this kind of formation. It is also used in Women's NCAA play, partially due to the variant rules used which allow 12[16] substitutions per set (as opposed to the 6 allowed in the standard rules).
5-1
The 5-1 formation has only one player who assumes setting responsibilities regardless of his or her position in the rotation. The team will therefore have three front-row attackers when the setter is in the back row, and only two when the setter is in the front row, for a total of five possible attackers.
The player opposite the setter in a 5-1 rotation is called the opposite hitter. In general, opposite hitters do not pass; they stand behind their teammates when the opponent is serving. The opposite hitter may be used as a third attack option (back-row attack) when the setter is in the front row: this is the normal option used to increase the attack capabilities of modern volleyball teams. Normally the opposite hitter is the most technical skilled hitter of the team. Back-row attacks generally come from the back-right position (position 1), but are increasingly performed from back-center in high-level play.
The big advantage of this system is that the setter always has 3 hitters to vary sets with. If the setter does this well, the opponent's middle blocker may not have enough time to block with the outside hitter, increasing the chance for the attacking team to make a point.
There is another advantage: when the setter is a front-row player, he or she is allowed to jump and "dump" the ball onto the opponent's side. This too can confuse the opponent's blocking players: the setter can jump and dump or can set to one of the hitters. A good setter knows this and thus won't only jump to dump or to set for a quick hit, but as well to confuse the opponent.
The 5-1 offense is actually a mix of 6-2 and 4-2: when the setter is in the front row, the offense looks like a 4-2; when the setter is in the back row, the offense looks like a 6-2.


















Court and its dimensions
A netball court is divided into thirds.

A netball court.
Like basketball, netball is played on either a hard or soft court with scoring hoops or "rings" at both ends. The court is slightly larger than a basketball court, being 30.5 m long and 15.25 m wide. The longer sides are called "side lines" and the shorter sides are called "goal lines"or "back lines". Court markings are no more than 50 mm wide. The court is divided into thirds which regulate where individuals of each position are allowed to move. A 90 cm-diameter "centre circle" is located in the centre of the court. At each end of the court there is a 4.9 m-radius semi-circular "shooting circle" or "goal circle" from within which all scoring shots must be taken. The goal posts are 3.05 m high from the top of the ring to the ground and have no backboards. The rings have an internal diameter of 380 mm and are located 150 mm forward from the post and are made of 15 mm diameter steel. The height is the same as a basketball hoop, but in netball the diameter of the rings is 3 inches smaller. It is possible to play netball using a basketball hoop but if there is any contact between the ball and the backboard, the ball is considered out of play. If a goal is scored off the backboard it does not count. Some versions of the rules allow a goal to be scored from a backboard rebound if a player who can catch the ball throws the ball in without touching the ground.
[edit] Ball
The ball resembles a basketball but is lighter, smaller, slightly softer in construction, and generally white. A netball will often have patterns engraved or stitched into its design similar to a volleyball. Gilbert is the official ball supplier of the International Federation of Netball Associations.
[edit] Positions
There are seven players on each team, who are given nominated, named positions (some junior/training variants have only five players per team). Each player must wear a "bib" showing one of the abbreviations below, indicating that player's position. Each player is only allowed in certain areas of the court: a player in a section of court that is not part of their playing area is deemed "offside". The positions are described below:
Netball positions
Position Name
Abbreviation
Player to mark
Areas permitted
Goal Shooter
GS
Goal Keeper
Attacking third, including the goal circle
Goal Attack
GA
Goal Defence
Attacking and centre thirds, including the goal circle
Wing Attack
WA
Wing Defence
Attacking and centre thirds, but not the goal circle
Centre
C
Centre
All areas of the court, except the goal circles
Wing Defence
WD
Wing Attack
Centre and defending thirds, but not the goal circle
Goal Defence
GD
Goal Attack
Centre and defending thirds, including the goal circle
Goal Keeper
GK
Goal Shooter
Defending third, including the goal circle
[edit] Scoring goals
By the combination of the above, only the Goal Attack and Goal Shooter are able to score goals directly, and this may only be done from the inside of the circle. The job of the Goal Defence and Goal Keeper is to block the Goal Attack and Goal Shooter from shooting, however they must be a meter or more away from the shooter, otherwise it is called an obstruction. In this, the Goal Keeper or Goal Defence must stand by the shooter's side and are now not allowed to block. A ball that passes through the hoop, but has been thrown either from outside the circle or by a player not the GA or GS, is deemed a "no goal". Furthermore, a shooter (GA or GS) may not shoot for a goal if a "free pass" has been awarded for an infringement such as stepping, offside, or using the post.
If a player misses and the ball does not touch the rim or any part of the post, the player cannot catch it otherwise it is called repossession. This results in a free pass to the other team.
[edit] Starting and restarting play

A netball game in Australia.

A netball game in action.
At the beginning of every quarter or after a goal is scored, play starts from the centre of the court with a "centre pass". These passes alternate between the teams, regardless of which team scored the last goal. A centre pass is made by a player in the "centre" position who must have one foot grounded within the centre circle. As the game restarts, only the player in the 'Centre' position from each team are allowed in the centre third of the court. When the umpire blows the whistle to restart play, players in the positions "Goal Attack", "Goal Defence", "Wing Attack" and "Wing Defence" can move into the centre third, where the centre pass must be caught.
If the ball touches the ground outside the court boundaries, then a member of the team that was not the last to touch the ball before it went out is able to throw the ball back into the court to restart play.
[edit] Stepping, footwork, and passing
Netball rules do not permit players to let their landing foot touch the ground again if it is lifted at all while in possession of the ball, so players can take 1.5 steps while holding the ball. Players are entitled to balance on the other foot if the landing foot is lifted. Consequently, the only way to move the ball towards the goal is to throw the ball to a team-mate. The ball cannot be held by a player for more than three seconds at any time, and players may not tap the ball to themselves. The player cannot catch the ball, drop it and pick it up again; this is called a replayed ball. The duration before it is called a drop is determined by the umpire. These rules, combined with the restrictions on where one player of a particular position can move, ensure that everyone on the team is regularly involved in play.
[edit] Contact and obstruction
Contact is only permitted provided it does not impede with an opponent or the general play and players must be at least three feet (90 centimetres) away from a player with the ball while attempting to defend. If impeding contact is made, a penalty is given to the team of the player who was contacted, and the player who contacted must stand "out of play", meaning they cannot participate in play until the player taking the penalty has passed the ball.
[edit] Playing time
A game is played in four quarters, each one lasting fifteen minutes, with intervals of three minutes between the first and second quarters, and between the third and fourth quarters. There is also an interval of five minutes at half time. If a player has an injury, a team-mate or umpire calls time, and the time keeper pauses the timer. When the game starts and the player has swapped places with another player, or is healthy, play is resumed and the timer is restarted.
[edit] Variations
[edit] Indoor netball
Main article: Indoor netball
Indoor netball is a variation of netball, played exclusively indoors, in which the playing court is surrounded on each side and overhead by a net. The net prevents the ball from leaving the court, reducing the number of playing stoppages. This gives indoor netball a faster pace than netball.
[edit] Fastnet
Fastnet is a variations on the rules of netball designed to make games faster and more television-friendly. It is employed in the World Netball Series with the ultimate aim of raising the sport's profile and attracting more spectators and greater sponsorship.[6][7][8] The modified rules are outlined below.[9]
Timing: Each quarter lasts only six minutes, compared with 15 minutes in normal international netball competition. Breaks in between quarters are two minutes each. Injury time-outs are 30 seconds only; standard rules allow for one initial two-minute injury time-out.
Coaching: Coaches can give instructions to players from the sidelines during play, from in front of their playing bench. Standard international rules do not allow coaching during play.
Substitutions: As in basketball,[10] teams will be allowed to use rolling substitutions, with no stoppages in play per substitution and with unlimited substitutions per quarter. Standard international rules only allow substitutions either between quarters or when a player is injured.
Power plays: Each team can separately nominate one "power play" quarter, in which each goal scored by that team counts for double points. This is somewhat similar to powerplays in One Day International and Twenty20 cricket,[10] although it is not a feature of standard netball.
Two-point shots: Similar to three-point field goals in basketball and two-point goals in six-a-side indoor netball, the goal shooter (GS) and goal attack (GA) may shoot goals from outside the shooting circle. These goals count for two points; in a power-play quarter, they would count for four points. Umpires raise one arm for a single-point goal and two arms for a two-point goal. In standard netball rules, goals can only be shot from within the shooting circle and count for one point only.
Centre passes: After each goal, the team that conceded the goal takes the next centre pass; teams alternate taking the first centre pass of each quarter. Under normal rules, a coin toss determines the first centre pass of the match, after which centre passes alternate between the two teams.
Tied scores: Ties will be decided by penalty shoot-outs, similar to those in association football.[11] Often in competitive netball, tied games simply continue until one team wins in extra time, or else subsequently achieves a two-goal advantage.















