Athletic
HISTORY
The first modern-style indoor athletics meetings were recorded shortly after in the 1860s, including a meet at Ashburnham Hall in London which featured four running events and a triple jump competition.
The Amateur Athletic Association (AAA) was established in England in 1880 as the first national body for the sport of athletics and began holding its own annual athletics competition – the AAA Championships. The United States also began holding an annual national competition – the USA Outdoor Track and Field Championships – first held in 1876 by the New York Athletic Club.[14] Athletics became codified and standardized via the English AAA and other general sports organisations in the late 19th century, such as the Amateur Athletic Union (founded in the US in 1888) and the Union des sociétésfrançaises de sports athlétiques (founded in France in 1889).
An athletics competition was included in the first modern Olympic Games in 1896 and it has been as one of the foremost competitions at the quadrennial multi-sport event ever since. Originally for men only, the 1928 Olympics saw the introduction of women's events in the athletics programme. Athletics is part of the Paralympic Games since the inaugural Games in 1960. Athletics has a very high profile during major championships, especially the Olympics, but otherwise is less popular.
An international governing body, the International Amateur Athletics Federation (IAAF), was founded in 1912; it adopted its current name, the International Association of Athletics Federations, in 2001. The IAAF established separate outdoor World Championships in 1983. In modern times, athletes can receive money for racing, putting an end to the so-called "amateurism" that existed before.
EVENTS
The International Association of Athletics Federations, the sport's governing body, defines athletics in five disciplines: track and field, road running, race walking, cross country running, andmountain running. TRACK AND FIELD
- comes in both indoor and outdoor formats, with most indoor competitions occurring in winter, while outdoor events are mostly held in summer. The sport is defined by the venue in which the competitions are held – the track and field stadium.
A variety of running events are held on the track which fall into three broad distance categories: sprints, middle-distance, and long-distance track events. Relay races feature teams comprising four runners each, who must pass a baton to their team-mate after a specified distance with the aim of being the first team to finish.
Hurdling events and the steeplechase are a variation upon the flat running theme in that athletes must clear obstacles on the track during the race.
The field events come in two types
– jumping and throwing competitions. In throwing events, athletes are measured by how far they hurl an implement, with the common events being the shot put, discus, javelin, and hammer throw.
There are four common jumping events: the long jump and triple jump are contests measuring the horizontal distance an athlete can jump, while the high jump and pole vault are decided on the height achieved. Combined events, which include the decathlon (typically competed by men) and heptathlon (typically competed by women), are competitions where athletes compete in a number of different track and field events, with each performance going toward a final points tally.
Road Running
-Road running competitions are running events (predominantly long distance) which are mainly conducted on courses of paved or tarmac roads, although major events often finish on the track of a main stadium. In addition to being a common recreational sport, the elite level of the sport – particularly marathon races – are one of the most popular aspects of athletics. Road racing events can be of virtually any distance, but the most common and well known are the marathon, half marathon, 10 km and 5 km.
CROSS-COUNTRY RUNNING
Cross country running is the most naturalistic of the sports in athletics as competitions take place on open-air courses over surfaces such as grass, wood land trails, and earth. It is both an individual and team sport, as runners are judged on an individual basis and a point scoring method is used for teams. Competitions are typically long distance races of 4 km (2.5 mi) or more which are usually held in autumn and winter. Cross country's most successful athletes often compete in long-distance track and road events as well.
RACEWALKING
Race walking is a form of competitive walking that usually takes place on open-air roads, although running tracks are also occasionally used.
Race walking is the only sport in athletics in which judges monitor athletes on their technique. Racewalkers must always have a foot in contact with the ground and their advancing leg must be straightened, not bent at the knee – failure to follow these rules results in disqualification from the race.
CATEGORIES
* Masters athletics, age groups spanning five years for athletes aged 35 and above * Senior athletics, open class with no upper age limit but some limitations on younger people competing in endurance events * Under 23, under the age of 23 years * Junior, under the age of 20 years * Youth, under the age of 18 years
VENUES
-Professional athletics almost exclusively takes place in one of three types of venue: stadiums, set courses on grass or woodland, and road-based courses. Such venues ensure that events take place in a relatively standardized manner, as well as improving the safety of athletes and enjoyment for spectators.
COMPETITIONS
WORLD CHAMPIONSHIP
The IAAF World Championships in Athletics is the primary global athletics championships held by IAAF. The biennial competition was first held in 1983 and now features an event programmed which is identical to the Olympics. Thus, road running, race walking and track and field are the sports which feature at the competition. Cross country running has its own discrete global championships – the IAAF World Cross Country Championships – which has been held annually since 1973.
OLYMPIC GAMES
The modern Summer Olympics was the first event at which a global athletics competition took place. All the four major sports within athletics have featured in the Olympic athletics programme since its inception in 1896, although cross country has since been dropped. The Olympic competition is the most prestigious athletics contest, and many athletics events are among the most watched events at the Summer Olympics. A total of 47 athletics events are held at the Olympics, 24 for men and 23 for women (as of London 2012). The events within the men's and women's programmes are either identical or have a similar equivalent, with the sole exception being that men contest the 50 km race walk.
Athletics * is mostly an exclusive collection that involve competitive running, jumping, throwing and walking
Common types of athletics * track and field * road running * cross country running * race walking (AAS)-Amateur Athletic Association
(IAAF)International Amateur Athletics Federation-was founded in 1912;
Events
Track events – involve running on a track over specified distances.
Field events – jumping competitions
Track and field – is a sporty which combines various athletic contests based on the skills of running, jumping and throwing
Road running – is a sport of running on a measured course over an established road
Cross Country running – is the most naturalistic of the sport in athletic as competitions takes place on grass, woo land, trails and earth
Race walking – is a form of competitive walking that usually takes place on open air roads, although running tracks are also occasionally used.
Categories
* Masters athletics, age groups spanning five years for athletes aged 35 and above * Senior athletics, open class with no upper age limit but some limitations on younger people competing in endurance events * Under 23, under the age of 23 years * Junior, under the age of 20 years * Youth, under the age of 18 years
Venues
* Cross country courses * Road courses
Championships International
(Olympics) 1896 * all the four major sports have featured in the Olympics athletics
World
* (IAAF Championships) 1983 * Biannual competition was first held, and now features an event programme which is identical to Olympics
RULES:
STARTING
* The start of a race is marked by a white line 5 cm wide. In all races that are not run in lanes the start line must be curved, so that all the athletes start the same distance from the finish.[99] Starting blocks may be used for all races up to and including 400 m (including the first leg of the 4 × 100 m and 4 × 400 m.)
RUNNING THE RACE * For sprinting events (bar the 4 × 400 m relay and the indoor 400 metres), each athlete must run the race within their allocated lane from start to finish. If an athlete leaves their lane or steps on the line demarking each lane the athlete will be disqualified. Lane rules also apply for initial periods of other track races, for example, the beginning of the 800 m.
THE FINISH Official world championship track and field events | Track | Field | Combined events | Sprints | Middle-distance | Long-distance | Hurdles | Relays | Jumps | Throws | | 60 m
100 m
200 m
400 m | 800 m
1500 m
3000 m | 5000 m
10,000 m | 60 m hurdles
100 m hurdles
110 m hurdles
400 m hurdles
3000 m steeplechase | 4×100 m relay
4×400 m relay | Long jump
Triple jump
High jump
Pole vault | Shot put
Discus throw
Hammer throw
Javelin throw | Pentathlon
Heptathlon
Decathlon | * The finish of a race is marked by a white line 5 cm wide.[107] The finishing position of athletes is determined by the order in which any part of their torso (as distinguished from the head, neck, arms, legs, hands or feet) reaches the vertical plane of the nearer edge of the finish line
.
Race Track
Badminton
A game played on a rectangular court by two players or two pairs ofplayers equipped with light rackets used to volley a shuttlecock over ahigh net that divides the court in half.
History
Origins of the game
The sport of badminton has its origins in ancient civilizations in Europe and Asia. The ancient game known as battledore (bat or paddle) and shuttlecock probably originated more than 2000 years ago.
In the 1600s battledore and shuttlecock was an upper class pastime in England and many European countries. Battledore and shuttlecock was simply two people hitting a shuttlecock backwards and forwards with a simple bat as many times as they could without allowing it to hit the ground.
IBF established in 1934
Then in 1934, the international badminton federation was formed, with the initial members including England, Wales, Ireland, Scotland, Denmark, Holland, Canada, New Zealand and France, with India joining as an affiliate in 1936.
The first major IBF tournament was the Thomas cup (world men's team championships) in 1948. Since then, the number of world events has increased with the addition of the Uber cup (women’s team), world championships (individual events), Sudirman cup (mixed team), world junior championships and the world grand prix finals.
Olympic Games sport - 1992
Badminton is a relatively new Olympic Games sport. After being a demonstration sport in Munich in 1972, badminton became an Olympic sport in Barcelona in 1992 with the singles and doubles disciplines introduced for the first time in the Olympic Games. In Atlanta in 1996, a mixed doubles event was included and this is the only mixed doubles event in all of the Olympic sports.
The following countries have won medals in badminton at an Olympic games since its introduction in 1992 China, Denmark, India, Indonesia, Japan, Korea, Malaysia and Russia.
Rules & regulations
Toss
The rules of badminton states that a Toss shall be conducted before a game starts. If you win, you can choose between serving first or to start play at either end of the court. Your opponent can then exercise the remaining choice.
Change of ends
The rules of badminton states that you have to change ends with your opponent after finishing the first game. If a third game was to be played, you shall change ends when the leading score reaches 6 in a game of 11 points or 8 in a game of 15 points.
Rules of badminton - singles
Serving and receiving courts you shall serve from, and receive in, the right service court when you or your opponent has scored an even number of points in that game.
You shall serve from, and receive in, the left service court when you or your opponent has scored an odd number of points in that game.
You and your opponent will hit the shuttle alternately until a 'fault' is made or the shuttle ceases to be in play.
Scoring and serving you score a point and serve again from the alternate service court when your opponent makes a 'fault' or the shuttle ceases to be in play because it touches the surface of your opponent's side of court.
No points will be scored when you make a 'fault' or the shuttles ceases to be in play because it touches the surface of your side of court. The serving right will then be transferred to your opponent.
Rules of badminton - doubles at the start of the game, and each time a side gains the right to serve, the service shall be delivered from the right service court. Only your opponent standing diagonally opposite of you shall return the service.
Should your opponent's partner touched or hit the shuttle, it shall be a 'fault' and your side scores a point.
Scoring and serving if you are serving or receiving first at the start of any game, you shall serve or receive in the right service court when your side or your opponent's side scored an even number of points.
You shall serve from or receive in the left service court when your side or your opponent's side has scored an odd number of points.
The reverse pattern shall apply to your partner.
In any game, the right to serve passes consecutively from the initial server to the initial receiver, then to that initial's receiver's partner, then to the opponent who is due to serve from the right service court, then to that player's partner, and so on.
You shall not serve out of turn, receive out of turn, or receive two consecutive services in the same game, except as provided in service court errors and 'lets'.
Service court errors a service court error has been made when a player has served out of turn, has served from the wrong service or standing on the wrong service court while being prepared to receive the service and it has been delivered.
If a service court error is discovered after the next service had been delivered, the error shall not be corrected. If a service court error is discovered before the next service is delivered, the following rules apply.
If both sides committed an error, it shall be a 'let'. If one side committed the error and won the rally, it shall be a 'let'. If one side committed the error and lost the rally, the error shall not be corrected.
If there is a 'let' because of a service court error, the rally is replayed with the error corrected. If a service court error is not to be corrected, play in that game shall proceed without changing the player's new service courts.
Equipments
Shuttlecock - shall have 16 feathers fixed in a cork base covered in kid leather. Interestingly, the best badminton shuttlecocks are made from feathers from the left wing of a goose.
Badminton strings - have different gauge numbers to indicate the thickness or diameter of the strings. Thicker strings will have a lower gauge number. A 20 gauge string is thicker than a 22 gauge one.
Badminton shoes - never wear jogging shoes to play badminton. These shoes have thicker soles and lack the stability needed for badminton. You might end up twisting your ankles.
Badminton clothes - always wear shirts and shorts that are comfortable and will not hinder your movements. I usually wear a cotton round-neck or a collar t-shirts with a pair of light shorts, badminton is a game with much cardiovascular activity. So there will always be a lot of sweat.
Badminton rackets -it shall not exceed 680mm in overall length and 230 mm in overall width.
Heavier rackets are mostly preferred by players who have much stronger wrists and can therefore make use of the weight of the racket to extract more power from it. So unless you are in this category, i would suggest you purchase one that is not too heavy.
Badminton basic skills - to start off, first you need to have a correct gripping on your racket. The two common grips are the forehand grip and the backhand grip.
As the name suggest, the forehand grip is for hitting shuttles on your forehand side of your body. The backhand grip is used on hitting shuttles on your backhand side of your body.
The second thing that i consider it as an integral part of badminton basic skills is the serve. There are four different types of serve, each having their own purpose and characteristics. I suggest that you master the high serve first as it is very useful in a beginner's game.
The third and final thing that i think it's equally important is to have a correct forehand overhead throwing motion. A good forehand overhead stroke is formed upon a good overhead throwing movement.
You can practice this movement using your racket without actually hitting the shuttle. Alternatively, you can hold a shuttle or a ball in your hand and practice throwing it out.
Attacking clear: an offensive stroke hit deep into the opponent's court.
Backcourt: back third of the court, in the area of the back boundary lines.
Backhand: the stroke used to return balls hit to the left of a right-handed player and to the right of a left-handed player.
Base position: the location in the centre of the court to which a singles player tries to return after each shot; also called "centre position".
Baseline: the back boundary line at each end of the court, parallel to the net.
Carry: an illegal stroke in which the shuttle is not hit, but caught and held on the racket before being released; also called a "sling" or "throw".
Centre line: a line perpendicular to the net that separates the left and right service courts.
Clear: a shot hit deep into the opponent's court.
Doubles: -a game where a team of two players play against another team of two.
Doubles sideline: The side boundary of a doubles court.
Drive: A fast and low shot that makes a horizontal flight over the net.
Drop shot: a shot hit softly and with finesse to fall rapidly and close to the net in the opponent's court.
Fault: a violation of the playing rules.
Feint: any deceptive movement that disconcerts an opponent before or during the serve; also called a "balk".
Flick: a quick wrist-and-forearm rotation used to surprise an opponent by changing an apparently soft shot into a faster passing shot.
Forecourt: the front third of the court, between the net and the short service line.
Forehand: the stroke used to return a ball hit to the right of a right-handed player and to the left of a left-handed player.
Game: the part of a set completed when one player or side has scored enough points to win a single contest.
Hairpin net shot: a shot made from below and very close to the net and causing the shuttle to rise, just clear the net, then drop sharply down the other side so that the flight of the shuttlecock resembles the shape of a hairpin.
Half court shot: a shot hit low and to midcourt, used effectively in doubles play against the up-and-back formation.
High clear: a defensive shot hit deep into the opponent's court.
Kill: fast downward shot that cannot be returned.
Let: a minor violation of the rules allowing a rally to be replayed.
Long service line: in singles, the back boundary line. In doubles a line 2-1/2 feet inside the back boundary line. The serve may not go past this line.
Match: a series of games to determine a winner.
Midcourt: the middle third of the court, halfway between the net and the back boundary line.
Net shot: a shot hit from the forecourt that just clears the net and drops sharply.
Passing shot: a shot which passes the opposing player or team.
Push shot: a gentle shot played by pushing the shuttlecock with a little wrist motion.
Rally: the exchange of shots that decides each point.
Serve: the stroke used to put the shuttlecock into play at the start of each rally; also called a "service".
Service court: the area into which a service must be delivered. Different for singles and doubles.
Set: to choose to extend a game beyond its normal ending score if the score is tied with one point to go.
Short service line: the front line of the service courts 1.98 metres from the net.
Singles: a game where one player plays against another player.
Singles sideline: the side boundary of a singles court.
Smash: a hard-hit overhead shot that forces the shuttle sharply downwards into the opponent's court.
Wood shot: a legal shot in which the shuttle hits the frame of the racket.
BILLIARDS
A wide variety game of skill generally played with a cue stick which is used to strike billiard balls, moving them around a cloth-covered billiards table bounded by rubber cushions.
HISTORY
The History of billiards is long and very rich. The game has been played by kings and commoners, presidents, mental patients, ladies, gentlemen, and hustlers alike. It evolved from a lawn game similar to the croquet played some-time during the 15th century in Northern Europe and probably in France. Play moved indoors to a wooden table with green cloth to simulate grass, and a simple border was placed around the edges. The balls were shoved, rather than struck, with wooden sticks called "maces." The term "billiard" is derived from French, either from the word "billart", one of the wooden sticks, or "bille", a ball.
Most of our information about early billiards comes from accounts of playing by royalty and other nobles. It has been know as the "Noble Game of Billiards" since the early 1800’s but there is evidence that people from all walks of life played the game since its inception. In 1600, the game was familiar enough to the public that Shakespeare mentioned it in Antony and Cleopatra. Seventy-five years later, the first book of billiards rules remarked of England that there were few "few Tones of note therein which hath not a public Billiard-Table."
The cue stick was developed in the late 1600’s. When the ball lay near a rail, the mace was very inconvenient to use because of its large head. In such a case, the players would turn the mace around and use its handle to strike the ball. The handle was called a "queue" meaning "tail" from which we get the word "cue." For a long time only men were allowed to use the cue; women were forced to use the mace because it was felt they were more likely to rip the cloth with the shaper cue.
Tables originally had flat walls for rails and their only function was to keep the balls from falling off. They resembled river banks and even used to be called "banks". Players discovered that balls could bounce off the rails and began deliberately aiming
at them. Thus a "bank shot" is one in which a ball is made to rebound from a cushion as part of the shot.
Billiard equipment improved rapidly in England after 1800, largely because of the Industrial Revolution. Chalk was used to increase friction between the ball and the cue stick even before cues had tips. The leather cue tip, with which a player can apply side-spin to the ball, was perfected by 1823. Visitors from England showed Americans how use spin, which explains why it is called "English" in the United States but nowhere else. (The British themselves refer to it as "side".) The two-piece cue arrived in 1829. Slate became popular as a material for table beds around 1835. Goodyear discovered vulcanization of rubber in 1839 and by 1845 it was used to make billiard cushions. A two-to-one ratio of length to width became standard in the 18th century. Before then, there were no fixed table dimensions. By 1850, the billiard table had essentially evolved into its current form.
The dominant billiard game in Britain from about 1770 until the 1920’s was English Billiards, played with three balls and six pockets on a large rectangular table. The British billiard tradition is carried on today primarily through the game of snooker, a complex and colorful game combining offensive and defensive aspects and played on the same equipment as English Billiards but with 22 balls instead of three. The British appetite for snooker is approached only by the American passion for baseball; it is possible to see a snooker competition every day in Britain.
The dominant American billiard game until the 1870’s was American Four-Ball Billiards, usually played on a large (11 or 12-foot), four-pocket table with four balls - two white and two red. It was a direct extension English Billiards. Points were scored by pocketing balls, scratching the cue ball, or by making caroms on two or three balls. A "carom" is the act of hitting two object balls with the cue ball in one stroke. With many balls, there were many different ways of scoring and it was possible to make up to 13 pints on a single shot. American Four-Ball produced two offspring, both of which surpassed it in popularity by the 1870’s. One, simple caroms played with three balls on a pocket less table, is something known as "Straight rail", the forerunner of all carom games. The other popular game was American Fifteen-Ball Pool, the predecessor of modern pocket billiards.
The word "pool" means a collective bet, or ante. Many non-billiard games, such as poker, involve a pool but it was to pocket billiards that the name became attached. The term "poolroom" now means a place where pool is played, but in the 19th century a poolroom was a betting parlor for horse racing. Pool tables were installed so patrons could pass time between races. The two became connected in the public mind, but the unsavory connotation of "poolroom" came from the betting that took place there, not from billiards.
Fifteen-Ball Pool was played with 15 object balls, numbered 1 through 15. For sinking a ball, the player received a number of points equal to the value of the ball. The sum of the ball values in a rack is 120, so the first player who received more than half the total, or 61, was the winner. This game, also called "61-Pool" was used in the first American championship pool tournament held in 1878 and won by Cyrille Dion, a Canadian. In 1888, it was thought more fair to count the number of balls pocketed by a player and not their numerical value. Thus, Continuous Pool replaced Fifteen-Ball Pool as the championship game. The player who sank the last ball of a rack would break the next rack and his point total would be kept "continuously" from one rack to the next.
Eight-Ball was invented shortly after 1900; Straight Pool followed in 1910. Nine-Ball seems to have developed around 1920.
While the term "billiards" refers to all games played on a billiard table, with or without pockets, some people take billiards to mean carom games only and use pool for pocket games. Through the 1930’s, both pool and billiards, particularly three-cushion billiards, shared the spotlight.
From 1878 until 1956, pool and billiard championship tournaments were held almost annually, with one-on-one challenge matches filling the remaining months. At times, including during the Civil War, billiard results received wider coverage than war news. Players were so renowned that cigarette cards were issued featuring them. Pool went to war several times as a popular recreation for the troops. Professional players toured military posts giving exhibitions; some even worked in the defense Industry. But the game had more trouble emerging from World War II than it had getting into it. Returning soldiers were in a mood to buy houses and build careers, and the charm of an afternoon spent at the pool table was a thing of the past. Room after room closed quietly and by the end of the 1950’s it looked as though the game might pass into oblivion.
Billiards was revived by two electrifying events, one in 1961, the other in 1986. The first was the release of the movie, "The Hustler". The black-and-white film depicted the dark life of a pool hustler with Paul Newman in the title role. New rooms opened all over the country and for the remainder of the 60’s pool flourished until social concerns, the Vietnam War, and a desire for outdoor coeducational activities led to a decline in billiard interest. In 1986, "The Color of Money", the sequel to "The Hustler" with Paul Newman in the same role and Tom Cruise as an up-and-coming professional, brought the excitement of pool to a new generation. The result was the opening of "upscale" rooms catering to people whose senses would have been offended by the old rooms if they had ever seen them. This trend began slowly in 1987 and has since surged.
In the 1920’s, the poolroom was an environment in which men gathered to loiter, smoke, fight, bet, and play. The rooms of today bear no resemblance to those of the earlier times. Until very recently, billiards was completely dominated by men. The atmosphere of the poolroom was very forbidding and women had trouble being accepted there. Nonetheless, women have been enthusiastic players since the game was brought up from the ground in the 15th century. For over 200 hundred years, women of fashion have played the game. In the past, it was very difficult for a woman to develop billiard skills because male players, her family, and friends usually did not support her efforts and it was not easy to find experienced female instructors or coaches. As these situations have changed, and continue to change, we can expect women to equal men in ability and take the game to new heights.
The World Pool-Billiard Association (WPA) is the international governing body for pocket billiards. It was formed in 1987, and was initially headed by a provisional board of directors that consists of representatives from Japan, the United States, Sweden, and Germany. As of November 2011, the WPA president is Ian Anderson of Australia, and the organization is headquartered in Sydney. It is an associate of the World Confederation of Billiard Sports (WCBS), the international umbrella organization that encompasses the major cue sports. It also sanctions rules and events for carom billiards.
TYPES OF BILLIARD GAMES
EIGHT BALLS is played with 15 balls and the cue ball. Winning requires a player to pocket the eight ball after pocketing all seven of either the stripes or the solids. To rack for Eight Ball, place the eight-ball in the center, a stripe ball in one back corner, a solid ball in the other back corner, and the rest of the balls in any order.
NINE BALLS
The object is to sink the nine-ball. Legal shots will cause the cue ball to contact the lowest-numbered ball on the table first. However, the lowest-numbered ball need not be the one pocketed in order to continue your turn. To rack for Nine Ball, place the balls in a diamond shape at the front of the rack, with the nine-ball in the center and the one-ball in the front.
ONE POCKET
To win a game of One Pocket, you must pocket eight balls out of 15 into one pocket of the billiard table. Players choose at the beginning of the game which corner pocket they will hit into. If you accidentally pocket a ball into the opponent's pocket, the shot counts for the opponent. Balls pocketed in non-target pockets must be placed back onto the table. Rack the same as for Eight Ball.
14.1 CONTINOUS
You earn points in 14.1 Continuous by calling which ball will fall into which pocket and then making the shot. Give yourself one point for each successful shot. After 14 balls are pocketed, they are returned to the table and racked, but with the front space vacant. The player then continues to try to pocket the 15th ball in such a way that the newly racked balls are not disturbed. First player to 150 points wins. Rack the same as for Eight Ball.
CUTTHROAT
Cutthroat (or Elimination, as it is also known) is a game for three players in which each player tries to win by pocketing the balls of the other two players. The 15 balls are divided into three groups: one through five, six through ten, and 11 through 15. Players can either choose a group of balls before the game starts, or be assigned a group as each begins pocketing balls. If you scratch, one ball of both opponents is returned to the table, even if one of the opponents has had all his balls removed. Your turn continues as long as you pocket a ball. You can even pocket your own ball in order to be able to keep shooting. Rack the same as for Eight Ball.
TOOLS AND EQUIPMENTS
BILLIARD TABLE
Pool or pocket billiards (as the sport's governing body calls it) is played on a six pocket table. Modern pool tables generally range in size from 3.5 feet (1.07 m) by 7 feet (2.13 m), to 4.5 feet (1.37 m) by 9 feet (2.74 m)
BILLIARD BALLS * A billiard ball is a small, hard ball used in cue sports, such as carom billiards, pool, and snooker. The number, type, diameter, color, and pattern of the balls differ depending upon the specific game being played. Various particular ball properties such as hardness, friction coefficient and resilience are important to accuracy.
RACK * (sometimes known as a triangle) is the name given to a frame (usually wood, plastic or metal) used to organize billiard balls at the beginning of a game.
CUE STICKS * is an item of sporting equipment essential to the games of pool, snooker and carom billiards. It is used to strike a ball, usually the cue ball.
CHALK * is applied to the tip of the cue stick, ideally before every shot, to increase the tip's friction coefficient so that when it impacts the cue ball on a non-centre hit, no miscue (unintentional slippage between the cue tip and the struck ball) occurs.
BRIDGE (TIRIRIT) * to extend his reach on a shot and win many tournaments. The device, sometimes called a "rake" or simply "bridge" is used to extend a player's reach on a shot where the cue ball is too far away to achieve accurate hand bridging.
TERMINOLOGIES
ANGLED. (Snooker, pocket games) When the corner of a pocket prevents a player shooting the cue ball directly at an object ball. (See corner-hooked)
ANGLE SHOT. (Pocket games) A shot that requires the cue ball to drive the object ball other than straight ahead. (See cut shot)
BALL IN HAND. (Pocket games) See cue ball in hand.
BALL ON. (Snooker) A colored (non-red) ball a player intends to legally pocket; same as on ball.
BREAK. (Pocket games) See open break and opening break shot.
BREAK. (Snooker) Total scored in one inning.
BRIDGE. (General) The hand configuration that holds and guides the shaft-end of the cue during play. (See mechanical bridge)
BURST. (Forty-One Pocket Billiards) Scoring a total of more than 41 points.
BUTT OF CUE. (General) The larger end of a cue, opposite the tip. On a two-piece cue, the butt extends up to the joint.
CALL SHOT. (Pocket games) Requirement that a player designate, in advance of each shot, the ball to be made and the pocket into which it will be made. In calling the shot, it is NEVER necessary to indicate details such as the number of cushions, banks, kisses, caroms, etc. The rules of "Bank Pool" are an exception.
CALLED BALL - (Pocket games) The ball the player has designated to be pocketed on a shot.
CALLED POCKET - (Pocket games) The pocket which a player has designated a ball to be shot.
CAROM - (General) To bounce off or glance off an object ball or cushion; a shot in which the cue ball bounces off one ball into another is termed a carom.
CENTER SPOT - (General) The exact center point of a table's playing surface.
CHALK - (General) A dry, slightly abrasive substance that is applied to the cue tip to help assure a non-slip contact between the cue tip and the cue ball.
COUNT - (General) A score; a successful shot.
CUE. (General) Tapered device, usually wooden, used to strike the cue ball to execute carom or pocket billiard shots. (Also called cue stick)
CUE BALL - (General) The white, unnumbered ball that is always struck by the cue during play.