Handball (also known as team handball, Olympic handball or European handball) is a team sport in which two teams of seven players each (six outfield players and a goalkeeper) pass a ball to throw it into the goal of the other team. The team with the most goals after two periods of 30 minutes wins.
Basics
Unless noted otherwise all statements in this section reflect the official international rules[2] provided by the International Handball Federation (IHF).
[edit] Playing field
Schematic diagram of a handball playing field (German captions).
Handball is played on a court 40 meters long by 20 meters wide (40 m x 20 m), with a goal in the center of each end. The goals are surrounded by a near-semicircular area, called the zone or the crease, defined by a line six meters from the goal. A dashed near-semicircular line nine meters from the goal marks the free-throw line. Each line on the court is part of the area it encompasses. This implies that the middle line belongs to both halves at the same time.
[edit] Goals
Each goal has a rectangular clearance area of three meters in the width and two meters in the height. It must be securely bolted either to the floor or the wall behind.
The goal posts and the crossbar must be made out of the same material (e.g. wood or aluminium) and feature a quadratic cross section with a side of 8 cm (3 in). The three sides of the beams visible from the playing field must be painted alternatingly in two contrasting colors which both have to contrast against the background. The colors on both goals must be the same.
Each goal must feature a net. This must be fastened in such a way that a ball thrown into does not leave or pass the goal under normal circumstances. If necessary, a second net may be clasped to the back of the net on the inside.

[edit] Goal perimeter
The goals are surrounded by the crease. This area is delimited by two quarter circles with a radius of six meters around the far corners of each goal post and a connecting line parallel to the goal line. Only the defending goalkeeper is allowed inside this perimeter. However, the court players may catch and touch the ball in the air within it as long as the player starts his jump outside the zone and releases the ball before he lands.
If a player contacts the ground inside the goal perimeter he must take the most direct path out of it. However, should a player cross the zone in an attempt to gain an advantage (e.g. better position) his team cedes the ball. Similarly, violation of the zone by a defending player is only penalized if he does so to gain an advantage in defending.
[edit] Substitution area
Outside of one long edge of the playing field to both sides of the middle line are the substitution areas for each team. The areas usually contain the benches as seating opportunities. Team officials, substitutes and suspended players must wait within this area. The area always lies to the same side as the team's own goal. During half-time substitution areas are swapped. Any player entering or leaving the play must cross the substitution line which is part of the side line and extends 4.5 meters from the middle line to the team's side.
[edit] Duration

Team timeout.
A standard match for all teams of 16 and older has two periods of 30 minutes with a 10 minute half-time. Teams may switch sides of the field, as well as benches. For youths the game duration is:
2 x 25 minutes at ages 12 to 16.
2 x 20 minutes at ages 8 to 12.
However, national federations of some countries may differ in their implementation from the official guidelines.
If a decision must be reached in a particular match (e.g. in a tournament) and it ends in a draw after regular time, there are at maximum two overtimes of 2 x 5 minutes with a 1 minute break each. Should these not decide the game either, the winning team is determined in a penalty shootout.
The referees may call timeout according to their sole discretion, typical reasons are injuries, suspensions or court cleaning. Penalty throws should only trigger a timeout for lengthy delays as a change of the goalkeeper.
Each team may call one team timeout (TTO) per period which lasts one minute. This right may only be invoked by team in ball possession. To do so, the representative of the team lays a green card marked by black "T" on the desk of the timekeeper. The timekeeper then immediately interrupts the game by sounding an acoustic signal and stops the time.
[edit] Referees
A Handball match is led by two equal referees. Some national bodies allow games with only a single referee in special cases like illness on short notice. Should the referees disagree on any occasion, a decision is made on mutual agreement during a short timeout, or, in case of punishments, the more severe of the two comes into effect. The referees are obliged to make their decisions "on the basis of their observations of facts".[3] Their judgements are final and can only be appealed against if not in compliance with the rules.

The referees (blue shirts) keep both teams between them.
The referees position themselves in such a way that the team players are confined between them. They stand diagonally aligned so that each can observe one side line. Depending on their positions one is called field referee and the other goal referee. These positions automatically switch on ball turnover. They physically exchange their positions approximately every 10 minutes (long exchange) and change sides every 5 minutes (short exchange).
The IHF defines 18 hand signals for quick visual communication with players and officials. The signal for warning or disqualification is accompanied by a yellow or red card,[4] respectively. The referees also use whistle blows to indicate infractions or restart the play.
The referees are supported by a scorekeeper and a timekeeper who attend to formal things like keeping track of goals and suspensions or starting and stopping the clock, respectively. They also have an eye on the benches and notify the referees on substitution errors. Their desk is located in between both substitutions areas.
[edit] Team players, substitutes and officials
Each team consists of 7 players on court and up to 7 substitute players on the bench. One player on the court must be the designated goalkeeper differing in his or her clothing from the rest of the field players. Substitution of players can be done in any number and at any time during game play. An exchange takes place over the substitution line. A prior notification of the referees is not necessary.
Some national bodies as the Deutscher Handball Bund (DHB, "German Handball Federation") allow substitution in junior teams only when in ball possession or during timeouts. This restriction is intended to prevent early specialization of players to offense or defense.
[edit] Field players
Field players are allowed to touch the ball with any part of their bodies above the knee (knee included). As in several other team sports, a distinction is made between catching and dribbling. A player who is in possession of the ball may stand stationary for only three seconds and may only take three steps. They must then either shoot, pass or dribble the ball. At any time taking more than three steps is considered travelling and results in a turnover. A player may dribble as many times as he wants (though since passing is faster it is the preferred method of attack) as long as during each dribble his hand contacts only the top of the ball. Therefore basketball-style carrying is completely prohibited, and results in a turnover. After the dribble is picked up, the player has the right to another three seconds or three steps. The ball must then be passed or shot as further holding or dribbling will result in a "double dribble" turnover and a free throw for the other team. Other offensive infractions that result in a turnover include, charging, setting an illegal screen, or carrying the ball into the six meter zone.
[edit] Goalkeeper
Only the goalkeeper is allowed move freely within the goal perimeter, although he may not cross the goal perimeter line while carrying or dribbling the ball. Within the zone, he is allowed to touch the ball with all parts of his body including his feet. The goalkeeper may participate in the normal play of his team mates. As he is then considered as normal field player, he is typically substituted for a regular field player if his team uses this scheme to outnumber the defending players. As this player becomes the designated goalkeeper on the court, he must wear some vest or bib to identify himself as such.
If the goalkeeper deflects the ball over the outer goal line, his team stays in possession of the ball in contrast to other sports like soccer. The goalkeeper resumes the play with a throw from within the zone ("goalkeeper throw"). Passing to your own goalkeeper results in a turnover. Throwing the ball against the head of the goalkeeper when he is not moving is to be punished by disqualification ("red card").
[edit] Team officials
Each team is allowed to have a maximum of four team officials seated on the benches. An official is anybody who is neither player nor substitute. One official must be the designated representative who is usually the team manager. The representative may call team timeout once every period and may address scorekeeper, timekeeper and referees. Other officials typically include physicians or managers. Neither official is allowed to enter the playing court without permission of the referees.
[edit] Ball

A size III handball.
The ball is spherical and must either be made of leather or a synthetic material. It is not allowed to have a shiny or slippery surface. As it is intended to be operated by a single hand, the official sizes vary depending on age and gender of the participating teams.
Size
Used by
Circumference (in cm)
Weight (in g)
III
Men and male youth older than 16
58–60
425–475
II
Women, male youth older than 12 and female youth older than 14
54–56
325–375
I
Youth older than 8
50–52
290–330

Resin product used to improve ball handling.
Though not officially regulated, the ball is usually resinated. The resin improves the ability of the players to manipulate the ball with a single hand like spinning trick shots. Some indoor arenas prohibit the usage of resin since many products leave sticky stains on the ground.
[edit] Awarded throws
The referees may award a special throw to a team. This usually happens after certain events like scored goals, off-court balls, turnovers, timeouts, etc. All of these special throws require the thrower to obtain a certain position and pose restrictions on the positions of all other players. Sometimes the execution must wait for a whistle blow by the referee.
Throw-off
A throw-off takes place from the center of the court. The thrower must touch the middle line with one foot and all of the other players must be in the half of their team. The defending players must keep a distance of at least three meters to the thrower. A throw-off occurs at the begin of each period and after the opposing team scored a goal. It must be cleared by the referees.
Modern Handball introduced the "fast throw-off" concept, i. e. the play will be immediately restarted by the referees as soon as the executing team fulfilles its requirements. Many teams leverage this rule to score easy goals before the opposition has time to form a stable defense line.
Throw-in
The team which did not touch the ball last is awarded a throw-in when the ball fully crosses the side line or touches the ceiling. If the ball crosses the outer goal line, a throw-in is only awarded if the defending field players touched the balls last. Execution requires the thrower to place one foot on the nearest outer line to the cause. All defending players must keep a distance of three meters. However, they are allowed to stand immediately outside their own goal area even when the distance is less.
Goalkeeper-throw
If ball crosses the outer goal line without interference from the defending team or when deflected by their goalkeeper, a goalkeeper-throw is awarded to the defending team. This is the most common turnover. The goalkeeper resumes the play with a throw from anywhere within his goal area.
Free-throw
A free-throw restarts the play after an interruption by the referees. It takes places from the spot where the interruption was caused as long as this spot is outside of the free-throw line of the opposing team. In the latter case the throw is deferred to the nearest spot on the free-throw line. Free-throws are the equivalent to free-kicks in association football. The thrower may take a direct attempt for a goal which is, however, not feasible if the defending team organized a defense.

A 7-meter throw.
7-meter throw
A 7-meter throw is awarded when a clear chance of scoring is illegally destroyed anywhere on the court by a opposing team player, official or spectator. It is also awarded when the referees interupted a legitimate scoring chance for any reason. The thrower steps with one foot on the 7-meter line with only the defending goalkeeper between him and the goal. The goalkeeper must keep a distance of three meters which is marked by a short tick on the floor. All other players must remain behind the free-throw line until execution. The thrower must await the whistle blow of the referee. A 7-meter throw is the equivalent to a penalty kick in association football, it is, however, far more common and typically occurs several times in a single game.
[edit] Penalties

Yellow card shown in a handball match.
Penalties are given to players, in progressive format, for fouls that require more punishment than just a free-throw. "Actions" directed mainly at the opponent and not the ball (such as reaching around, holding, pushing, hitting, tripping, or jumping into opponent) as well as contact from the side or from behind a player are all considered illegal and subject to penalty. Any infraction that prevents a clear scoring opportunity, will result in a seven-meter penalty shot.
Typically the referee will give a warning yellow card for an illegal action, but if the contact was particularly dangerous the referee can forego the warning for an immediate two-minute suspension. A player can only get one warning before receiving a two minute suspension. One player is only permitted two 2-minute suspensions; third time he/she will be shown the red card.
A red card results in an ejection from the game and a two minute penalty for the team. A player may receive a red card directly for particularly rough penalties. For instance any contact from behind during a fast break is now being treated with a red card. A red carded player has to leave the playing area completely. A player who is disqualified may be substituted with another player after the two minute penalty is served. A Coach/Official can also be penalized progressively. Any coach/official who receives a 2-minute suspension will have to pull out one of his players for two minutes - note: the player is not the one punished and can be substituted in again, because the main penalty is the team playing with a man less than the other.
If a player assaults a referee, an opponent or any other person, the referee can expel the player forming a cross over his head with his arms, which will tell the player that he/she will have to leave the game completely and his team will have to play a man down for the remainder of the game. This expulsion is the most severe penalty possible in handball.
After having lost the ball during an attack, the ball has to be laid down quickly or else the player not following this rule will face a 2-minute suspension. Also gesticulating or verbally questioning the referee's order, as well as arguing with the officials decisions, will normally result in a 2-minute suspension. If it is done in a very provocative way, a player can be given a second 2-minute suspension if he/she does not walk straight off the field to the bench after being given a suspension, or if the referee deems the tempo deliberately slow. Illegal substitution, any substitution that does not take place in the specified substitution area or where the entering player enters before the exiting player exits is also punishable with a 2 minute suspension.
Formations
Positions of attacking (red) and defending players (blue), in a 5-1 defense formation. (German captions)
Players are typically referred to by the position they are playing. The positions are always denoted from the view of the respective goalkeeper, so that a defender on the right opposes an attacker on the left. However, not all of the following positions may be occupied depending on the formation or potential suspensions.
Offense
Left and right wingman. These typically excel at ball control and wide jumps from the outside of the goal perimeter to get into a better shooting angle at the goal. Teams usually try to occupy the left position with a right-handed player and vice versa.
Left and right backcourt. Goal attempts by these players are typically made by jumping high and shooting over the defenders. Thus, it is usually advantageous to have tall players for these positions.
Center backcourt. A player with experience is preferred on this position who acts as playmaker and the handball equivalent of a basketball point guard.
Pivot (left and right, if applicable). This player tends to intermingle with the defense, setting picks and attempting to disrupt the defense formation. This positions requires the least jumping skills but ball control and physical strength are an advantage.
Defense
Far left and far right. The opponents of the wingmen.
Half left and half right. The opponents of the left and right backcourts.
Back center (left and right). Opponent of the pivot.
Front center. Opponent of the center backcourt, may also be set against another specific backcourt player.
[edit] Offensive play
Attacks are played with all field players on the side of the defenders. Depending on the speed of the attack, one distinguishes between three attack waves with a decreasing chance of success:

Women's Handball - a jump shot completes a fastbreak.
First Wave
First wave attacks are characterized by the absence of defending players around their goal perimeter. The chance of success is very high the throwing player is unhindered in his scoring attempt. Such attacks typically occur after an intercepted pass or a steal and if the defending team can switch fast to offense. The far left/far right will usually try to run the attack as they are not as tightly bound in the defense. On a turnover, they immediately sprint forward and receive the ball halfway to the other goal. Thus, these positions are commonly held by quick players.[citation needed]
Second Wave
If the first wave is not successful and some defending players gained their positions around the zone, the second wave comes into play: The remaining players advance with quick passes to locally outnumber the retreating defenders. If one player manages to step up to the perimeter or catches the ball at this spot he becomes unstoppable by legal defensive means. From this position the chance of success is naturally very high. Second wave attacks became much more important with the "fast throw-off" rule.[citation needed]
Third Wave
The time during which the second wave may be successful is very short, as then the defenders closed the gaps around the zone. In the third wave, the attackers use standardized attack patterns usually involving crossing and passing between the back court players who either try to pass the ball through a gap to their pivot, take a jumping shot from the backcourt at the goal, or lure the defense away from a wingman.[citation needed]
The third wave evolves into the normal offensive play when all defenders reach not only the zone but gain their accustomed positions. Some teams then substitute specialized offense players. However, this implies that these players must play in the defense should the opposing team be able to switch quickly to offense. The latter is another benefit for fast playing teams.[citation needed]
If the attacking team does not make sufficient progress (eventually releasing a shot on goal), the referees can call passive play (since about 1995, the referee gives a passive warning some time before the actual call by holding one hand up in the air, signaling that the attacking team should release a shot soon), turning control over to the other team. A shot on goal or an infringement leading to a yellow card or two minute penalty will mark the start of a new attack, causing the hand to be taken down, but a shot blocked by the defense or a normal free throw will not. If it were not for this rule, it would be easy for an attacking team to stall the game indefinitely, as it is difficult to intercept a pass without at the same time conceding dangerous openings towards the goal.[citation needed]
[edit] Defensive play
The usual formations of the defense are 6-0, when all the defense players line up between the 6 meter and 9 meter lines to form a wall; the 5-1, when one of the players cruises outside the 9 meter perimeter, usually targeting the center forwards while the other 5 line up on the six meter line; and the lesser common 4-2 when there are two such defenders out front. Very fast teams will also try a 3-3 formation which is close to a switching man-to-man style. The formations vary greatly from country to country and reflect each country's style of play. 6-0 is sometimes known as "flat defense", and all other formations are usually called "offensive defense".[citation needed]


Pitch, wickets and creases
Main articles: Cricket pitch, Wicket, and Crease (cricket)
See also: Stump (cricket) and Bail (cricket)
The cricket pitch dimensions
The pitch is 22 yards (20 m) or one chain[12] in length between the wickets and is 10 feet (3.0 m) wide. It is a flat surface and has very short grass that tends to be worn away as the game progresses. The "condition" of the pitch has a significant bearing on the match and team tactics are always determined with the state of the pitch, both current and anticipated, as a deciding factor.
Each wicket consists of three wooden stumps placed in a straight line and surmounted by two wooden crosspieces called bails; the total height of the wicket including bails is 28.5 inches (720 mm) and the combined width of the three stumps is 9 inches (230 mm).