CUE BALL IN HAND - (Pocket games) Cue ball may be put into play anywhere on the playing surface.
DEAD BALL - (Pocket games) A cue ball stroked in such a manner that virtually all of the speed and/or spin of the cue ball is transferred to the object ball, the cue ball retaining very little or none after contact.
DEAD BALL SHOT - (Pocket games) A shot in which a dead ball stroke is employed; often called a kill shot, because of the relative lack of cue ball motion after contact with the object ball.
DIAMONDS - (General) Inlays or markings on the table rails that are used as reference or target points. The diamonds are essential for the utilization of numerous mathematical systems employed by carom and pocket games players.
DRAW SHOT - (General) A shot in which the cue ball is struck below center, and the resulting back spin causes the cue ball to return towards the player after full contact with an object ball.
FREE BALL. (Snooker) After a foul, if the cue ball is snookered, the referee shall state "Free Ball." If the non-offending player takes the next stroke he may nominate any ball as on, and for this stroke, such ball shall be regarded as, and acquire the value of, the ball on.
FREE BREAK. (Pocket games) An opening break shot in which a wide spread of the object balls may be achieved without penalty or risk. Free breaks are detailed in individual games rules.
KISS. (General) Contact between balls. (See kiss shot)
KISS SHOT. (Pocket games) A shot in which more than one contact with object balls is made by the cue ball; for example, the cue ball might kiss from one object ball into another to score the latter ball. Shots in which object balls carom off one or more other object balls to be pocketed. (Also called carom shots)
MATCH - The course of play that starts when the players are ready to lag and ends when the deciding game ends.
MECHANICAL BRIDGE - (General) A grooved device mounted on a handle providing support for the shaft of the cue during shots difficult to reach with normal bridge hand. Also called a crutch or rake.
MISCUE - (General) A stroke which results in the cue tip contact with cue ball being faulty. Usually the cue tip slides off the cue ball without full transmission of the desired stroke. The stroke usually results i a sharp sound and discoloration of the tip and/or the cue ball at the point of contact.
ON BALL - (Snooker) See ball on.
OPEN BREAK - (Pocket games) The requirement in certain games that a player must drive a minimum of four object balls out of the rack to the cushions in order for the shot to be legal.
OPENING BREAK SHOT. (General) The first shot of a game.
PYRAMID. (Pocket games) Positioning of the object balls in a triangular grouping (with the front apex ball on the foot spot), used to begin many pocket billiard games.
PYRAMID SPO. (Snooker) The same as the pink spot. The spot is marked midway between the center spot and the face of the top cushion.
RACE - (General) Pre-determined number of games necessary to win a match or set of games. For example, a match that is the best 11 out of 21 games is called a race to 11, and ends when one player has won 11 games.
RACK The triangular equipment used for gathering the balls into the formation required by the game being played.
RAILS - (General) The top surface of the table, not covered by cloth, from which the cushions protrude toward the playing surface. The head and foot rails are the short rails on those ends of the table; the right and left rails are the long rails, dictated by standing at the head end of the table and facing the foot end.
RED BALL - (Carom games) The red-colored object ball.(Also the name of a particular 3-cushion billiard game.)
REST - (Snooker) The mechanical bridge.
SCRATCH - (Carom games) To score a point largely by accident, due to an unanticipated kiss, unplanned time-shot, etc.
SCRATCH. (Pocket games) The cue ball is going into a pocket on a stroke.
SET - (General) Pre-determined number of games necessary to win a match.
SHAFT - (General) The thinner part of a cue, on which the cue tip is attached. On a two-piece cue, the shaft extends from the cue tip to the joint.
SHOT - An action that begins at the instant the cue tip contacts the cue ball, and ends when all balls in play stop rolling and spinning.
SHOT CLOCK - (General) Any timing device used to gauge the time limit in which a player is allowed to play a shot. The timing device must have at least the functions of a stop watch: reset to zero, start, and stop. A simple wrist watch without timing functions is not sufficient.
SPOT (General) The thin, circular piece of cloth or paper glued onto the cloth to indicate the spot locality (i.e.., head spot, center spot, foot spot); also an expression to describe a handicap.
SPOT BALL (Carom games) The white ball differentiated from the clear by on or more markings; usually spots, dots or circles.
SPOT SHOT (Pocket games) Player shoots a ball on the foot spot with the cue ball in hand behind the head string.
SPOTTING BALLS - (General) Replacing balls to the table in positions as dictated by specific game rules.
STANCE. (General The position of the body during shooting.
STOP SHOT. (Pocket games) A shot in which the cue ball stops immediately upon striking the object ball.
STRIKER. (Snooker) The player who is about to shoot and has yet to complete his inning.
STROKE. (General) The movement of the cue as a shot is executed.
BASIC SKILLS
The Pre-Shot Routine
Pre-shot routine refers to a series of steps that a pool player must undertake prior to executing each and every shot. These steps are necessary to develop correct habits that will improve and promote consistency in your game.
The Pool Stance
The main objective of the stance is to provide a solid base that help balance the body's weight thereby minimizing unwanted movement while the player is stroking the cue stick and shooting the ball.
The Bridge
There are many types of bridges each of which serves it own purpose. However, the main function of the bridge is to lock your cue stick into position to minimize unnecessary sideways movement.
The Pool Stroke A superior stroke will allow the cue ball to travel along an exact path to the object ball.
INTERNATIONAL RULES OF BILLIARDS
1. TABLES, BALLS, EQUIPMENT.
All games described in these rules are designed for tables, balls and equipment meeting the standards prescribed in the BCA Equipment Specifications.
2. RACKING THE BALLS.
When racking the balls a triangle must be used, and the apex ball is to be spotted on the foot spot. All the balls must be lined up behind the apex ball and pressed together so that they all have contact with each other.
3. STRIKING CUE BALL.
Legal shots require that the cue ball be struck only with the cue tip. Failure to meet this requirement is a foul.
4. FAILURE TO POCKET A BALL.
If a player fails to pocket a ball on a legal shot, then the player's inning is over, and it is the opponent's turn at the table.
5. LAG FOR BREAK.
The following procedure is used for the lag for the opening break. Each player should use balls of equal size and weight (preferably cue balls but, when not available, non-striped object balls). With the balls in hand behind the head string, one player to the left and one to the right of the head spot, the balls are shot simultaneously to the foot cushion and back to the head end of the table. The player whose ball is the closest to the innermost edge of the head cushion wins the lag. The lagged ball must contact the foot cushion at least once. Other cushion contacts are immaterial, except as prohibited below.
It is an automatic loss of the lag if: the ball crosses into the opponent's half of the table, the ball fails to contact the foot cushion, the ball drops into a pocket, the ball jumps the table, the ball touches the long cushion, the ball rests within the corner pocket and past the nose of the head cushion, or the ball contacts the foot rail more than once. If both players violate automatic-loss lag rules, or if the referee is unable to determine which ball is closer, the lag is a tie and is replayed.
6. OPENING BREAK SHOT.
The opening break shot is determined by either lag or lot. (The lag for break procedure is required for tournament and other formal competition.) The player winning the lag or lot has the choice of performing the opening break shot or assigning it to the opponent.
7. CUE BALL ON OPENING BREAK.
The opening break shot is taken with cue ball in hand behind the head string. The object balls are positioned according to specific game rules. On the opening break, the game is considered to have commenced once the cue ball has been struck by the cue tip and crosses the head string.
8. DEFLECTING THE CUE BALL ON THE GAMES OPENING BREAK.
On the break shot, stopping or deflecting the cue ball after it has crossed the head string and prior to hitting the racked balls is considered a foul and loss of turn. The opponent has the option of receiving cue ball in hand behind the head string or passing the cue ball in hand behind the head string back to the offending player. (Exception: ball in hand on the whole table: see rule 1.3 for 9-Ball). A warning must be given that a second violation during the match will result in the loss of the match by forfeiture. (See Rule 28.)
9. CUE BALL IN HAND BEHIND THE HEAD STRING.
This situation applies in specific games whereby the opening break is administered or a player's scratching is penalized by the incoming player having cue ball in hand behind the head string. The incoming player may place the cue ball anywhere behind the head string.
The shooting player may shoot at any object ball as long as the base of the object ball is on or below the head string. He may not shoot at any ball, the base of which is above the head string, unless he first shoots the cue ball below the head string and then by hitting a rail causes the cue ball to come back above the head string and hit the object ball. The base of the ball (the point of the ball touching the table) determines whether it is above or below the head string.
If the incoming player inadvertently places the cue ball on or below the head string, the referee or the opposing player must inform the shooting player of improper positioning of the cue ball before the shot is made. If the opposing player does not so inform the shooting player before the shot is made, the shot is considered legal. If the shooting player is informed of improper positioning, he must then reposition the cue ball. If a player positions the cue ball completely and obviously outside the kitchen and shoots the cue ball, it is a foul, if called by the opponent or referee.
When the cue ball is in hand behind the head string, it remains in hand (not in play) until the player drives the cue ball past the head string by striking it with his cue tip.
The cue ball may be ADJUSTED by the player's hand, cue, etc., so long as it remains in hand. Once the cue ball is in play per the above, it may not be impeded in any way by the player; to do so is to commit a foul.
10. POCKETED BALLS.
A ball is considered as a pocketed ball if as a result of an otherwise legal shot, it drops off the bed of the table into the pocket and remains there. (A ball that drops out of a ball return system onto the floor is not to be construed as a ball that has not remained pocketed.) A ball that rebounds from a pocket back onto the table bed is not a pocketed ball.
11. POSITION OF BALLS.
The position of a ball is judged by where its base (or center) rests.
12. FOOT ON FLOOR.
It is a foul if a player shoots when at least one foot is not in contact with the floor. Foot attire must be normal in regard to size, shape and manner in which it is worn.
13. SHOOTING WITH BALLS IN MOTION.
It is a foul if a player shoots while the cue ball or any object ball is in motion (a spinning ball is in motion).
14. COMPLETION OF STROKE.
A stroke is not complete (and therefore is not counted) until all balls on the table have become motionless after the stroke (a spinning ball is in motion).
15. HEAD STRING DEFINED.
The area behind the head string does not include the head string. Thus an object ball that is dead center on the head string is playable when specific game rules require that a player must shoot at a ball past the head string. Likewise, the cue ball when being put in play behind the head string (cue ball in hand behind the head string), may not be placed directly on the head string; it must be behind it.
16. GENERAL RULE, ALL FOULS.
Though the penalties for fouls differ from game to game, the following apply to all fouls: player's inning ends; if on a stroke, the stroke is invalid and any pocketed balls are not counted to the shooter's credit; and any ball(s) is reposted only if the rules of the specific game require it.
17. FAILURE TO CONTACT OBJECT BALL.
It is a foul if on a stroke the cue ball fails to make contact with any legal object ball first. Playing away from a touching ball does not constitute having hit that ball.
18. LEGAL SHOT.
Unless otherwise stated in a specific game rule, a player must cause the cue ball to contact a legal object ball and then pocket a numbered ball, or cause the cue ball or any numbered ball to contact a cushion. Failure to meet these requirements is a foul.
19. CUE BALL SCRATCH.
It is a foul (scratch) if on a stroke, the cue ball is pocketed. If the cue ball touches an object ball that was already pocketed (for example, in a pocket full of object balls), the shot is a foul.
20. FOULS BY TOUCHING BALLS.
It is a foul to strike, touch or in any way make contact with the cue ball in play or any object balls in play with anything (the body, clothing, chalk, mechanical bridge, cue shaft, etc.) EXCEPT the cue tip (while attached to the cue shaft), which may contact the cue ball in the execution of a legal shot. Whenever a referee is presiding over a match, any object ball moved during a standard foul must be returned as closely as possible to its original position as judged by the referee, and the incoming player does not have the option of restoration.
21. FOUL BY PLACEMENT.
Touching any object ball with the cue ball while it is in hand is a foul.
22. FOULS BY DOUBLE HITS.
If the cue ball is touching the required object ball prior to the shot, the player may shoot towards it, providing that any normal stroke is employed. If the cue stick strikes the cue ball more than once on a shot, or if the cue stick is in contact with the cue ball when or after the cue ball contacts an object ball, the shot is foul. If a third ball is close by, care should be taken not to foul that ball under the first part of this rule.
23. PUSH SHOT FOULS.
It is a foul if the cue ball is pushed by the cue tip, with contact being maintained for more than the momentary time commensurate with a stroked shot. (Such shots are usually referred to as push shots.)
24. PLAYER RESPONSIBILITY FOULS.
The player is responsible for chalk, bridges, files and any other items or equipment he brings to, uses at, or causes to approximate the table. If he drops a piece of chalk, or knocks off a mechanical bridge head, as examples, he is guilty of a foul should such an object make contact with any ball in play (or the cue ball only if no referee is presiding over the match).
25. ILLEGAL JUMPING OF BALL.
It is a foul if a player strikes the cue ball below center ("digs under" it) and intentionally causes it to rise off the bed of the table in an effort to clear an obstructing ball. Such jumping action may occasionally occur accidentally, and such "jumps" are not to be considered fouls on their face; they may still be ruled foul strokes, if for example, the ferrule or cue shaft makes contact with the cue ball in the course of the shot.
26. JUMP SHOTS.
Unless otherwise stated in rules for a specific game it is legal to cause the cue ball to rise off the bed of the table by elevating the cue stick on the shot, and forcing the cue ball to rebound from the bed of the table. Any miscue when executing a jump shot is a foul.
27. BALLS JUMPED OFF TABLE.
Balls coming to rest other than on the bed of the table after a stroke (on the cushion top, rail surface, floor, etc.) are considered jumped balls. Balls may bounce on the cushion tops and rails of the table in play without being jumped balls if they return to the bed of the table under their own power and without touching anything not a part of the table. The table shall consist of the permanent part of the table proper. (Balls that strike or touch anything not a part of the table, such as the light fixture, chalk on the rails and cushion tops, etc., shall be considered jumped balls even though they might return to the bed of the table after contacting items which are not parts of the table proper).
In all pocket billiard games when a stroke results in the cue ball or any object ball being a jumped ball off the table, the stroke is a foul. All jumped object balls are spotted (except in Nine Ball) when all balls have stopped moving. See specific game rules for putting the cue ball in play after a jumped cue ball foul.
28. SPECIAL INTENTIONAL FOUL PENALTY.
The cue ball in play shall not be intentionally struck with anything other than a cue's attached tip (such as the ferrule, shaft, etc.). While such contact is automatically a foul under the provisions of Rule 19., if the referee deems the contact to be intentional, he shall warn the player once during a match that a second violation during that match will result in the loss of the match by forfeiture. If a second violation does occur, the match must be forfeited.
29. ONE FOUL LIMIT.
Unless specific game rules dictate otherwise, only one foul is assessed on a player in each inning; if different penalties can apply, the most severe penalty is the factor determining which foul is assessed.
30. BALLS MOVING SPONTANEOUSLY.
If a ball shifts, settles, turns or otherwise moves "by itself," the ball shall remain in the position it assumed and play continues. A hanging ball that falls into a pocket "by itself" after being motionless for 5 seconds or longer shall be replaced as closely as possible to its position prior to falling, and play shall continue.
If an object ball drops into a pocket "by itself" as a player shoots at it, so that the cue ball passes over the spot the ball had been on, unable to hit it, the cue ball and object ball are to be replaced to their positions prior to the stroke, and the player may shoot again. Any other object balls disturbed on the stroke are also to be replaced to their original positions before the shooter replays.
31. SPOTTING BALLS.
When specific game rules call for spotting balls, they shall be replaced on the table on the long string after the stroke is complete. A single ball is placed on the foot spot; if more than one ball is to be spotted, they are placed on the long string in ascending numerical order, beginning on the foot spot and advancing toward the foot rail.
32. JAWED BALLS.
If two or more balls are locked between the jaws or sides of the pocket, with one or more suspended in air, the referee shall inspect the balls in position and follow this procedure: he shall visually (or physically if he desires) project each ball directly downward from its locked position; any ball that in his judgment would fall in the pocket if so moved directly downward is a pocketed ball, while any ball that would come to rest on the bed of the table is not pocketed. The balls are then placed according to the referee's assessment, and play continues according to specific game rules as if no locking or jawing of balls had occurred.
33. ADDITIONAL POCKETED BALLS.
If extra balls are pocketed on a legal scoring stroke, they are counted in accord with the scoring rules for the particular game.
34. NON-PLAYER INTERFERENCE.
If the balls are moved (or a player bumped such that play is directly affected) by a non-player during the match, the balls shall be replaced as near as possible to their original positions immediately prior to the incident, and play shall resume with no penalty on the player affected. If the match is officiated, the referee shall replace the balls. This rule shall also apply to "act of God" interference, such as earthquake, hurricane, light fixture falling, power failure, etc. If the balls cannot be restored to their original positions, replay the game with the original player breaking. This rule is not applicable to 14.1 Continuous where the game consists of successive racks: the rack in progress will be discontinued and a completely new rack will be started with the requirements of the normal opening break (players lag for break). Scoring of points is to be resumed at the score as it stood at the moment of game disruption.
35. BREAKING SUBSEQUENT RACKS.
In a match that consists of short rack games, the winner of each game breaks in the next. The following are common options that may be designated by tournament officials in advance: Players alternate break. Loser breaks. Player trailing in games score breaks the next game.
36. PLAY BY INNINGS.
During the course of play, players alternate turns (innings) at the table, with a player's inning ending when he either fails to legally pocket a ball, or fouls.
When an inning ends free of a foul, the incoming player accepts the table in position.
37. OBJECT BALL FROZEN TO CUSHION OR CUE BALL.
This rule applies to any shot where the cue ball's first contact with a ball is with one that is frozen to a cushion or to the cue ball itself. after the cue ball makes contact with the frozen object ball, the shot must result in either a ball being pocketed, or the cue ball contacting a cushion, or the frozen ball being caused to contact a cushion (not merely rebounding from the cushion it was frozen to), or another object ball being caused to contact a cushion to which it was not already in contact with. Failure to satisfy one of those four requirements is a foul. (Note: 14.1 and other games specify additional requirements and applications of this rule; see specific game rules.)
An object ball is not considered frozen to a rail unless it is examined and announced as such by either the referee or one of the players prior to that object ball being involved in a shot.
38. PLAYING FROM BEHIND THE STRING.
When a player has the cue ball in hand behind the string (in the kitchen), he must drive the cue ball to a point outside the kitchen before it contacts either a cushion or an object ball. Failure to do so is a foul if a referee is presiding over a match. If no referee, the opponent has the option to call it either a foul or to require the offending player to replay the shot again with the balls restored to their positions prior to the shot (and with no foul penalty imposed).
Exception: if an object ball lies on or outside the head string (and is thus playable) but so close that the cue ball contacts it before the cue ball is out of the kitchen, the ball can be legally played.
If, with cue ball in hand behind the head string and while the shooter is attempting a legitimate shot, the cue ball accidentally hits a ball behind the head string, and the cue ball crosses the line, it is a foul. If with cue ball in hand behind the head string, the shooter causes the cue ball to accidentally hit an object ball, and the cue ball does not cross the head string, the following applies: the incoming player has the option of calling a foul and having cue ball in hand, or having the balls returned to their original position, and having the offending player replay the shot.
If a player under the same conditions intentionally causes the cue ball to contact an object ball behind the head string, it is unsportsmanlike conduct.
39. CUE BALL IN HAND FOUL.
During cue ball in hand placement, the player may use his hand or any part of his cue (including the tip) to position the cue ball. When placing the cue ball in position, any forward stroke motion contacting the cue ball will be a foul, if not a legal shot.
40. INTERFERENCE.
If the non-shooting player distracts his opponent or interferes with his play, he has fouled. If a player shoots out of turn, or moves any ball except during his inning, it is considered to be interference.
41. DEVICES.
Players are not allowed to use a ball, the triangle or any other width-measuring device to see if the cue ball or an object ball would travel through a gap, etc. Only the cue stick may be used as an aid to judge gaps, etc., so long as the cue is held by the hand. To do so otherwise is a foul and unsportsmanlike conduct.
42. ILLEGAL MARKING.
If a player intentionally marks the table in any way to assist in executing the shot, whether by wetting the cloth, by placing a cube of chalk on the rail, or by any other means, he has fouled. If the player removes the mark prior to the shot, no penalty is impost
Boxing
-is a martial arts and combat sport in which two people throw punches at each other, usually with gloved hands. Historically, the goals have been to weaken and knock down the opponent. Brief History of Boxing
Boxing is one of the oldest known sports, with 2,000-year-old depictions on the walls of tombs in Egypt and stone carvings indicating that Sumerians, who lived in what is now Iraq, boxed at least 5,000 years ago.
Boxing began as an exhausting and brutal spectacle. In ancient Greece, two men would sit face to face with their fists wrapped in strips of leather. They would hit each other until one of them fell to the ground unconscious--or dead. Roman fighters wore cestuses (leather straps plated with metal) to shorten the length of the bouts. Shortly before the birth of Christ, Romans prohibited boxing, because the sport had become so savage.
Boxing disappeared until the late 1600s, when it surfaced again in England. Modern boxing was introduced there in the early 1700s, with bare-knuckle fighting that continued without respite until one fighter could not continue. Boxing was made a bit less savage in 1743, when the London Prize Ring Rules were enacted. The bouts were still continuous, but a fight ended when one competitor was knocked down and could not get up within 30 seconds.
In the mid-1850s, British boxers visited the United States and tried to create interest in boxing, but many Americans opposed the bare-knuckle sport, and the last such fight, a 75-round main event, took place in 1889. A British sportsman, the Marquess of Queensberry, introduced new professional tournament rules in which boxers were required to wear gloves and fight three-minute rounds with a one-minute rest period between rounds.
What was called the golden age of U.S. boxing began in 1920 in New York with legislation that permitted public prizefighting and introduced fighters such as Jack Dempsey, Gene Tunney and Joe Louis.
Attendance at boxing matches declined during the '50s with the advent of television. Many fight fans preferred to watch major fights on TV at home rather than watch from a ringside seat.
Interest in the sport was renewed by colorful fighters, particularly the float-like-a-butterfly-sting-like-a-bee Cassius Clay/Muhammad Ali, and a new generation of fighters--Sugar Ray Leonard, Roberto Duran, Thomas Hearns, Marvin Hagler, Mike Tyson--sparked that interest into the '80s.
Tool & Equipment
Apron - The part of the ring canvas outside the ropes
Boxing Glove - A padded mitten used in boxing.
Canvas - The floor of the ring.
Mouthpiece - A form-fitted appliance placed in a boxer's mouth to protect his teeth and gums; also called a "gum shield".
Headgear - A protective device worn by boxers which covers most of the head, except the face
Ring - An enclosure where boxing takes place.
Terminologies
Bout ~A bout refers to a match, normally meaning an organized fight in a playing area.
Clinch ~Clinching refers to the act of leaning excessively on the opponent for support. If both boxers are clinching, the referee will call for a break.
Combination ~As its name suggest, a combination is a series of punches thrown in quick succession.
Knockdown ~A knockdown happens when a boxer falls to the ground of the boxing ring as a result of a blow from the opponent. The boxer has to have at least one part of his body other than his feet on the ground for it to be considered a knockdown.
Knock Out (KO) ~A knock out is an automatic win for the opponent, and refers to a player being knocked down for more than 10 seconds. The referee will start counting down from 10 once a player has been knocked down, and the player has to regain his position in order to continue the round.
Low Blow ~As its name suggests, a low blow is a blow below the belt. A low blow can result in a foul.
Neutral Corner ~ A neutral corner refers to the corner that a boxer has to retreat to after he knocks down his opponent. This is different from the assigned corner that each boxer has to go to during breaks.
Parry - Parrying refers to the act of blocking a blow from the opponent using the glove.
Ring - A ring is the playing area of the match, and is often a raised platform with ropes on all four sides.
Rounds - A match is made up of several pre-determined number of rounds. Each round lasts three minutes, with one minute breaks between each round.
Split Decision ~A split decision refers to two out of three judges scoring one boxer as the winner, while the third judge named the opponent the winner.
Standing Count of Eight ~The referee might pause the round and count to eight if he notices a boxer looking unwell or hurt, even if the player has not been knocked down.
Technical Knock Out ~a technical knock-out occurs when one of the boxers is deemed too unwell or hurt to continue fighting, despite the fact that he is still standing. This can be preceded by a standing count of eight before the other boxer is declared the winner.
Weight Classes ~boxing matches are divided into different classes based on the weight of the boxers in order to make a match fair. There are 17 alphabetical weight classes in boxing.
Weigh In ~a weigh in occurs before the match takes place, and refers to weighing both boxers in order to ensure they are suitable to fight in their weight class.
Basic Skills
Basic Boxing Stance
~The basic boxing stance is supposed to be easy for beginners to attack and defend easily. You’re well covered in this stance with both hands ready to attack easily. More advanced fighters will use different boxing stances for more advanced body movements and counter-punching opportunities. * Front toe & back heel on the center line. Dominant hand in back (if you are right-handed, put the right hand in back). * Weight evenly distributed across both legs, knees slightly bent. * Feet diagonal, little wider than shoulder width apart, back heel raised. * Elbows down, hands up. * Head behind your gloves, chin slightly down, eyes see over the gloves. * Relax and breathe! Basic Boxing Footwork
~Beginners absolutely need to master the step-drag and pivot maneuvers. This type of movement may seem difficult at first because many people have a habit of always jumping off the ground. In boxing, you want to keep your feet down on the ground so you’re always ready to attack, defend, or move away. Also, jumping around is a huge waste of energy. The flashy footwork will come naturally once you develop better conditioning and technique. * To go FORWARD or LEFT, step with your left foot first and then drag the right foot after. * To go BACKWARD or RIGHT, step with your right foot first and then drag the left foot after.
Basic Boxing Punches
Basic Punching Technique 1. Start from a relaxed position 2. Exhale as you throw the punch 3. Tighten your fist and body muscles at impact 4. Release your hand back to you
Throwing punches is simply the act of being relaxed, then quickly accelerating your hand towards the target as you exhale sharply. You tighten your fist at the moment of impact and then relax the hand to throw more punches. The trick is to utilize your entire body weight behind the punch without falling off balance. Skills and experience will teach you over time.
Basic Punching Tips * Turn your whole body and pivot your feet on ALL PUNCHES EXCEPT THE JAB. * Maintain your stance and balance for better power and mobility. * Make sure the non-punching hand is defending the other side of your body. * Exhale sharply on every shot. * All boxing punches are basically a variation of straight punches (elbow straight), hook punches (elbow sideways), or uppercut punches (elbow down).
Jab
The jab is the most important punch in boxing. It can attack, defend, counter, score points, make space, and many other things. It’s your longest, fastest punch, uses the least energy, and leaves you the least vulnerable. A boxing trainer will usually tell you that every combo must start with the jab. It’s a fast punch that stuns your opponent just long enough for the big punches to land. Right Cross
The right cross will naturally be your strongest punch because it comes from your dominant hand and gets leverage easily from the back. When combined, the jab and right cross become known as the basic but incredibly useful 1-2 combination
Left Hook
Left hooks to the body are the most common way to attack the body. The “liver shot” (located under your right ribs) is known to be incredibly painful and has led to many body shot knockouts. Body shots typically take the wind out of you and kill your legs, hampering your ability to move. A well-placed body shot can momentarily paralyze your legs and keep you from standing even if you’re conscious and still willing to fight
Uppercut
The left uppercut is a great punch to use on the inside or even mid-range. It’s more powerful than the jab, comes fast, and can be quite unexpected. The only risk is that you have to be closer to your opponent and your left shoulder is not up to defend against your opponent’s rights.
Basic Boxing Defense
There many kinds of defensive techniques you may have heard of out there, some fancier than others. The first thing a beginner boxer needs to learn is how to block. Blocking is the easiest way to stay in punching range without getting hurt. And for beginners, blocking is the safest way because it closes off the punching angles. Once you’ve mastered blocking, then you can move on to the more advanced stuff like parrying, rolling, and slipping. The main benefits of more advanced defense techniques is that they allow you to defend yourself without using your hands, this way your hands are free to punch back!
Basic Boxing Counter-Punching
You’ll eventually realize that boxing is almost always non-stop counter-punching. You will always be attacking and defending simultaneously so you will need to combine your offensive and defensive boxing skills. For a beginner, this easiest way to counter is to block first and then counter immediately after. Jabs can be countered by simultaneously throwing another punch, or blocking first and then countering.