Aerial view of the MCG displaying the stadium, ground and pitch
Four lines, known as creases, are painted onto the pitch around the wicket areas to define the batsman's "safe territory" and to determine the limit of the bowler's approach. These are called the "popping" (or batting) crease, the bowling crease and two "return" creases.
A wicket consists of three stumps that are hammered into the ground, and topped with two bails.
The stumps are placed in line on the bowling creases and so these must be 22 yards (20 m) apart. A bowling crease is 8 feet 8 inches (2.64 m) long with the middle stump placed dead centre. The popping crease has the same length, is parallel to the bowling crease and is 4 feet (1.2 m) in front of the wicket. The return creases are perpendicular to the other two; they are adjoined to the ends of the popping crease and are drawn through the ends of the bowling crease to a length of at least 8 feet (2.4 m).
When bowling the ball, the bowler's back foot in his "delivery stride" must land within the two return creases while his front foot must land on or behind the popping crease. If the bowler breaks this rule, the umpire calls "No ball".
The importance of the popping crease to the batsman is that it marks the limit of his safe territory for he can be stumped or run out (see Dismissals below) if the wicket is broken while he is "out of his ground".
Pitches vary in consistency, and thus in the amount of bounce, spin, and seam movement available to the bowler. Hard pitches are usually good to bat on because of high but even bounce. Dry pitches tend to deteriorate for batting as cracks often appear, and when this happens spinners can play a major role. Damp pitches, or pitches covered in grass (termed "green" pitches), allow good fast bowlers to extract extra bounce. Such pitches tend to offer help to fast bowlers throughout the match, but become better for batting as the game goes on.
[edit] Bat and ball
Main articles: Cricket bat and Cricket ball

A cricket bat, front and back.
The essence of the sport is that a bowler delivers the ball from his end of the pitch towards the batsman who, armed with a bat is "on strike" at the other end.
The bat is made of wood (usually White Willow) and has the shape of a blade topped by a cylindrical handle. The blade must not be more than 4.25 inches (108 mm) wide and the total length of the bat not more than 38 inches (970 mm).
The ball is a hard leather-seamed spheroid with a circumference of 9 inches (230 mm). The hardness of the ball, which can be delivered at speeds of more than 90 miles per hour (140 km/h), is a matter for concern and batsmen wear protective clothing including pads (designed to protect the knees and shins), batting gloves for the hands, a helmet for the head and a box inside the trousers (to protect the crotch area). Some batsmen wear additional padding inside their shirts and trousers such as thigh pads, arm pads, rib protectors and shoulder pads.
[edit] Umpires and scorers
Main articles: Umpire (cricket) and Scorer
The game on the field is regulated by two umpires, one of whom stands behind the wicket at the bowler's end, the other in a position called "square leg", a position 10–12 metres to the side of the "on strike" batsman. When the bowler delivers the ball, the umpire at the wicket is between the bowler and the non-striker. The umpires confer if there is doubt about playing conditions and can postpone the match by taking the players off the field if necessary, for example rain or deterioration of the light.

An umpire
Off the field and in televised matches, there is often a third umpire who can make decisions on certain incidents with the aid of video evidence. The third umpire is mandatory under the playing conditions for Test matches and limited overs internationals played between two ICC full members. These matches also have a match referee whose job is to ensure that play is within the Laws of cricket and the spirit of the game.
Off the field, the match details including runs and dismissals are recorded by two official scorers, one representing each team. The scorers are directed by the hand signals of an umpire. For example, the umpire raises a forefinger to signal that the batsman is out (has been dismissed); he raises both arms above his head if the batsman has hit the ball for six runs. The scorers are required by the Laws of cricket to record all runs scored, wickets taken and overs bowled. In practice, they accumulate much additional data such as bowling analyses and run rates.
[edit] Innings
The innings (ending with 's' in both singular and plural form) is the term used for the collective performance of the batting side.[13] In theory, all eleven members of the batting side take a turn to bat but, for various reasons, an "innings" can end before they all do so.
Depending on the type of match being played, each team has one or two innings apiece. The term "innings" is also sometimes used to describe an individual batsman's contribution ("he played a fine innings" etc).
The main aim of the bowler, supported by his fielders, is to dismiss the batsman. A batsman when dismissed is said to be "out" and that means he must leave the field of play and be replaced by the next batsman on his team. When ten batsmen have been dismissed (i.e., are out), then the whole team is dismissed and the innings is over. The last batsman, the one who has not been dismissed, is not allowed to continue alone as there must always be two batsmen "in". This batsman is termed "not out".
An innings can end early for three reasons: because the batting side's captain has chosen to "declare" the innings closed (which is a tactical decision), or because the batting side has achieved its target and won the game, or because the game has ended prematurely due to bad weather or running out of time. In each of these cases the team's innings ends with two "not out" batsmen, unless the innings is declared closed at the fall of a wicket and the next batsman has not joined in the play.
In limited overs cricket, there might be two batsmen still "not out" when the last of the allotted overs has been bowled.
[edit] Overs
Main article: Over (cricket)
The bowler bowls the ball in sets of six deliveries (or "balls") and each set of six balls is called an over. This name came about because the umpire calls "Over!" when six balls have been bowled. At this point, another bowler is deployed at the other end, and the fielding side changes ends while the batsmen do not. A bowler cannot bowl two successive overs, although a bowler can bowl unchanged at the same end for several overs. The batsmen do not change ends and so the one who was non-striker is now the striker and vice-versa. The umpires also change positions so that the one who was at square leg now stands behind the wicket at the non-striker's end and vice-versa.
[edit] Team structure
A team consists of eleven players. Depending on his or her primary skills, a player may be classified as a specialist batsman or bowler. A well-balanced team usually has five or six specialist batsmen and four or five specialist bowlers. Teams nearly always include a specialist wicket-keeper because of the importance of this fielding position. Each team is headed by a captain who is responsible for making tactical decisions such as determining the batting order, the placement of fielders and the rotation of bowlers.
A player who excels in both batting and bowling is known as an all-rounder. One who excels as a batsman and wicket-keeper is known as a "wicket-keeper/batsman", sometimes regarded as a type of all-rounder. True all-rounders are rare as most players focus on either batting or bowling skills.
[edit] Bowling
Main articles: bowler (cricket), bowling (cricket), and bowling strategy (cricket)
A typical bowling action

An example of typical spin bowling.
The bowler reaches his delivery stride by means of a "run-up", although some bowlers with a very slow delivery take no more than a couple of steps before bowling. A fast bowler needs momentum and takes quite a long run-up, running very fast as he does so.
The fastest bowlers can deliver the ball at a speed of over 90 miles per hour (140 km/h) and they sometimes rely on sheer speed to try and defeat the batsman, who is forced to react very quickly. Other fast bowlers rely on a mixture of speed and guile. Some fast bowlers make use of the seam of the ball so that it "curves" or "swings" in flight. This type of delivery can deceive a batsman into mistiming his shot so that the ball touches the edge of the bat and can then be "caught behind" by the wicketkeeper or a slip fielder.
At the other end of the bowling scale is the "spinner" who bowls at a relatively slow pace and relies entirely on guile to deceive the batsman. A spinner will often "buy his wicket" by "tossing one up" (in a slower, higher parabolic path) to lure the batsman into making a poor shot. The batsman has to be very wary of such deliveries as they are often "flighted" or spun so that the ball will not behave quite as he expects and he could be "trapped" into getting himself out.
In between the pacemen and the spinners are the "medium pacers" who rely on persistent accuracy to try and contain the rate of scoring and wear down the batsman's concentration.
All bowlers are classified according to their looks or style. The classifications, as with much cricket terminology, can be very confusing. Hence, a bowler could be classified as LF, meaning he is a left arm fast bowler; or as LBG, meaning he is a right arm spin bowler who bowls deliveries that are called a "leg break" and a "Googly".
During the bowling action the elbow may be held at any angle and may bend further, but may not straighten out. If the elbow straightens illegally then the square-leg umpire may call no-ball: this is known as "throwing" or "chucking", and can be difficult to detect. The current laws allow a bowler to straighten his arm 15 degrees or less.
[edit] Fielding
Main articles: Fielder and Fielding strategy (cricket)
Fielding positions in cricket for a right-handed batsman
All eleven players on the fielding side take the field together. One of them is the wicket-keeper aka "keeper" who operates behind the wicket being defended by the batsman on strike. Wicket-keeping is normally a specialist occupation and his primary job is to gather deliveries that the batsman does not hit, so that the batsmen cannot run byes. He wears special gloves (he is the only fielder allowed to do so), a box over the groin, and pads to cover his lower legs. Owing to his position directly behind the striker, the wicket-keeper has a good chance of getting a batsman out caught off a fine edge from the bat. He is the only player who can get a batsman out stumped.
Apart from the one currently bowling, the other nine fielders are tactically deployed by the team captain in chosen positions around the field. These positions are not fixed but they are known by specific and sometimes colourful names such as "slip", "third man", "silly mid on" and "long leg". There are always many unprotected areas.
The captain is the most important member of the fielding side as he determines all the tactics including who should bowl (and how); and he is responsible for "setting the field", though usually in consultation with the bowler.
In all forms of cricket, if a fielder gets injured or becomes ill during a match, a substitute is allowed to field instead of him. The substitute cannot bowl, act as a captain or keep wicket. The substitute leaves the field when the injured player is fit to return.
[edit] Batting
Main articles: batsman and batting (cricket)