As your skills improve, you’ll eventually learn that any punch can be countered with any punch. The tricky part is figuring out how. For now, you should focus on the easier counters for beginners that don’t require high-level defensive movements.
Governing and Sanctioning Bodies
Governing Bodies
British Boxing Board of Control (BBBofC)
European Boxing Union
Nevada State Athletic Commission
Major Sanctioning Bodies
International Boxing Federation (IBF)
World Boxing Association (WBA)
World Boxing Council (WBC)
World Boxing Organization (WBO)
Amateur
International Boxing Association (AIBA; now also professional)
Standard Rules * Boxers must always be standing on their feet in order to exchange punches. * Punches thrown by a boxer must land above the waistline of the opposition. * Punches are the only legal way to hit the opponent. * Only the knuckle portion of the glove is allowed make contact with the opponent. * Punches must not land on the back of the opponent, including the areas of the kidneys and the back of the head. * A boxer hit with an unintentional low blow (a punch below the waist) has up to five minutes to recover and will be considered knocked-out if he is unable to recover. * The head of a boxer must always be above the waistline of the opponent. * When a referee breaks up clinching boxers, both boxers must take a full step back before throwing a punch. * When a boxer gets knocked down, his opponent is restricted from hitting the downed boxer and must go to a neutral corner while the referee makes the ten-count. The ten-count gives the downed boxer the opportunity to get back to his feet to continue fighting. * Once a boxer stands after being knocked down, he must be approved to continue by the referee. If the boxer is unable to recover from the knockdown, his opponent will win by way of knockout (KO). * Slipping or falling is not considered a knockdown, but a boxer who has slipped or fallen still cannot be hit while down. * If a boxer cannot continue due to injury from an intentional foul, the boxer who committed the foul will be disqualified. * If an intentional foul occurs and does not stop the fight, the referee must take points away from the boxer who committed the foul. * Boxers who commit unintentional fouls receive a warning from the referee, who can also deduct points from a boxer if the boxer continues to commit the foul. * Unintentional fouls that end a fight immediately can result in either a ‘no-contest’ ruling or a declared winner. In professional boxing, a no-contest would occur if less than four rounds of the match have been completed. Neither boxer would be declared winner. If the fight has gone past four rounds, then a winner will be declared. The winner, in this case, would be the boxer who has the most points at the current stage of the match. A declared winner via points wins by ‘technical decision.’ A ‘technical draw’ could also occur if the boxers have the same amount of points. * A referee can choose to stop a fight at any point to protect a boxer from severe injury. The boxer will lose by ‘technical knockout’ (TKO).
Weight Class
CHESS GAME
History:
The classical research about the origin of Chess concentrated on investigating written and archaeological evidence resulting in opinions about Indian/Persian 1 or Chinese origin of the game. The available evidence was, however, not sufficient for a convincing theory. So the question about the origin of Chess still has to be considered open. Some speculations assumed military, mathematical, or models as the basis for the game. Most scholars of Chess history do, however, agree that the relationships to these models showed after Chess already existed. Another idea, which was part of some theories, was the assumption that Chess, with all its present complexity, was invented by a single person. But this is extremely unlikely.
A significant step towards the better understanding was the founding of the Initiative Group Königstein (IGK2) in 1991 and its seminars, in which the present Chess historians can present their research and opinions. Its member Gerhard Josten looked for evidence in the structure of Chess. He came up with three basic unique elements: the king, the pawns, and the officers (counters, pieces). His theory is that these elements stem from different sources and are combined into present day Chess. This was supposed to be done by either Silk Road merchants, who were waiting for better weather conditions in one of the major trading places like Kashgar in today's Southwest China, or by game enthusiasts in the Kushan Empire. The Kushans had some experience with merging elements from different cultures. Josten suggests that the king and its behavior is taken from the ancient Chinese game Go, the pawns come from Indian racing games and the officers are taken from divinification or astrological methods. I have added an alternative for the astrological roots of the officer-moves with the possibility that their moves are based on the images occurring within the game of Tic-Tac-Toe.
Forerunners and the Chinese Variation Board games are very ancient and can be traced back at least 4, 500 years to the first city of Ur and Egyptian paintings. In the 19th century AD Stewart Culin created the theory that all board games had magical or religious origin. This is not evident, for instance, in the three-dimensional Tic-Tac-Toe (Mill), for which a board was engraved by Roman soldiers on the cobble streets of Old-Jerusalem.
The Egyptian game Senet was clearly a religious game. It was a racing game played on a 10x3 board. There is also a version with 8 linear squares followed by 4x3, the "twenty-game". The exact rules of either are not known, but boards have been found together with half-flat sticks, the forerunners of dice. The names or meanings of the squares had to do with the stations of the way to the empire of the dead. There are numerous references to Senet in inscriptions and papyrus scrolls. The use of Senet as an Egyptian glyph gives an indication of its importance. According to the Nordic poem, The Edda, the Germanic gods spent their free time in their residence Asgard playing board games, but The Edda was not written down until the twelfth century AD.
A possible forerunner of Chess is an Indian game, known as Ashtapada, which means in Sanskrit a square board of 64 squares, 8 rows of 8 squares. It was played with dice and pieces, a race game possibly going back to the fifth century BC. Chinese records mention its introduction from India to China as early as 220 BC to 65 AD, roughly during the early Han Dynasty.
The likelihood of a race-game being a forerunner of Chess is preserved in the promotion of a pawn to a piece when reaching the 8th row. Hinduism prohibits gambling. The revival of Hinduism during the Gupta Dynasty led to an enforcement of this antigambling policy in the 6th century AD. This is used as an argument by some scholars for supporting the idea of an Indian origin of Chess. It is stated that the suppression of dice forced the transformation of a race game into a strategic game. When I discussed this with some Indian historians during a visit to India, I got clarification that the gambling inhibition was local and did not apply to total India.
TOOLS AND EQUIPMENT:
Chess Sets
Chess set usually means a board plus pieces. Some players say set to mean just the pieces. Sets can be bought as a board together with pieces or assembled by combining a board with separate pieces.
The important thing about a chess set is that it be esthetically pleasing. The size and color of the pieces should match the size and color of the squares on the board.
Chess Pieces
The most familiar and popular pieces follow the Staunton pattern, first registered in 1849 by Nathaniel Cook. Staunton pieces are required for most tournaments. They are normally made from wood or plastic, although other materials can be used.
When purchasing a chess set, consider the colors of the opposing armies, the material used, the weight, the base size, the height of the pieces, and whether the pieces are felted or not. Pieces for beginners sometimes have the legal moves printed on each piece. These are like training wheels for a bicycle and are soon replaced by a normal set.
Chess Boards
Although most chess positions are diagrammed with white & dark gray squares, very few boards use those colors or use white & black. Inexpensive boards often come with red & black squares, but these are hard on the eyes.
Boards are also sold built into the table. The board should have adequate borders to place the clock and captured pieces.
Many boards have coordinates for algebraic notation printed on two sides of the board. These are useful even for advanced players.
A good, inexpensive choice is a vinyl rollup board, as shown on the left. These are the boards of choice for tournament use.
Chess Clocks
The first clocks, used in the 19th century, were sandglasses, which kept track of each player's time on a different device. These were soon superseded by two connected analog clocks. One player's clock starts as soon as the other player has made a move and punched the clock.
Analog clocks are equipped with a flag located between 11:00 and 12:00 on each clock face. As the minute hand gets close to 12:00, its tip catches the flag, and as the clock continues to run, the flag is pushed from a vertical to a horizontal position.
As soon as the hand reaches 12:00, the flag falls. If this happens at a time control and if the player on move has not made the required number of moves, the game is scored as a loss on time.
In recent times digital clocks have become increasingly popular. These permit more sophisticated time controls like additional time whenever a move is made and the clock is punched.
The most important quality of a chess clock is that it be sturdy. Clocks are often punched hard and may even be accidentally knocked to the floor during a blitz game or time trouble scramble. Some players are convinced that the strength of a move is in direct proportion to the force with which the clock is punched.
Another important quality is the loudness of the clock's tick, if any. This should be audible, but not intrusive.
Travel Bags
Travel bags to carry the board, pieces, clock, and supplies are a necessity for the tournament player. This is especially true in the USA, where chess sets & clocks are normally not provided for tournament play. It is less important in Europe, where they are provided.
Score Sheets
Score sheets for recording the moves of a game are another necessity for tournament play. These are usually issued at the start of each round in a tournament, but many players prefer to record their games in scorebooks.
TERMINOLOGIES:
-Action Chess: A game where each player has 30 minutes to make all his moves.
-Amateur: In chess, a non-master. At the US Amateur, masters cannot play. At the US Amateur Team tournaments, the team has to average below master rating. Note: in chess, amateurs can win money, sometimes quite a bit at tournaments like the World Open.
-Analysis: The part of the thought process where you generate the move tree, e.g. "If I go there, what would he do?"
-Annotation: To not only show the moves of a game, but provide additional text and moves showing more detail of what happened - or could have happened.
-Attack: When you move a piece to a square where you could capture an opponent’s piece NEXT move. Also, when you have the initiative and can put pressure on specific squares, e.g. I am attacking the kingside.
-Back Rank: The rank where a player sets up his major pieces (1st for White; 8th for Black)
-Back-Rank Mate: A checkmate on the 1st or 8th rank with a Rook or Queen.
-Backward Pawn: One that cannot safely advance, taking into account only the pawns on both sides. A pawn that is fixed (cannot move because another pawn is directly in front, i.e. a "ram") is, by definition not backward. Nor is the rearmost pawn in a pawn chain usually a backward pawn.
-Battery : Lining up two pieces that move similarly, like a Queen and Rook or Queen and Bishop.
-Blitz: Fast chess. Many blitz games are 5 minutes per player for the entire game. Chess played at a fast enough time control where good moves are generally less important than the time remaining.
-Calculation: The part of analysis involving forced sequences.
-Closed File: A file with pawns of both sides.
-Closed Position: A position without any open or semi-open files.
-Coordination: The ability for various pieces to work together harmoniously to achieve a goal.
-Desperado: A piece that is going to be captured anyway so it can "sacrifice" itself at the highest cost.
-Discovered Attack: An attack by a piece that was opened up via another piece’s move.
-Double Attack: An attack on two (or more) pieces by a single move.
-Double check: A discovered check where both the discovering and discovered piece both deliver check. In that case, the opposing king must move.
-Doubled Pawns: Two pawns of the same color on the same file as a result of a capture.
-Doubled Rooks: Two Rooks forming a battery on a rank or file.
-Exchange (the): Trading a Bishop or Knight for a Rook is winning the Exchange. Losing a Rook for a Bishop or Knight is losing the Exchange. NOT the same as trading pieces.
-Expert: Someone with a US Chess Federation rating between 2000 and 2199.
-Fianchetto: To develop a Bishop on a long diagonal (b2 or g2 for White; b7 or g7 for Black).
-Flag: The part of an analog clock that rises when the minute hand nears the hour and falls at the hour. To "flag" someone is to call them on a time forfeit.
-Fork: A double attack, usually by a Knight or Pawn (thus looking like a “fork” in the road).
-Master: Someone with a US Chess Federation rating between 2200 and 2399 is a national master (NM).
-Pawn structure: How the pawns for one side are currently placed on the board.
-Pin: An attack by a Rook, Bishop, or Queen, on a piece that cannot/should not move because a piece behind the attacked piece along the line of attack is worth even more (if the piece behind is a King, this is an “absolute” pin) and the piece is not allowed to move, or it would put the King into check, which is illegal.
-Removal of the Guard: A chess tactic where the defender is captured or forced to move so that it is no longer defending.
-Sandbagger: Someone who purposely keeps his rating low in order to qualify for easier sections and a better chance to win money.
-Semi-Open File: A file with a only pawns of the opponent.
-Sudden Death: A time control period where all the moves have to be played within a certain amount of time (on that player’s clock).
-Tie: When two players have the same score in a tournament or match. Not when a game is drawn.
-Tiebreak: A method used for differentiating places between two players with the same score. It is usually based on how well the opponents did in an event.
-Zugzwang: When you have to move, but any move is bad for you. Note: Some contend it is not true zugzwang unless your opponent could not win without this compulsion (in other words, if you could pass but your opponent can still win, then although any move is bad for you it is not a true zugzwang).
Touch Move: The rule that says:
1. If you touch a piece you have to move it,
2. If you let go of a piece you have to leave it there
3. If you displace an opponent’s piece, you have to take it.
BASIC SKILLS: There are 9 skill one must master to play effective chess. They fit together like building blocks to a puzzle. If one piece is missing the picture as a whole is left distorted. Chess play has two fundamental aspects to it. Analysis and Strategy. Analysis is actually a set of four sub skill that work together to form concussions about a given chess position. These abilities are the first important step to good chess play. They are:
Visualization - The art of seeing the relationship between the pieces after a few moves are made. If you can follow a game without the need for a board then you have good visualization.
Calculation - This is purely a logic function. The act of "If I move here the he goes there." Calculation is the primary function need for assessing and creating tactics.
Evaluation - This has two sides to it. Static and Dynamic. Static is to assign a value to the current position. This is based on such things as the material balance, Scope of Pieces, Space, and strength of the pawn structure. Dynamic Evaluation is bit more complex, seeing a position as fluid and looking with a far reaching eye is often the hardest thing about chess. This side of evaluation is closely tied to the strategic side of chess. Both are need to complete the Calculation task. Good evaluation skill allows us to assign a value to the end of a calculated line.
Pruning - Narrowing down of the potential moves to only those moves that need to be investigated is a bit of an art. Mostly I find experience governs this process but there are ways to help you. If you where to calculate all the possibilities you would quickly get lost as the analysis tree grew. Novices have the impression that expert players are able to calculate all these lines. In truth the expert calculates less than the novice because of a good feel for the skill of pruning. Planning - To have a plan is better than no plan at all. Planning is sometime misunderstood at the lower levels of chess. Yes having an overall Idea of what you want is the goal here, but the rout to this goal is also made of several smaller plans. Planning is also part of the pruning process. Whit out a plan there is no direction to our plan, and therefore no easy way to pick candidate moves.