W G Grace "taking guard" in 1883. His pads and bat are very similar to those used today. The gloves have evolved somewhat. Many modern players utilise more defensive equipment than was available to Grace, notably helmets and arm guards.
At any one time, there are two batsmen in the playing area. One takes station at the striker's end to defend the wicket as above and to score runs if possible. His partner, the non-striker, is at the end where the bowler is operating.
Batsmen come in to bat in a batting order, decided by the team captain. The first two batsmen – the "openers" – usually face the most hostile bowling from fresh fast bowlers with a new ball. The top batting positions are usually given to the most competent batsmen in the team, and the non-batsmen typically bat last. The pre-announced batting order is not mandatory and when a wicket falls any player who has not yet batted may be sent in next.
If a batsman "retires" (usually due to injury) and cannot return, he is actually "not out" and his retirement does not count as a dismissal, though in effect he has been dismissed because his innings is over. Substitute batsmen are not allowed.
A skilled batsman can use a wide array of "shots" or "strokes" in both defensive and attacking mode. The idea is to hit the ball to best effect with the flat surface of the bat's blade. If the ball touches the side of the bat it is called an "edge". Batsmen do not always seek to hit the ball as hard as possible, and a good player can score runs just by making a deft stroke with a turn of the wrists or by simply "blocking" the ball but directing it away from fielders so that he has time to take a run.
There is a wide variety of shots played in cricket. The batsman's repertoire includes strokes named according to the style of swing and the direction aimed: e.g., "cut", "drive", "hook", "pull".
Note that a batsman does not have to play a shot and can "leave" the ball to go through to the wicketkeeper, providing he thinks it will not hit his wicket. Equally, he does not have to attempt a run when he hits the ball with his bat. He can deliberately use his leg to block the ball and thereby "pad it away" but this is risky because of the leg before wicket rule.
In the event of an injured batsman being fit to bat but not to run, the umpires and the fielding captain may allow another member of the batting side to be a runner. The runner's only task is to run between the wickets instead of the injured batsman. The runner is required to wear and carry exactly the same equipment as the incapacitated batsman. It is possible for both batsmen to have runners.
[edit] Runs
Main article: Run (cricket)
The directions in which a right-handed batsman intends to send the ball when playing various cricketing shots. The diagram for a left-handed batsman is a mirror image of this one.
The primary concern of the batsman on strike (i.e., the "striker") is to prevent the ball hitting the wicket and secondarily to score runs by hitting the ball with his bat so that he and his partner have time to run from one end of the pitch to the other before the fielding side can return the ball. To register a run, both runners must touch the ground behind the crease with either their bats or their bodies (the batsmen carry their bats as they run). Each completed run increments the score.
More than one run can be scored from a single hit but, while hits worth one to three runs are common, the size of the field is such that it is usually difficult to run four or more. To compensate for this, hits that reach the boundary of the field are automatically awarded four runs if the ball touches the ground en route to the boundary or six runs if the ball clears the boundary on the full. The batsmen do not need to run if the ball reaches or crosses the boundary.

Sachin Tendulkar (pictured) is a legendary cricketer who holds the record for the highest number of runs and centuries scored in both Test and ODI forms of Cricket.
Hits for five are unusual and generally rely on the help of "overthrows" by a fielder returning the ball. If an odd number of runs is scored by the striker, the two batsmen have changed ends and the one who was non-striker is now the striker. Only the striker can score individual runs but all runs are added to the team's total.
The decision to attempt a run is ideally made by the batsman who has the better view of the ball's progress, and this is communicated by calling: "yes", "no" and "wait" are often heard.
Running is a calculated risk because if a fielder breaks the wicket with the ball while the nearest batsman is out of his ground (i.e., he does not have part of his body or bat in contact with the ground behind the popping crease), the batsman is run out.
A team's score is reported in terms of the number of runs scored and the number of batsmen that have been dismissed. For example, if five batsmen are out and the team has scored 224 runs, they are said to have scored 224 for the loss of 5 wickets (commonly shortened to "224 for five" and written 224/5 or, in Australia, "five for 224" and 5/224).
[edit] Extras
Main article: Extra (cricket)
Additional runs can be gained by the batting team as extras (called "sundries" in Australia) due to errors made by the fielding side. This is achieved in four ways:
No ball – a penalty of one extra that is conceded by the bowler if he breaks the rules of bowling either by (a) using an inappropriate arm action; (b) overstepping the popping crease; (c) having a foot outside the return crease. In addition, the bowler has to re-bowl the ball. In limited overs matches, a no ball is called if the bowling team's field setting fails to comply with the restrictions. In shorter formats of the game (20–20, ODI) the free hit rule has been introduced. The ball following a front foot no-ball will be a free-hit for the batsman, whereby he is safe from losing his wicket except for being run-out.
Wide – a penalty of one extra that is conceded by the bowler if he bowls so that the ball is out of the batsman's reach; as with a no ball, a wide must be re-bowled
Bye – extra(s) awarded if the batsman misses the ball and it goes past the wicketkeeper to give the batsmen time to run in the conventional way (note that one mark of a good wicketkeeper is one who restricts the tally of byes to a minimum)
Leg bye – extra(s) awarded if the ball hits the batsman's body, but not his bat, while attempting a legitimate shot, and it goes away from the fielders to give the batsmen time to run in the conventional way.
When the bowler has bowled a no ball or a wide, his team incurs an additional penalty because that ball (i.e., delivery) has to be bowled again and hence the batting side has the opportunity to score more runs from this extra ball. The batsmen have to run (i.e., unless the ball goes to the boundary for four) to claim byes and leg byes but these only count towards the team total, not to the striker's individual total for which runs must be scored off the bat.
[edit] Dismissals
Main article: Dismissal (cricket)

Wicketkeeper Mahendra Singh Dhoni of India successfully stumps a South African batsman out during a match played in Chennai in 2008.
There are ten ways in which a batsman can be dismissed and some are so unusual that only a few instances of them exist in the whole history of the game. The most common forms of dismissal are "bowled", "caught", "leg before wicket" (lbw), "run out", and "stumped". The unusual methods are "hit wicket", "hit the ball twice", "obstructed the field", "handled the ball" and "timed out".
Before the umpire will award a dismissal and declare the batsman to be out, a member of the fielding side (generally the bowler) must "appeal". This is invariably done by asking (or shouting) the term "Howzat?" which means, simply enough, "How is that?" If the umpire agrees with the appeal, he will raise a forefinger and say "Out!". Otherwise he will shake his head and say "Not out". Appeals are particularly loud when the circumstances of the claimed dismissal are unclear, as is always the case with lbw and often with run outs and stumpings.
Bowled: the bowler has hit the wicket with the ball and the wicket has "broken" with at least one bail being dislodged (note that if the ball hits the wicket without dislodging a bail it is not out).[14]
Caught: the batsman has hit the ball with his bat, or with his hand which was holding the bat, and the ball has been caught before it has touched the ground by a member of the fielding side.[15]
Leg before wicket (lbw): first and foremost, the ball must, in the opinion of the on-field umpire, be going on to hit the stumps if the ball had not hit the pad of the batsman first. If the batsman plays an attempted shot to the delivery, then the ball must hit the batsman's pad in line with the stumps and be going on to hit the stumps for the batsman to be given out. If the batsman does not attempt to play a shot, then the ball does not have to hit the pad in line with the stumps but it still must be going on to hit the stumps. If the ball pitches outside the leg stump, then the batsman cannot be given out under any circumstances.[16]
Run out: a member of the fielding side has broken or "put down" the wicket with the ball while a batsman was out of his ground; this usually occurs by means of an accurate throw to the wicket while the batsmen are attempting a run.[17]
Stumped is similar except that it is done by the wicketkeeper after the batsman has missed the bowled ball and has stepped out of his ground, and is not attempting a run.[18]
Hit wicket: a batsman is out hit wicket, if he dislodges one or both bails with his bat, person, clothing or equipment in the act of receiving a ball, or in setting off for a run having just received a ball.[19]
Hit the ball twice is very unusual and was introduced as a safety measure to counter dangerous play and protect the fielders. The batsman may legally play the ball a second time only to stop the ball hitting the wicket after he has already played it.[20]
Obstructed the field: another unusual dismissal which tends to involve a batsman deliberately getting in the way of a fielder.[21]
Handled the ball: a batsman must not deliberately touch the ball with his hand, for example to protect his wicket (note that the bowled ball often hits the batsman's hand while it is holding the bat but this is not out; though he can of course be caught off his hand).[22]
Timed out usually means that the next batsman did not arrive at the wicket within three minutes of the previous one being dismissed.[23]
In the vast majority of cases, it is the striker who is out when a dismissal occurs. If the non-striker is dismissed it is usually by being run out, but he could also be dismissed for obstructing the field, handling the ball or being timed out.
A batsman may leave the field without being dismissed. If injured or taken ill the batsman may temporarily retire, and be replaced by the next batsman. This is recorded as retired hurt or retired ill. The retiring batsman is not out, and may resume the innings later. An unimpaired batsman may retire, and this is treated as being dismissed retired out; no player is credited with the dismissal. Batsmen cannot be out bowled, caught, leg before wicket, stumped or hit wicket off a no ball. They cannot be out bowled, caught, leg before wicket, or hit the ball twice off a wide. Some of these modes of dismissal can occur without the bowler bowling a delivery. The batsman who is not on strike may be run out by the bowler if he leaves his crease before the bowler bowls, and a batsman can be out obstructing the field or retired out at any time. Timed out is, by its nature, a dismissal without a delivery. With all other modes of dismissal, only one batsman can be dismissed per ball bowled.
[edit] Innings closed
Main article: End of an innings (cricket)
An innings is closed when:
Ten of the eleven batsmen are out (have been dismissed); in this case, the team is said to be "all out"
The team has only one batsman left who can bat, one or more of the remaining players being unavailable owing to injury, illness or absence; again, the team is said to be "all out"
The team batting last reaches the score required to win the match
The predetermined number of overs has been bowled (in a one-day match only, most commonly 50 overs; or 20 in Twenty20)
A captain declares his team's innings closed while at least two of his batsmen are not out (this does not apply in one-day limited over matches)
[edit] Results
Main article: The result in cricket
If the team that bats last is all out having scored fewer runs than their opponents, the team is said to have "lost by n runs" (where n is the difference between the number of runs scored by the teams). If the team that bats last scores enough runs to win, it is said to have "won by n wickets", where n is the number of wickets left to fall. For instance a team that passes its opponents' score having only lost six wickets would have won "by four wickets".
In a two-innings-a-side match, one team's combined first and second innings total may be less than the other side's first innings total. The team with the greater score is then said to have won by an innings and n runs, and does not need to bat again: n is the difference between the two teams' aggregate scores.
If the team batting last is all out, and both sides have scored the same number of runs, then the match is a tie; this result is quite rare in matches of two innings a side. In the traditional form of the game, if the time allotted for the match expires before either side can win, then the game is declared a draw.
If the match has only a single innings per side, then a maximum number of deliveries for each innings is often imposed. Such a match is called a "limited overs" or "one-day" match, and the side scoring more runs wins regardless of the number of wickets lost, so that a draw cannot occur. If this kind of match is temporarily interrupted by bad weather, then a complex mathematical formula, known as the Duckworth-Lewis method after its developers, is often used to recalculate a new target score. A one-day match can also be declared a "no-result" if fewer than a previously agreed number of overs have been bowled by either team, in circumstances that make normal resumption of play impossible; for example, wet weather.
[edit]





Rules and gameplay
Main article: Baseball rules
A game is played between two teams, each composed of nine players, that take turns playing offense (batting or hitting) and defense (fielding or pitching). A pair of turns, one at bat and one in the field, by each team constitutes an inning; there are nine innings in a game. One team—customarily the visiting team—bats in the top, or first half, of every inning; the other team—customarily the home team—bats in the bottom, or second half, of every inning. The goal of a game is to score more points (runs) than the other team. The players on the team at bat attempt to score runs by circling, or completing a tour of, the four bases set at the corners of the square-shaped baseball diamond. A player bats at home plate and must proceed counterclockwise to first base, second base, third base, and back home in order to score a run. The team in the field attempts both to prevent runs from scoring and to record outs, which remove opposing players from offensive action until their turn in their team's batting order comes up again. When three outs are recorded, the teams switch roles for the next half-inning. If the score of the game is tied after nine innings, extra innings are played to resolve the contest. Children's games are often scheduled for fewer than nine innings.[79]
Diagram of a baseball field (the term diamond may be used to refer to the square area defined by the four bases or to the entire playing field). The dimensions given are for professional and professional-style games; children often play on smaller fields.
The game is played on a field whose primary boundaries, the foul lines, extend forward from home plate at 45-degree angles. The 90-degree area within the foul lines is referred to as fair territory; the 270-degree area outside them is foul territory. The part of the field enclosed by the bases and several yards beyond them is the infield; the area farther beyond the infield is the outfield. In the middle of the infield is a raised pitcher's mound, with a rectangular rubber plate (the rubber) at its center. The outer boundary of the outfield is typically demarcated by a raised fence, which may be of any material and height (many amateur games are played on fields without a fence). Fair territory between home plate and the outfield boundary is baseball's field of play, though significant events can take place in foul territory, as well.[80]
There are three basic tools of baseball: the ball, the bat, and the glove or mitt:
The baseball is about the size of an adult's fist, around 9 inches (23 centimeters) in circumference. It has a rubber or cork center, wound in yarn and covered in white cowhide, with red stitching.[81]
The bat is a hitting tool, traditionally made of a single, solid piece of wood; other materials are now commonly used for nonprofessional games. It is a hard round stick, about 2.5 inches (6.4 centimeters) in diameter at the hitting end, tapering to a narrower handle and culminating in a knob. Bats used by adults are typically around 34 inches (86 centimeters) long, and not longer than 42 inches (106 centimeters).[82]
The glove or mitt is a fielding tool, made of padded leather with webbing between the fingers. As an aid in catching and holding onto the ball, it takes various shapes to meet the specific needs of different fielding positions.[83]
Protective helmets are also standard equipment for all batters.[84]
At the beginning of each half-inning, the nine players on the fielding team arrange themselves around the field. One of them, the pitcher, stands on the pitcher's mound; the pitcher begins the pitching delivery with one foot on the rubber, pushing off it to gain velocity when throwing toward home plate. Another player, the catcher, squats on the far side of home plate, facing the pitcher. The rest of the team faces home plate, typically arranged as four infielders—who set up along or within a few yards outside the imaginary lines between first, second, and third base—and three outfielders. In the standard arrangement, there is a first baseman positioned several steps to the left of first base, a second baseman to the right of second base, a shortstop to the left of second base, and a third baseman to the right of third base. The basic outfield positions are left fielder, center fielder, and right fielder. A neutral umpire sets up behind the catcher.[85]

Awaiting a pitch: batter, catcher, and umpire
Gameplay starts with a batter standing at home plate, holding a bat. The batter waits for the pitcher to throw a pitch (the ball) toward home plate, and attempts to hit the ball with the bat. The catcher catches pitches that the batter does not hit—as a result of either electing not to swing or failing to connect—and returns them to the pitcher. A batter who hits the ball into the field of play must drop the bat and begin running toward first base, at which point the player is referred to as a runner (or, until the play is over, a batter-runner). A batter-runner who reaches first base without being put out (see below) is said to be safe and is now on base. A batter-runner may choose to remain at first base or attempt to advance to second base or even beyond—however far the player believes can be reached safely. A player who reaches base despite proper play by the fielders has recorded a hit. A player who reaches first base safely on a hit is credited with a single. If a player makes it to second base safely as a direct result of a hit, it is a double; third base, a triple. If the ball is hit in the air within the foul lines over the entire outfield (and outfield fence, if there is one), it is a home run: the batter and any runners on base may all freely circle the bases, each scoring a run. This is the most desirable result for the batter. A player who reaches base due to a fielding mistake is not credited with a hit—instead, the responsible fielder is charged with an error.[86]
Any runners already on base may attempt to advance on batted balls that land, or contact the ground, in fair territory, before or after the ball lands; a runner on first base must attempt to advance if a ball lands in play. If a ball hit into play rolls foul before passing through the infield, it becomes dead and any runners must return to the base they were at when the play began. If the ball is hit in the air and caught before it lands, the batter has flied out and any runners on base may attempt to advance only if they tag up or touch the base they were at when the play began, as or after the ball is caught. Runners may also attempt to advance to the next base while the pitcher is in the process of delivering the ball to home plate—a successful effort is a stolen base.[87]
A pitch that is not hit into the field of play is called either a strike or a ball. A batter against whom three strikes are recorded strikes out. A batter against whom four balls are recorded is awarded a base on balls or walk, a free advance to first base. (A batter may also freely advance to first base if any part of the batter's body or uniform is struck by a pitch before the batter either swings at it or it contacts the ground.) Crucial to determining balls and strikes is the umpire's judgment as to whether a pitch has passed through the strike zone, a conceptual area above home plate extending from the midpoint between the batter's shoulders and belt down to the hollow of the knee.[88]
A strike is called when one of the following happens:
The batter lets a well-pitched ball (one within the strike zone) go through to the catcher.
The batter swings at any ball (even one outside the strike zone) and misses.
The batter hits a foul ball—one that either initially lands in foul territory or initially lands within the diamond but moves into foul territory before passing first or third base. If there are already two strikes on the batter, a foul ball is not counted as a third strike; thus, a foul ball cannot result in the immediate strikeout of the batter. (There is an exception to this exception: a two-strike foul bunt is recorded as a third strike.)
A ball is called when the pitcher throws a pitch that is outside the strike zone, provided the batter has not swung at it.[88][89]