Adaptation - Once you know what you want, and you have made a plan to get there, this does not mean you will realize that plan. Your opponent will have plans of his own, and for every good plan you make there could be a counter plan. The ability to adapt and rethink your plan on fly is key.
Pattern Recognition - From the simple patters such as a fork or a skewer to more complex patterns such as Anastasia's Mate. Knowing and recognizing these patterns is very important for several reasons. Knowing these patterns can set in motion a plan. Patterns can help in the pruning process by eliminating inferior moves from you mind and guiding you on a path to a winning Idea.
Prophylaxis - Playing with Prophylaxis is to play from the opponents point of view and find the move that is most damaging to their potential plan. Knowing when to use such moves is a bit of an art. But the skill comes in to play constantly. After every move the opponent makes we need to see what that move is telling us, to recognize the potential threats that may come our way. I would say that Active play is of the up most importance, this is only trumped by king safety. The last skill is an Eye for Error. Since you are human and you are playing against other humans, blunders will happen. It is important to check yourself before deciding on a move, but also be aware of the opponents errors so when you have the chance you can capitalize on them.
Rules and Regulations:
Chess is played on a square board of eight rows (called ranks and denoted with numbers 1 to 8) and eight columns (called files and denoted with letters A to H) of squares. The colors of the sixty-four squares alternate between light and dark, and are referred to as "light squares" and "dark squares". The chessboard is placed so that each player has a white square in the near right hand corner, and the pieces are set out as shown in the diagram, with each queen on a square that matches its color.
Each player begins the game with sixteen pieces: each player's pieces comprise one king, one queen, two rooks, two bishops, two knights and eight pawns. One player, referred to as White, controls the white pieces and the other player, Black, controls the black pieces; White is always the first player to move. The colors are chosen either by a friendly agreement, by a game of chance or by a tournament director. The players alternate moving one piece at a time (with the exception of castling, when two pieces are moved at the same time). Pieces are moved to either an unoccupied square, or one occupied by an opponent's piece, capturing it and removing it from play. With one exception (en passant), all pieces capture opponent's pieces by moving to the square that the opponent's piece occupies.
King
When a king is under direct attack by one (or possibly two) of the opponent's pieces, the player is said to be in check. When in check, only moves that remove the king from attack are permitted. The player must not make any move that would place his king in check. The object of the game is to checkmate the opponent; this occurs when the opponent's king is in check, and there are no moves that remove the king from attack.
The king can move only one square horizontally, vertically, or diagonally. Once in the game, each king is allowed to make a special double move, to castle. Castling consists of moving the king two squares towards a Rook, then moving the rook onto the square over which the king crossed. Rook
The rook moves any number of vacant squares vertically or horizontally (it is also involved in the king's special move of castling). Bishop
The bishop moves any number of vacant squares in any direction diagonally. Note that a bishop never changes square color, therefore players speak about "light-squared" or "dark-squared" bishops. Queen
The queen can move any number of vacant squares diagonally, horizontally, or vertically. Knight
The knight can jump over occupied squares and moves two spaces horizontally and one space vertically or vice versa, making an "L" shape. A knight in the middle of the board has eight squares to which it can move. Note that every time a knight moves, it changes square color. Pawns
Pawns have the most complex rules of movement: A pawn can move forward one square, if that square is unoccupied. If it has not moved yet, the pawn has the option of moving two squares forward, if both squares in front of the pawn are unoccupied. A pawn cannot move backward. When such an initial two square advance is made that puts that pawn horizontally adjacent to an opponent's pawn, the opponent's pawn can capture that pawn "en passant" as if it moved forward only one square rather than two, but only on the immediately subsequent move. Pawns are the only pieces that capture differently than they move. They can capture an enemy piece on either of the two spaces adjacent to the space in front of them (i.e., the two squares diagonally in front of them), but cannot move to these spaces if they are vacant. If a pawn advances all the way to its eighth rank, it is then promoted (converted) to a queen, rook, bishop, or knight of the same color. In practice, the pawn is almost always promoted to a queen. Remaining movement rules
With the exception of the knight, pieces cannot jump over each other. One's own pieces ("friendly pieces") cannot be passed if they are in the line of movement, and a friendly piece can never replace another friendly piece. Enemy pieces cannot be passed, but they can be "captured". When a piece is captured (or taken), the attacking piece replaces the enemy piece on its square (en passant being the only exception). The captured piece is thus removed from the game and may not be returned to play for the remainder of the game. The king cannot be captured, only put in check. If a player is unable to get the king out of check, checkmate results, with the loss of the game.
Chess games do not have to end in checkmate — either player may resign if the situation looks hopeless. Games also may end in a draw (tie). A draw can occur in several situations, including draw by agreement, stalemate, threefold repetition of a position, the fifty move rule, or a draw by impossibility of checkmate (usually because of insufficient material to checkmate).
Timed Games
Games can be played with a time-limit by setting a move time when creating a new game. In timed games each player has a certain amount of time available for deciding which moves to make, and the time remaining for each player decreases only when it is their turn to move. Game Draw
A game that ends without victory for either player. Most drawn games are draws by agreement based upon the rules. The other ways that a game can end in a draw are stalemate, three-fold repetition, the fifty-move rule, and insufficient material. A position is said to be a draw (or a drawn position) if either player can, through correct play, eventually force the game into a position where the game must end in a draw, regardless of the moves made by the other player. Stalemate
A stalemate is a position in which the player whose turn it is to move has no legal move and his king is not in check. A stalemate results in an immediate draw.
Threefold repetition
The game is drawn if the same position occurs three times with the same player to move, and with each player having the same set of legal moves each time (the latter includes the right to take en passant and the right to castle). Fifty move rule
The fifty move rule states that the game is drawn after fifty moves from each side without a pawn move or capture.
Darts
Definition
Darts is a form of throwing game in which small missiles are thrown at a circular dartboard fixed to a wall. Though various boards and rules have been used in the past, the term "darts" usually now refers to a standardized game involving a specific board design and set of rules. As well as being a professional competitive sport, darts is a traditional pub game, commonly played in the United Kingdom, across the Commonwealth, the Netherlands, Germany, Belgium, Republic of Ireland, the Scandinavian countries, the United States, and elsewhere.
HISTORY
The dartboard may have its origins in the cross-section of a tree. An old name for a dartboard is "butt"; the word comes from the French word but, meaning "target". In particular, the Yorkshire and Manchester Log End boards differ from the standard board in that they have no treble, only double and bulls eye, the Manchester board being of a smaller diameter, with a playing area of only 25 cm across with double and bull areas measuring just 4 mm. The London Fives board is another variation. This has only 12 equal segments numbered 20, 5, 15, 10, 20, 5, 15, 10, 20, 5, 15, 10 with the doubles and triples being a quarter of an inch wide.
There is a speculation that the game originated among soldiers throwing short arrows at the bottom of a cask or at the bottom of trunks of trees. As the wood dried, cracks would develop, creating "sections". Soon, regional standards emerged and many woodworkers supplemented bar tabs by fabricating dart boards for the local pubs.
It is generally said that the standard numbering plan with a 20 on top was created in 1896 by Lancashire carpenter Brian Gamlin. Though this is disputed. However, a great many other configurations have been used throughout the years and in different geographical locations. Gamlin's layout was devised to penalize inaccuracy. Although this applies to most of the board, the left-hand side (near the 14 section) is preferred by beginners, for its concentration of larger numbers. Mathematically, removing the rotational symmetry by placing the "20" at the top, there are 19, or 121,645,100,408,832,000 possible dartboards. Many different layouts would penalize a player more than the current setup; however, the current setup actually does the job rather efficiently. There have been several mathematical papers published that consider the "optimal" dartboard.
TOOLS AND EQUIPMENTS
Dartboard- Quality dartboards are made of sisal fibres; less expensive boards are sometimes made of cork or coiled paper. However, several types of sisal fiber are used in dartboards today, originating from East Africa, Brazil, or China. Despite widespread belief that some dartboards are constructed using pig bristles, camel hair, or horse hair, there is no evidence that boards have ever been produced commercially from these materials.
A regulation board is 17 3⁄4 inches (451 mm) in diameter and is divided into 20 radial sections. Each section is separated with metal wire or a thin band of sheet metal.[5] The best dartboards have the thinnest wire, so that the darts have less chance of hitting a wire and bouncing out. The numbers indicating the various scoring sections of the board are also normally made of wire, especially on tournament-quality boards. The wire ring on which the numbers are welded can be turned to facilitate even wear of the board. Boards of lesser quality often have the numbers printed directly on the board.
TERMINOLOGIES
Dartboard- The dartboard may have its origins in the cross-section of a tree. An old name for a dartboard is "butt"; the word comes from the French word but, meaning "target". In particular, the Yorkshire and Manchester Log End boards differ from the standard board in that they have no treble, only double and bulls eye, the Manchester board being of a smaller diameter, with a playing area of only 25 cm across with double and bull areas measuring just 4 mm. The London Fives board is another variation. This has only 12 equal segments numbered 20, 5, 15, 10, 20, 5, 15, 10, 20, 5, 15, 10 with the doubles and triples being a quarter of an inch wide.
SKILL LEVEL AND AIMING
Assuming standard scoring, the optimal area to aim for on the dart board in order to maximize the player's score varies significantly based on the players skill. The skilled player should aim for the centre of the T20 and as the player's skill reduces their aim moves slightly up and to the left of the T20. At σ = 16.4 mm the best place to aim jumps to the T19. As the player's skill decreases further, the best place to aim curls into the centre of the board, stopping a bit lower than and to the left of the bulls eye at σ = 100.
RULES
The standard dartboard is divided into 20 numbered sections, scoring from 1 to 20 points, by wires running from the small central circle to the outer circular wire. Circular wires within the outer wire subdivide each section into single, double and triple areas. The dartboard featured on the "Indoor League" television show of the 1970s did not feature a triple section, and according to host Fred Trueman during the first episode, this is the traditional Yorkshire board.
Various games can be played (and still are played informally) using the standard dartboard. However, in the official game, any dart landing inside the outer wire scores as follows: * Hitting one of the large portions of each of the numbered sections, traditionally alternately colored black and white, scores the point’s value of that section. * Hitting the thin inner portions of these sections, roughly halfway between the outer wire and the central circle colored red or green, scores triple the point’s value of that section. * Hitting the thin outer portions of these sections, again colored red or green, scores double the points value of that section. The double-20 is often referred to as double-top, reflecting the 20's position on the dartboard. * The central circle is divided into a green outer ring worth 25 points (known as "outer", "outer bull", or "iris") and a red or black inner circle (usually known as "bull", "inner bull" or "double bull"), worth 50 points. The term "bulls eye" can mean either the whole central part of the board or just the inner red/black section. The term "bull's ring" usually means just the green outer ring. The inner bull counts as a double when doubling in or out. * Hitting outside the outer wire scores nothing. * Any dart that does not remain in the board until it is collected by the player (for example, a dart that hits a wire and bounces out of the board or drops out with the impact of a later throw) also scores nothing; exception should be noted if play is on any electronic board: darts falling out are counted. * A dart only scores if its point is embedded in or is touching the playing surface. A dart that hits the board side on or at an angle but does not fall off because it is held in place by two other darts, for example, will score either equal to where its point touches or not at all.
The highest score possible with three darts is 180, commonly known as a "ton 80" (100 points is called a ton), obtained when all three darts land in the triple 20. In the televised game, the referee frequently announces a score of 180 in exuberant style. A "quad" ring appeared briefly between the triple ring and the bull in the 1990s, leading to a potential240 maximum (three quad-20s), a 210 maximum checkout (Q20-Q20-Bull) and seven dart finishes from a 501 start (five quad-20s, triple-17, bulls eye), but was swiftly dropped from professional tournament play after only two years.[21] One make of this board was the Harrows Quadro 240
DUCKPIN BOWLING
WHAT IS DOCPIN BOWLING - is a variation of 10-pin bowling. The balls used in duckpin bowling are 4-3/4 in (12 cm) to 5 in (12.7 cm) in diameter (which is slightly larger than a softball), weigh 3 lb 6 oz (1.5 kg) to 3 lb 12 oz (1.7 kg) each, and lack finger holes. They are thus significantly smaller than those used in ten-pin bowling but are slightly larger and heavier than those used in candlepin bowling. The pins, while arranged in a triangular fashion identical to that used in ten-pin bowling, are shorter, smaller, and lighter than their ten-pin equivalents which makes it more difficult to achieve a strike. For this reason (and similar to candlepin bowling), the bowler is allowed three rolls per frame (as opposed to the standard two rolls per frame in ten-pin bowling).
Duckpin bowling centers are located in Connecticut, Massachusetts (principally in and near its South Coast communities),Rhode Island, Indiana (Fountain Square), Maryland (especially in the Baltimore area), Wisconsin, Virginia, and in suburban Washington, D.C.. There is also one located in Potter, Nebraska, the only one of its kind west of the Mississippi.
HISTORY
The origin of the sport is a subject of some debate. One possible origin is that duckpin bowling began in Baltimore around 1900, at a bowling, billiards and pool hall owned by future baseball Hall of Famers John McGraw and Wilbert Robinson, both of the then Baltimore Orioles.
However, according to a 2005 baseball book by Howard W. Rosenberg (Cap Anson 3: Muggsy John McGraw and the Tricksters: Baseball's Fun Age of Rule Bending), an article from May 1894 in the Lowell Sun confirms the existence of duckpins. Rosenberg traced the story of crediting the origins of duckpins to McGraw and Robinson as far back as Shirley Povich of The Washington Post in the late 1930s.
Possibly the earliest book to shed light on the whopper is Florence E. Greenleaf's (as told to Paul C. Tedford) 1981 The Game of Candlepin Bowling. In the main text of the book, Greenleaf credits McGraw and Robinson with originating the sport, and her source is Frank G. Menke's Encyclopedia of Sports, the 1978 edition of which indeed contains that superlative. However, at least in the version of the book that is in the permanent collection of the Library of Congress, there is a "Corrections since publication" page near the end, pasted in, and Correction 1 states, "Duckpins were bowled as early as the 1890s in Lowell, MA. [sic] area (more research is necessary"
Then, in 1985, a 130-plus-page publication called Duckpins: The Tenth Frame cited related Lowell, Mass., coverage of duckpin bowling in May 1894. Writing in that publication, Bob Tkacz, of Newington, Connecticut, noted finding articles showing that a duckpin tournament was being held in Lowell at that time. Besides the rarity of the 1981 candlepin bowling book in U.S. libraries, the 1985 publication is not readily available at all in U.S. libraries, which explains why anyone looking to refute duckpin bowling's Baltimore origins would have a tough time competing with a claim in such a widely distributed book as Menke's Encyclopedia of Sports, which has undergone many printings (although the duckpins origin whopper was added subsequent to that book's first edition being published in 1944).