A shortstop tries to tag out a runner who is sliding headfirst, attempting to reach second base.
While the team at bat is trying to score runs, the team in the field is attempting to record outs. Among the various ways a member of the batting team may be put out, five are most common:
The strikeout: as described above, recorded against a batter who makes three strikes before putting the ball into play or being awarded a free advance to first base.
The flyout: as described above, recorded against a batter who hits a ball in the air that is caught by a fielder, whether in fair territory or foul territory, before it lands, whether or not the batter has run.
The ground out: recorded against a batter (in this case, batter-runner) who hits a ball that lands in fair territory which, before the batter-runner can reach first base, is retrieved by a fielder who touches first base while holding the ball or relays it to another fielder who touches first base while holding the ball.
The force out: recorded against a runner who is required to attempt to advance—either because the runner is on first base and a batted ball lands in fair territory, or because the runner immediately behind on the basepath is thus required to attempt to advance—but fails to reach the next base before a fielder touches the base while holding the ball. The ground out is technically a special case of the force out.
The tag out: recorded against a runner who is touched by a fielder with the ball or a glove holding the ball, while the runner is not touching a base.
It is possible to record two outs in the course of the same play—a double play; even three—a triple play—is possible, though this is very rare. Players put out or retired must leave the field, returning to their team's dugout or bench. A runner may be stranded on base when a third out is recorded against another player on the team. Stranded runners do not benefit the team in its next turn at bat—every half-inning begins with the bases empty of runners.[90]
An individual player's turn batting or plate appearance is complete when the player reaches base (or hits a home run), makes an out, or hits a ball that results in the team's third out, even if it is recorded against a teammate. On rare occasions, a batter may be at the plate when, without the batter's hitting the ball, a third out is recorded against a teammate—for instance, a runner getting caught stealing (tagged out attempting to steal a base). A batter with this sort of incomplete plate appearance starts off the team's next turn batting; any balls or strikes recorded against the batter the previous inning are erased. A runner may circle the bases only once per plate appearance and thus can score at most a single run per batting turn. Once a player has completed a plate appearance, that player may not bat again until the eight other members of his team have all taken their turn at bat. The batting order is set before the game begins, and may not be altered except for substitutions. Once a player has been removed for a substitute, that player may not reenter the game. Children's games often have more liberal substitution rules.[91]
If the designated hitter (DH) rule is in effect, each team has a tenth player whose sole responsibility is to bat (and run). The DH takes the place of another player—almost invariably the pitcher—in the batting order, but does not field. Thus, even with the DH, each team still has a batting order of nine players and a fielding arrangement of nine players.[92]


Strategy and tactics
Many of the pre-game and in-game strategic decisions in baseball revolve around a fundamental fact: in general, right-handed batters tend to be more successful against left-handed pitchers and, to an even greater degree, left-handed batters tend to be more successful against right-handed pitchers.[97] A manager with several left-handed batters in the regular lineup who knows the team will be facing a left-handed starting pitcher may respond by starting one or more of the right-handed backups on the team's roster. During the late innings of a game, as relief pitchers and pinch hitters are brought in, the opposing managers will often go back and forth trying to create favorable matchups with their substitutions: the manager of the fielding team trying to arrange same-handed pitcher-batter matchups, the manager of the batting team trying to arrange opposite-handed matchups. With a team that has the lead in the late innings, a manager may remove a starting position player—especially one whose turn at bat is not likely to come up again—for a more skillful fielder.[98]
Pitching and fielding tactics

A first baseman receives a pickoff throw, as the runner dives back to first base.
The tactical decision that precedes almost every play in a baseball game involves pitch selection. Among the wide variety of pitches that may be thrown, the four basic types are the fastball, the changeup (or off-speed pitch), and two breaking balls—the curveball and the slider.[99] Pitchers have different repertoires of pitches they are skillful at throwing. Conventionally, before each pitch, the catcher signals the pitcher what type of pitch to throw, as well as its general vertical and/or horizontal location.[100] If there is disagreement on the selection, the pitcher may shake off the sign and the catcher will call for a different pitch. With a runner on base and taking a lead, the pitcher may attempt a pickoff, a quick throw to a fielder covering the base to keep the runner's lead in check or, optimally, effect a tag out. If an attempted stolen base is anticipated, the catcher may call for a pitchout, a ball thrown deliberately off the plate, allowing the catcher to catch it while standing and throw quickly to a base.[101] Facing a batter with a strong tendency to hit to one side of the field, the fielding team may employ a shift, with most or all of the fielders moving to the left or right of their usual positions. With a runner on third base, the infielders may play in, moving closer to home plate to improve the odds of throwing out the runner on a ground ball, though a sharply hit grounder is more likely to carry through a drawn-in infield.[102]
Batting and baserunning tactics

A batter squares to bunt, moving his hands up the barrel of the bat to increase his control and deaden the ball on impact.
Several basic offensive tactics come into play with a runner on first base, including the fundamental choice of whether to attempt a steal of second base. The hit and run is sometimes employed with a skillful contact hitter: the runner takes off with the pitch drawing the shortstop or second baseman over to second base, creating a gap in the infield for the batter to poke the ball through.[103] The sacrifice bunt calls for the batter to focus on making contact with the ball so that it rolls a short distance into the infield, allowing the runner to advance into scoring position even at the expense of the batter being thrown out at first—a batter who succeeds is credited with a sacrifice. (A batter, particularly one who is a fast runner, may also attempt to bunt for a hit.) A sacrifice bunt employed with a runner on third base, aimed at bringing that runner home, is known as a squeeze play.[104] With a runner on third and fewer than two outs, a batter may instead concentrate on hitting a fly ball that, even if it is caught, will be deep enough to allow the runner to tag up and score—a successful batter in this case gets credit for a sacrifice fly.[102] The manager will sometimes signal a batter who is ahead in the count (i.e., has more balls than strikes) to take, or not swing at, the next pitch.[105]
Distinctive elements
Baseball has certain attributes that set it apart from the other popular team sports in the countries where it is has a following, games such as American and Canadian football, basketball, ice hockey, and soccer. All of these sports use a clock; in all of them, gameplay is less individual and more collective; and in none of them is the variation between playing fields nearly as substantial or important. The comparison between cricket and baseball demonstrates that many of baseball's distinctive elements are shared in various ways with its cousin sport.
No clock to kill
In clock-limited sports, games often end with a team that holds the lead killing the clock rather than competing aggressively against the opposing team. In contrast, baseball has no clock; a team cannot win without getting the last batter out and rallies are not constrained by time. At almost any turn in any baseball game, the most advantageous strategy is some form of aggressive strategy.[106] In contrast, again, the clock comes into play even in the case of multi-day Test and first-class cricket: the possibility of a draw often encourages a team that is batting last and well behind to bat defensively, giving up any faint chance at a win to avoid a loss.[107] Baseball offers no such reward for conservative batting.
While nine innings has been the standard since the beginning of professional baseball, the duration of the average major league game has increased steadily through the years. At the turn of the twentieth century, games typically took an hour and a half to play. In the 1920s, they averaged just less than two hours, which eventually ballooned to 2:38 in 1960.[108] By 1997, the average American League game lasted 2:57 (National League games were about 10 minutes shorter—pitchers at the plate making for quicker outs than designated hitters).[109] In 2004, Major League Baseball declared that its goal was an average game of merely 2:45.[108] The lengthening of games is attributed to longer breaks between half-innings for television commercials, increased offense, more pitching changes, and a slower pace of play with pitchers taking more time between each delivery, and batters stepping out of the box more frequently.[108][109] Other leagues have experienced similar issues; in 2008, Nippon Professional Baseball took steps aimed at shortening games by 12 minutes from the preceding decade's average of 3:18.[110]
Individual focus
For a team sport, baseball places individual players under unusual scrutiny and pressure. In 1915, a baseball instructional manual pointed out that every single pitch, of which there are often more than two hundred in a game, involves an individual, one-on-one contest: "the pitcher and the batter in a battle of wits".[111] Contrasting the game with both football and basketball, scholar Michael Mandelbaum argues that "baseball is the one closest in evolutionary descent to the older individual sports".[112] Pitcher, batter, and fielder all act essentially independent of each other. While coaching staffs can signal pitcher or batter to pursue certain tactics, the execution of the play itself is a series of solitary acts. If the batter hits a line drive, the outfielder is solely responsible for deciding to try to catch it or play it on the bounce and for succeeding or failing. The statistical precision of baseball is both facilitated by this isolation and reinforces it. As described by Mandelbaum,
It is impossible to isolate and objectively assess the contribution each [football] team member makes to the outcome of the play.... [E]very basketball player is interacting with all of his teammates all the time. In baseball, by contrast, every player is more or less on his own.... Baseball is therefore a realm of complete transparency and total responsibility. A baseball player lives in a glass house, and in a stark moral universe.... Everything that every player does is accounted for and everything accounted for is either good or bad, right or wrong.[113]
Cricket is more similar to baseball than many other team sports in this regard: while the individual focus in cricket is mitigated by the importance of the batting partnership and the practicalities of tandem running, it is enhanced by the fact that a batsman may occupy the wicket for an hour or much more. There is no statistical equivalent in cricket for the fielding error and thus less emphasis on personal responsibility in this area of play.[114]
Uniqueness of each baseball park
Main article: Baseball park
Unlike those of most sports, baseball playing fields can vary significantly in size and shape. While the dimensions of the infield are specifically regulated, the only constraint on outfield size and shape for professional teams following the rules of Major League and Minor League Baseball is that fields built or remodeled since June 1, 1958, must have a minimum distance of 325 feet (99 m) from home plate to the fences in left and right field and 400 feet (122 m) to center.[115] Major league teams often skirt even this rule. For example, at Minute Maid Park, which became the home of the Houston Astros in 2000, the Crawford Boxes in left field are only 315 feet (96 m) from home plate.[116] There are no rules at all that address the height of fences or other structures at the edge of the outfield. The most famously idiosyncratic outfield boundary is the left-field wall at Boston's Fenway Park, in use since 1912: the Green Monster is 310 feet (94 m) from home plate down the line and 37 feet (11 m) tall.[117]