Articles can be found in the Boston Globe earlier than May 1894 — the newspaper itself being founded in 1872 — showing the existence of the sport around Boston. According to Rosenberg, the earliest Globe reference to duckpins was on January 2, 1893.
Rosenberg's book methodically accounted for Baltimore newspaper reporting in late 1899 and early 1900, when duckpin bowling suddenly appeared in Baltimore. The Baltimore Sun of December 28, 1899, said that at the McGraw-Robinson bowling, billiards and pool hall the night before, the facility's manager had introduced duckpins. The Sun did not cast the introduction as nationally significant. A possible explanation for the introduction is that Robinson is a native of Massachusetts.
In 1982, the Women's National Duckpin Association was formed to give women a venue to compete in duckpins at a professional level. The organization conducts several tournaments yearly in New England and the Mid-Atlantic. The final tournament each year is called the Grand Prix.[6]
The origin of candlepin bowling (which shares many similarities to duckpin, including irregular pins, a smaller ball and three bowls to clear all the pins) has also been traced to New England; in particular, to the Massachusetts city of Worcester in 1880.
Some Well-Known Duckpin Hall of Famers Nick Tronsky - Kensington, CT - 1961 James Dietsch - Silver Spring, MD - 1961 Elizabeth "Toots" Barger - Baltimore, MD - 1961 James Wolfensberger - Hagerstown, MD - 1965 Vincent "Shorty" Divver - Silver Spring, MD - 1977 Henry "Hank" Howard - Fairfax, VA - 1978 Jeffrey Ferrand - Salisbury, MD - 1982 Michael "Twinkle Toes" Burke - Catonsville, MD - 1987 Clarence "Swede" Lavers - Stratford, CT - 1989 Pat Rinaldi - Bethesda, MD - 1989 Jacque Dietsch - Silver Spring, MD - 1990 Frank J. Micalizzi - Selbyville, DE - 1991 Anita Rothman - Baltimore, MD - 1991 Carole Gittings - Baltimore, MD - 1991 Charles "Buddy" Creamer - Glen Allen, VA - 1992 Jeff Pyles - Hyattsville, MD - 1992 Peter E. Pierce - Attleboro, MA - 1993 Edward C. Darling - Baltimore, MD - 1994 Patricia A. Malthan - Baltimore, MD - 1994 Diane E. Sicca - Laurel, MD - 1994 Kathy Lischio - N. Kingstown, RI - 1997 Adele Asimenios - Baltimore, MD - 1998 Steve Iavarone - Mapleville, RI - 1999 Mike Steinert - McSherrystown, PA - 2000 Theresa Vermillion - Harwood, MD - 2000 Don Dove - Abingdon, MD - 2004 \
SCORING
The game of duckpins is very similar to most types of bowling in its scoring. The only major difference between tenpins and duckpins is that in duckpins you get THREE balls per turn. Everything else is the same...Let's recap:
Knock all pins down on 1st ball = STRIKE
Knock all pins down on two balls = SPARE
Knock all pins down on three balls = TEN
STRIKES count as 10 pins plus your first two balls from the next frame.
SPARES count as 10 pins plus your first ball from the next frame.
TENS count as just ten. That's it...you get no more.
So, a typical game by 'Fred' might look something like this when scored on paper:
Let's go thru this game frame-by-frame:
Frame 1: Fred bowled a strike! The box in the upper right is marked with an X and no score is added yet.
Frame 2: Fred knocked down 6 on his first ball, then 2 more on his second, then one more on his final throw. Since Fred got a strike last frame, the first two balls from this frame count towards last frame as well. So, he gets 18 (10+6+2) for the first frame and 9 (6+2+1) for the second frame.
Frame 3: Fred knocked down 8 on his first ball, then got the remaining 2 pins on his second ball for a spare! A slash is recorded in the upper right box and no score is put down until next frame.
Frame 4: Fred knocked down 6 on his first ball, then got the remaining 4 pins on his second ball for a spare! A slash is recorded in the upper right box and since he got a spare last frame, he gets 16 (10+6) for the previous frame. No score is put down in the current frame.
Frame 5: Fred knocked down 9 on his first ball, then missed the remaining pin on his second try, but got it on his third try. Since he got a spare last frame, he gets 19 (10+9) for the previous frame. He gets 10 (9+0+1) for the current frame.
Frame 6: Fred bowled a strike! The box in the upper right is marked with an X and no score is added yet.
Frame 7: Fred bowled another strike! The box in the upper right is marked with an X and no score is added yet.
Frame 8: Fred knocked down 5 on his first ball, then 3 more on his second, then one more on his final throw. Since he's had 2 strikes in a row, he gets 25 (10+10+5) for the frame where he got the first strike and 18 (10+5+3) for the frame where he got the second strike. He gets 9 (5+3+1) for the current frame.
Frame 9: Fred knocked down 8 on his first ball, then 1 more on his second, then one more on his final throw. He gets 10 (8+1+1) for the frame.
Frame 10: Fred knocked down 7 on his first ball, then got the remaining 3 pins on his second ball for a spare! A slash is recorded in the upper right box and since it's the last frame (and you always count 3 balls per frame), Fred gets one more ball.
Extra Count: Fred knocks down 6 on his extra ball, so he gets 16 (10+6) for the final frame.
EQUIPMENT Pins Lane
DuckPin
Modern Arnis
Definition of Amis - Arnis, also known as Eskrima, Kali, Garrote and other names in various regional languages, such as: Pananandata in Tagalog; Pagkalikali, Ibanag; Kabaraon and Kalirongan, Pangasinan; Kaliradman, Bisaya; and Didja, Ilokano, is an indigenous Filipino martial art and sport characterized by the use of swinging and twirling movements, accompanied by striking, thrusting and parrying techniques for defense and offense. This is usually done with the use of one (1) or two (2) sticks or any similar implements or with bare hands and feet also used for striking, blocking, locking and grappling, with the use of the same principle as that with the canes.
MODERN ARNIS HISTORY The origins of arnis are difficult to trace, primarily because there are nearly as many styles of Filipino stick fighting as there are islands in the Philippine archipelago—more than 7000! The races that settled in these islands came from India, Southwest Asia, China and Indonesia. These diverse races and cultures blended their heritages over the centuries, producing a common method for employing sharp swords, daggers and fire-hardened sticks in combat. These highly sophisticated fighting styles have grown in popularity in the international martial arts community. One of the earliest known forms was called “tjakelele” (Indonesian fencing). “Kali” is another term familiar to stick fighters around the world today. When the Philippines were invaded by the Spanish, the invaders required guns to subdue their fierce opponents. The deadly fighting skills of Filipino warriors nearly overwhelmed them, and they dubbed the native stick style “escrima” (skirmish). Escrima was subsequently outlawed, but the techniques did not disappear. The were preserved in secret, sometimes under the very noses of conquerors, in the form of dances or mock battles staged in religious plays know as “moro-moro”. These plays featured Filipinos, sometimes costumed as Spanish soldiers, wearing “arnes,” the harness worn during medieval times for armor. The blade-fighting forms and footwork were identical to those used in escrima. The word “arnes” so became corrupted to “arnis,” and the name stuck. Historically, Arnis incorporated three related methods: “espada y daga” (sword and dagger), which employs a long blade and short dagger; “solo baston” (single stick); and “sinawali” (to weave), which uses two sticks of equal length twirled in “weaving” fashion for blocking and striking (term is derived from sawali, the bamboo matting woven in the Philippines).
At age six, Grandmaster Remy Amador Presas (Filipino arnis master and founder of modern arnis) was already learning the fundamentals of kali, the forerunner of modern arnis, arnis de mano. In Cebu, Presas studied arnis under Rodolfo Moncal, Timoteo Marranga and Marranga’s instructor, Grandmaster Venancio Bacon, all experts in Arnis and the “Balintawak” style of stick fencing. In addition to Arnis, Presas became proficient in Judo, Jujutsu, and Karate. When Presas first traveled his country, he took what he considered to be the most effective principles of each island style and combined them with his own knowledge of other martial arts. Modern Arnis, as Presas terms his system, incorporates empty-hand moves based upon the same motions used in solo baston and sinawali. Unlike kali, his systems also uses low kicks and takedowns for a more well-rounded approach. Presas also insists on modernizing a particular training aspect traditional in arnis: that of hitting your opponent’s hand or arm instead of his stick—a painful practice that was tolerated because the rattan canes used in arnis were considered sacred. Presas decided that hitting the stick was just as good a practice method and would obviously discourage far fewer students of arnis, preventing many painful injuries. Presas does not merely combine techniques, he encourages the individual student to adapt arnis principles to his own feel for each technique. The method should suit the person and not the other way around. This is known simply as using the “flow”. The flow is Presas’ universal term for defining the comfortable place where the movements of arnis and the individual human body meet for maximum effectiveness; body and weapon blend to achieve the most natural fighting style based on an individual’s needs and attitudes. “Arnis makes many martial artists discover new things about their own style,” Presas says. “They recognize the beauty of arnis because it blends naturally the best movements from many arts. Most of my students continue to study their own styles—they just use arnis to supplement their understanding.” Presas left the Philippines in 1975 on a goodwill tour sponsored by the Philippine government to spread arnis to other countries. He arrived in the United States, conducting seminars to groups diverse as law enforcement agencies and senior citizens. “The Professor,” as his students affectionately call him, has been welcomed wherever he goes, demonstrating the daring techniques of the bolo and the bewitching twirl of double rattan sticks—the sinawali. In 1982 Presas was inducted into the Black Belt Hall of Fame as Instructor of the Year for his devotion to teach the art he loves. Years of refinement have given Presas a personal style that makes his seminars among the most popular at many martial arts schools For his seminars, Presas has furthered simplified some of his teaching in order to give novices a tangible amount of self-defense skill through specific drills. Sinawali, for instance, is practiced first with the hands in a “patty cake” fashion, then the sticks are picked up and the student repeats the motions. Presas demonstrated how these weaving motions can be translated into empty-hand movements for blocking, punching and takedowns. He has designated 12 important angles of attack on the human body and 12 basic ways of dealing with each angle. There are also many disarming techniques and the variations and improvisational capabilities implied are endless. Arnis is a growing art, expanding in this country rapidly. Arnis tends to transcend stylistic distinctions and discovery seems to be a primary benefit from the study of modern arnis, especially under the methods of Grandmaster Remy Presas.
TERMS
Kali: term developed by Filipinos in America during the 1950's and 1960's to describe the pre-Hispanic martial art of the Philippine islands. Often used as a term to refer to the bladed arts of the Filipino people. Arnis: the most popular Tagalog term used in the Philippines to describe the Filipino martial arts. It is derived from the Spanish word "arnes" which means "armor". Typically used to describe the stick fighting side of the art. Escrima: Spanish word which translates to "fencing". This term is used in the Visayas region of the Philippines. Like Arnis, it is often used to describe the stick fighting aspect of the art.
Actions & Techniques Term Sinawali: | Weaving | Corto: | Short | Largo: | Long | Banda y Banda: | Back & Forth | Abanico: | Fan | Crossada: | Cross | Tulok: | Push | Hirada: | Forward | Mano Mano: | Man to Man | Doblada: | Double Movement | Rompida: | Up & Down | Redonda: | 'X' Movement | Palis Palis: | Sweep Stroke | De Cadena: | Give & Take | Tusok: | Poke / Jab | Sungkiti: | Thrust | Abiniko Doblata: | Double Fan | Anyo Form: | Kata |
Abanico –lit. “fan,” lateral(side to side) motions performed with a straightened arm as a blocking maneuver,
Arnis –lit. “harnass,” terms used in the Northern Phillipines for FMA, synonymous with the middle-Phiilipines term, “escrima,” or the southern term, “kali”
Atias -“backwards,” the term used for retreating.Baba Taaas–“up” & “down,” denoting vertical slashes or strikes delivered along the center-line ofan opponent.
Banda y Banda –side to side slashes or strikes.
Baston –stick or baton used in FMA
Bolo –a type of machete (usually with a leaf shaped blade) used throughout the Phillipines.
Cardena –lit. “chaining,” linking one technique with another in rapid succession.
Corto –close range
Crossada –“crossing”; maneuver used to block an incoming attack by forming an X- pattern with ones baton, arms, or bladed weapon.
Daga –knife or dagger
Doble –“double;” two strikes delivered in rapid succession.
Dulo –palm stick (dulo), spoken twice to indicate style of fighting with said weapon.
Dumog –“grappling,” either in a clinch or on the ground.
Escrima –(alt. eskrima) –synonymous with arnis (above).
Espada y Daga –sword (espada) and dagger (daga) used together. Sometimes also connotes the use of baton and knife in tandem.
Gunting –“scissors,” a technique also referred to as “de-fanging the snake,” which means wounding an opponents limb through a slapping motion as one attempts to block an incoming strike.
Hubud –“untie or undress,”when coupled with lubud (blend), a term that connotes a form of “flow” drill .
Lubud = “to tie and untie,” to engage and disengage, continuously as a drillin hand-to-hand combat.
Itak –a long sword or bolo
Kuntaw (alt. Kuntao) –(Chinese) “fist way,” a system of Kung-Fu adopted by Filipinos and shared in common with Indonesia.
Lakan –a belt-rank in Modern Arnis equivalent to black belt” or instructor (guro).
Langka –“footwork”
Largo –long distance
Likas –lower ranks (below black belt)in Modern Arnis
Mano y Mano –“hand to hand” combat
Medio –“medium” range fighting
Pakal –“ice pick” grip used in knife fighting
Palis–From palis (“sweeping;”)form of parrying and striking delivered with the elbow bent at a 45 degree angle.
Punyo –“pommel” of a sword, knife, or baton.
Redondo –a circular power-strike.
Redonda –continuous drill employing two batons continuously.
Rompida –and upward and downward slash or strike delivered in an x pattern.