View of Fenway Park, home of the Boston Red Sox, from behind third base. The Green Monster is visible at the far left.
Similarly, there are no regulations at all concerning the dimensions of foul territory. Thus a foul fly ball may be entirely out of play in a park with little space between the foul lines and the stands, but a flyout in a park with more expansive foul ground.[118] A fence in foul territory that is close to the outfield line will tend to direct balls that strike it back toward the fielders, while one that is farther away may actually prompt more collisions, as outfielders run full speed to field balls deep in the corner; these variations can make the difference between a double and a triple or inside-the-park home run.[119] The surface of the field is also unregulated. While the diagram in the Rules and gameplay section above shows a traditional field surfacing arrangement (and the one used by virtually all MLB teams with naturally surfaced fields), teams are free to decide what areas will be grassed or bare.[120] Some fields—including several in MLB—use an artificial surface, such as AstroTurf. Surface variations can have a significant effect on how ground balls behave and are fielded as well as on baserunning. Similarly, the presence of a roof (seven major league teams play in stadiums with permanent or retractable roofs) can greatly affect how fly balls are played.[121] While football and soccer players deal with similar variations of field surface and stadium covering, the size and shape of their fields are much more standardized; the area out-of-bounds on a football or soccer field does not affect gameplay the way foul territory in baseball does, so variations in that regard are largely insignificant.[122]
These physical variations create a distinctive set of playing conditions at each ballpark. Other local factors, such as altitude and climate, can also significantly affect gameplay. A given stadium may acquire a reputation as a pitcher's park or a hitter's park, if one or the other discipline notably benefits from its unique mix of elements. The most exceptional park in this regard is Coors Field, home of the Colorado Rockies. Its high altitude—5,282 feet (1,610 m) above sea level—is responsible for giving it the strongest hitter's park effect in the major leagues.[123] Wrigley Field, home of the Chicago Cubs, is known for its fickle disposition: a hitter's park when the strong winds off Lake Michigan are blowing out, it becomes more of a pitcher's park when they are blowing in.[124] The absence of a standardized field affects not only how particular games play out, but the nature of team rosters and players' statistical records. For example, hitting a fly ball 330 feet (100 m) into right field might result in a easy catch on the warning track at one park, and a home run at another. A team that plays in a park with a relatively short right field, such as the New York Yankees, will tend to stock its roster with left-handed pull hitters, who can best exploit it. On the individual level, a player who spends most of his career with a team that plays in a hitter's park will gain an advantage in batting statistics over time—eve n more so if his talents are especially suited to the park.[125]











Slamball is full-contact basketball, with trampolines.

Rules and regulations
There is no international governing body for Slamball as a sport.
Scoring in Slamball is achieved by passing the ball into the net at the opponent's end of the court for points, while preventing the opposing team from doing the same at one's own net. The aim is to have outscored the opposing team when the game ends. A successful score can be worth two points if the ball is thrown through the hoop without the offensive player touching the hoop. Slam dunks are scored three points. All shots outside three-point arc are worth three points as well. In this sport four players from each team (out of an 8 or 9 player roster) may be on the court at one time. Substitutions are unlimited and can be done during play as in the game of hockey. Each team has a coach and additional staff include assistant coaches, managers, statisticians, doctors, etc.
Team uniforms consist of shorts and a jersey with the team logo, a number and the player's name on the back. Typically players wear basketball sneakers now but shoes unique to Slamball are in development to fit the needs of this new sport.
The game is controlled by two referees and the table officials. The table keeps track of the score, time, team possessions, fouls and the shot clock.
[edit] Playing regulations
Games are played in four 5-minute quarters, unlike the NBA, which plays for four 12-minute quarters. The game commences with a "bounce-off" in which the ball is bounced at center court. The ball must reach its apex uninterrupted, at which point the players are allowed to "check" each other. Ten minutes are allowed for a half-time break; only one time-out is permitted to each team, which may only be used during the last two minutes of regulation play. A 20-second shot clock is utilized. Teams change ends for the second half. A tie score at the end of regulation time is settled by a series of "face offs" (see Fouls below).
Full body contact is allowed within certain limitations. A player can be hit or "checked" at any time when he is not in possession of the ball. If the player has received the ball, he cannot be hit until he dribbles the ball; at that point he is known as "live" or "hot" and can be hit. Players cannot be hit or checked in the back; doing so results in a foul.
[edit] Positions
Diagram of a Slamball court
Each team has six players on the court at any one time. There are three positions:
Handler: This would be the primary ball handler on the team. It is his job to run the offense and organize the other members while controlling the flow of the game. Typically he would be responsible to set up the gunners to attack the basket while adding in his own offensive threat.
Gunner: The primary scorer on the team. A team's gunner will be the player on the team that will attack the basket and finish plays against the opposing teams' stopper, comparable to a forward or wing player in soccer or hockey.
Stopper: This position is for the primary defensive player. He trails the offense only when necessary, and he protects the rim from attacking players by using himself as a shield.
[edit] Fouls
Each player can commit just three personal fouls before he is "fouled out" from the match, unlike in the NBA, where it takes six personal fouls to be removed from the game. A coach or player displaying poor sportsmanship (for example, fighting, arguing vehemently against an official) may be charged with a technical foul. Two technical fouls will result in a disqualification. In the case a foul is called, the player who has committed the foul, will then take position on the baseline of the lower trampolines while the player who was offended will take up offensive position at center court. This is called a 'face-off'. Upon a signal from the referee the offensive player will be free to mount an attack at the basket, which the defender now must endeavor to stop. The defender must enter the lower trampoline only after bouncing in from the side trampoline. If the offensive player is successful, then points will be awarded depending on the shot converted and the offensive players' team will retain possession of the ball.
List of Common Fouls:[2]
1. When an offensive player has the ball and a defensive player checks him in the back. Result: Faceoff
2. When an offensive player has the ball and a defensive player checks him before he has begun to dribble the ball. Result: Faceoff
3. When an offensive player has the ball and a defensive player checks him while he is attempting to enter the trampoline. Result: Faceoff
4. When two offensive players step/bounce on the same trampoline. Result: Change of Possession
5. When an offensive player bounces on a trampoline twice while in physical possession of the ball. Result: Change of Possession
6. When either a Player or the Coach of a team argues with the referee and uses physical or verbal abuse in anger. Result: Can either be a Faceoff or Change of Possession (referee decides)
[edit] Equipment

The basic Slamball court plan
A regulation Slamball court surface is 100 ft by 62 ft (30.4 m by 19 m.). A series of highly engineered articulating floor panels float on a bed of spring flooring to create a shock absorbent playing surface. The spring floor lies adjacent to two sets of four trampoline or spring bed 'quads' which dominate each end of the court. Each trampoline surface measures 7 ft by 14 ft (2.1m by 4.2 m.) The shock absorbent panels pair with the competition bed trampolines to create a unique playing surface that both launches players to inhuman heights and cushions their landing upon returning to the floor. Specifically engineered pads are designed to cover the frame rails and their tapered design allows for maximum safety for on-court play. This entire playing surface will be surrounded with an 8 ft (2.4 m) plexi-glass wall much like in a hockey rink. Players wear protective cups and special equipment to protect various areas of the body. This consists of knee and elbow pads, and an optional Slamball-specific helmet.
[edit]


Athletes and training

SlamBall hopefuls at tryout camp in 2002
Because of the nature of Slamball, a broad scope is considered in the recruitment of the players. New players for the League have come from various areas. Slamball has recruited players directly from college and pro basketball programs across the country. Football players are used to the full-contact, up-tempo style of play, and many of the better players of Slamball find their origins on the gridiron.
Because Slamball is a fairly new sport, the primary skill set has yet to be determined. Skill sets from sports like track & field, gymnastics, volleyball, baseball and action sports have the potential to impact the development of the sport. The development of Street Ball also makes athletes from outside the college and pro ranks an exciting addition to the talent pool.