Zero” circular strikes delivered one after another in a wide-ranging, circular fashion while advancing on an opponent
Serrada –close quarters combat executed at corto (close) range. Also a style of escrima, popularized in the U.S. by Angel Cabales.
Sikaran – genereally “sticking with the legs.”Sinawali –lit. “to weave,” connoting the continuous weaving motion that one uses with two batons, knives, or hands to couple simultaneous strikes and blocks. Also, like redonda or hubud-lubud, a drill pattern
Sunkite –an upward jabbing thrust, sometimes followed by a lateral cut.
Sumbrada –an upward, oblique “umbrella” block.
Tapi –a series of checking and counter-checking using parrying blocks and strikes; a general term for flow drills used in Modern Arnis used by Grandmaster Remy Presas Sr.Visidario - a term meaning “transformative flow;” a continuous, graceful flowing from one technique to another, emphasized in Modern Arnis
Arnis Tournaments and Events - Conducting tournaments is one way of promoting and propagating Arnis. Through this strategy, a lot of practitioners are encouraged to practice and hone their skills for competitive format. Aside from this, the tournaments are also entertaining to watch and viewers become interested. From the audience eventually new practitioners are drawn in.
KAMAO Inter-School Arnis Invitational Tournament
-The Kali Arnis Martial Arts Organization conducted its first tournament for 2013 with the Inter-School Arnis Invitational. The event was hosted by the Saint Paul College - Pasig Arnis Club and had 40 participants from Ateneo High School Arnis Society, Ateneo College Arnis Varsity Teams, Claret Arnis Kali Escrima Society, Don Antonio Roces Don Alejandro Roces Sr. Science-Technology High School, La Immaculada Concepcion School Pasig Arnis Club, and Alyabo (Philippine Science High School Main Campus - Arnis Club).
Palarong Pambansa 2011 Arnis Event
-The 2011 Palarong Pambansa Arnis Event of the Department of Education held at Rizal Memorial Institute High School in Dapitan City, Zamboanga Del Norte, Region IX in the island of Mindanao.
The Palarong Pambansa is the grassroot sports program of the Department of Education as mandated by Law. While Arnis, the indigenous Filipino Martial Art, is now the National Martial Art and Sport as declared in R.A. 9850, better known as the Arnis Law of the Philippines. Palarong Pambansa history, Elementary boys and girls competed in both the Anyo (Forms) and Laban (Full-contact) Categories increasing the number of events to a total of fifty-two (52) events from thirty-six (36) potential Gold medals last year. The Rules that was used is the standard DepEd Sports Rules for Arnis promulgated by the Department of Education in coordination with the Department of Education Arnis Association of the Philippines (DEAAP). All seventeen (17) regions participated with each region sending a full delegation of fourteen (14) athletes and four (4) officials. Each team consists of five (5) Secondary Boys and five (5) Secondary Girls, two (2) Elementary Boys and two (2) Elementary Girls, one (1) coach and one (1) chaperon each for the Secondary ad Elementary teams.
A total of two hundred thirty-eight (238) athletes and sixty-eight (68) team officials took part in this momentous event while thirty (30) Tournament Officiating Officials from all the seventeen regions served as managers, referees and judges. These technical officials underwent rigid training and accreditation, and were issued licences by the Task Force on School Sports (TFSS) of the Department of Education.
Arnis Pasindo Tournament
-The Arnis Foundation President, Mr. Richardson Gialogo, together with Master Ryan Gialogo of the Kali Arnis Martial Arts Organization (KAMAO) graced the the 1st Invitational Arnis Championship entitled “Digmaan ng Arnis 2010”. The event was hosted by the Arnis Pasindo Eskrima Martial Arts Association, Incorporated and was held in the Quezon City Circle Gymnasium last December 5, 2010.
Arnis Competition Rules
ARNIS COMPETITION RULES GENERAL FORMAT
The Arnis Martial Arts Competition is a continuous, full contact, live weapon, stick fighting venue. Competitors will fight each other with sticks – slender, cylindrically-shaped rattan weapons in 2 round matches at 1 minute per round with 30 seconds of rest between rounds. This is an open-style competition. Competitors will compete in an open matted surface whose inbound space ranges from 15’x15’ to 20’x20’. Single stick fighting and double stick fighting contests will be conducted in a round robin tournament format. All matches will be scored by judges using a 10-point must system. Divisions of these contests will be based on weight, age, gender, rank and martial arts experience level.
PAIRINGS AND FORMAT
The tournament format will at the discretion of tournament officials. In adult divisions, we will try as much as possible to form pairs that are within 8% of each other by weight. Directors will combine divisions where competitors are scarce. In those cases, the directors are authorized to adjust rules for fairness without compromising the primary objective – to showcase martial skill and reward those that are better able to use their weapon. Fighters will be evaluated based on accumulation of points on all matches combined. Gold, silver, and bronze medals will be awarded in each division to fighters accumulating the highest scores. If two fighters accumulate equal scores, the following will apply:
• If the pair previously fought, precedence will be given to the fighter who achieved the higher point total during their match.
• If the pair previously fought to a tie or never fought, then tie-breaker will be decided by best of three, weapon only point fight. Judges will only count head shots.
RULES OF ENGAGEMENT
• Opponents will begin and end all matches with a salute or bow to each other and the judges.
• Referee will position fighters beyond largo range at the start of every round.
• Only attacks with the stick and feet are allowed.
• Hits, slashes, and witticks are all legal. Punots, pokes and stabs are all illegal.
• Target areas are: 1) front and sides of the body, 2) arms and hands, 3) top, front and sides of the helmet.
• Kicks are allowed below the neck and above the waist only.
• In single stick competition, it is NOT legal to block a stick with your free hand. However, “arm stopping” at quarto range or arm checking is allowed.
• Fighters are required to exhibit a realistic defense (movement, parrying, intelligent blocking…)
• No takedowns. No grappling, wrestling or hooking.
• No pushing or striking with any part of your body.
• No foot sweeps or throws, thrusting or butt strikes, 2 handed strikes.
• No strikes or kicks below the waistline or direct strikes to the back.
• No kicks below the waist or above the neck.
• No knee strikes or elbow strikes.
• Checks may be used to create distance but may NOT be directed to the face. Checks are allowed below the neck and above the waist free hand or two hands on weapon (AKA rifle checking).
• Trapping and parrying are allowed. Locking and holding are not.
• An instantaneous “Hold and Hit” with immediate release is allowed.
• In the event inaction or ineffective action in the clinch, referee will call time and break clinch.
• Disarms must be immediate, or have an immediate release (1 – 2 rule applies).
• Joints may not be locked or twisted for a disarm.
• You may use the ring to control the action. You may not use it to avoid action.
• To signal surrender or stop action for an injury, equipment failure, etc., raise both hands and back up. Do not turn away.
CORNER AND COACHING
Fighter is required to have at least one corner person with maximum of two. Coaching may only be done during break in the action. Corner men are not to communicate with their fighter while action is in progress. Do not remove any equipment, until the end of the match. Helmet may be removed between rounds.
JUDGING, SCORING & OFFICIATING
All matches scored by 3 judges on the “10 Point Must” system prior to deductions. Deductions will be issued by referee only. Judges may issue bonus points for exemplary technique. Referee will ID rule infractions, issue warnings and mandatory point deductions. Scoring is based on: Quantity of strikes, Effectiveness of Striking and Ring Generalship.
In single stick competition, disarms shall be scored as part of the match as a mandatory point deduction. 3 disarms will result in a TKO. The 3 disarm rule may be waived at the tournament directors discretion.
In double stick competition, a fighter will not be deducted if disarmed – the fighter will continue to fight with one weapon until the end of the round. A fighter who loses both weapons will automatically lose the match.
PROFESSIONAL CONDUCT AND ETIQUETTE OF ATHLETES, COACHES AND SPECTATORS
All participants are expected to exhibit professional behavior. Excessive foul language and un-sportsmanlike conduct will not be tolerated by any fighters, coaches, or spectators. Fighters and coaches will not discuss fights with the judges or referees while tournament is in progress.
EQUIPMENT
all participants must make provisions for the required weapons and equipment. Prior to the start of all matches, fighters will submit to weapon and equipment will be inspection by referee and judges. The required equipment is as follows:
• WEKAF armor (Headgear, armored gown)
• Protective full fingered gloves or WEKAF stick fighting gloves.
• Elbow pads, forearm pads, knee pads, protective cup and shoes are mandatory.
• T-shirts, pants (or shorts)
• Rattan sticks.
Types of Arnis Competition
COMPETITION RULE:
The International rules and the Deped ground Rules in Arnis Competition shall govern the conduct of this event in the Palarong Pambansa including other DepED sponsored competition in the lower level.
II. PARTICIPANTS:
A. FULL CONTACT
There shall be a maximum of five (5) participants distributed evenly in the different weight divisions for both Secondary Boys and Girls and Two (2) for both Elementary Boys and Girls (age and height Category) in the Arnis Full Contact. As a matter of procedure, each region/team is allowed only one (1) entry in each of the five (5) weight category (secondary) and each of the (2) Age and Height category (elementary) B. ANYO COMPETITION Elementary (Boys/Girls Category) 1. Individual Likha Anyo Solo Baston - 1 player per individual entry
2. Team (Synchronized) Likha Anyo Doble Baston - 2 players per team entry/category
3. Team (Synchronized) Likha Anyo Mixed Doble Baston – 2 boys and 2 Girls per team entry
Secondary
(Boys and Girls category)
1. Individual Likha Anyo SOLO and DOBLE BASTON - 1 player per individual entry 2.Team (Synchronized) Likha Anyo SOLO and DOBLE BASTON - 3 players per team entry III. FULL CONTACT COMPETITION:
Participants are required to wear the standard uniform
1. White plain T-shirt (athlete’s name, school/club logo, and sponsors may appear on
2. The T-Shirt provided that it does not dominate the over-all appearance of the shirt.
3. Plain red pants (school/club logo may appear on the pants).
4. Rubber soled shoes.
*No Sudden Death Rule In case of Draw the declaration of winner shall be based on the following criterion
1. Superiority or aggressiveness 2. Major advance technique
3. Artistic delivery Injuries
In case of injury caused by accidental blow and the medical doctor decides/suggests to give the injured player a little time to rest before he/she can continue the game, the decision as stated in Rule 19.0, shall be suspended for a while. However, the rest period shall not be more than two (2) minutes after which the medical doctor must declare the fitness of the injured player to continue or discontinue the game.
Conduct of the Tournament The conduct of the competition shall be on a two-out-of-three round system. Each round should be held for a maximum of two (2) minutes for the Secondary level while the elementary level will have one (1) minute per round only.
Players are required to show artistic arnis movements unique to their styles for at least three (3) seconds when the referee says “HANDA”. Failure to do this – First Offense will be given BABALA or warning. Second and succeeding offenses shall be considered as PAGLABAG or foul. And no artistic movement of padded stick while the game in on process within three (3) seconds will be given violation ( Paglabag, walang Sining).
IV. ANYO COMPETITION: Composition: Players/Participants will come from the Team members in the full contact event who qualify in the weigh-in in the secondary level and qualify in the height limit and age category for the elementary level. Likewise, the coach and chaperon will be the same as in full contact. Costume: For the Anyo competition. It is further recommended that the participating regions used the Delegation uniform, Arnis uniform (white t-shirt and red pants)
Weapons: A player may have the option to choose any of the following weapons (with a minimum length of 24 inches and a maximum length of 36 inches.)
1. Wooden stick/yantok - The cane (stick) made of wood or rattan should measure not less than 60cm. (24 inches) and not more than 90cm. (36 inches.) 2. Wooden Replica of a Bladed Weapon - The wooden replica should measure not less than 60cm. (24 inches) and not more than 90cm. (36 inches) in full length and should be ethnic Filipino in origin.
3. Metallic Unbladed Replica of a Bladed Weapon - The metallic replica should measure not less than 60cm. (24 inches) and not more than 90cm. (36 inches) in full length and should be ethnic Filipino in origin
4. Determining the Winner in anyo competition: There shall be seven (7) judges and the total score of the seven (7) Judges shall be added to determined the score obtained by the performer which will be added together to get the average score. * In case of tie, the highest and the lowest score of the seven (7) judges shall be eliminated, hence, the score of the remaining five (5) judges shall be Determined to break the tie. * In case another tie: Repeat performance The ranking of participants is based from the net score obtained which is determined by deducting all identified point deduction/s committed if any in accordance with the rules.
Conduct of the Tournament:
1. The conduct of the competition shall be one (1) round Anyo performance for both secondary and elementary level (boys/girls)
2. Each performance shall have a minimum of one (1) minute and a maximum time limit of two (2) minutes. The official time shall start when the player/team gives the Standard courtesy (Pugay) and it shall officially ended when the player/teams gives the ending courtesy (Pugay). 3. The Likha Anyo performance both in secondary and elementary Level shall be focused on Arnis skills.
4. No Acrobatic/fancy movement (such as; tumbling, back flip, summer sault, cartwheel and other combative discipline skills will be incorporated during the performance of likha anyo.
PENALTIES AND VIOLATIONS
Rule 1: Violation of time limit shall cause the participant/s deduction of points. A deduction of 2 points should be given for every second short of the minimum one (1) minute time limit or in excess of the maximum of two (2) minute time limit. .
2. Stepping and/or going out of the boundary lines will cause the performer/s a deduction of two (2) regardless of Number of stepping violation. 3. Performers who accidentally loses grip of the weapon/s should be given a deduction of five (5) points for every violation.
4. Failure to execute the standard pugay at the start/end of performance would mean a five (5) point’s deduction V. OTHER MATTERS: 1. Eligibility of coaches and chaperon must adhere to item no. 5. of the Rules and guidelines for the Accreditation and Screening of athletes and coaches chaperon for the Palarong Pambansa.
2. Official coaches/chaperons listed on the gallery are allowed to sit on the coaches designated chair for coaching, when his/ her athletes where playing simultaneously in two (2) different court during the competition.
3. Official coaches /chaperons must be in their Delegation Uniform while on coaching, No short pants, sando and slippers will be allowed for the coaches/chaperons during the competition. 4. The Technical Committee shall decide on all other queries/issues not mentioned in the ground rules. 5. Judgment calls cannot be protested
Arnis Competition Area
Arnis Equipments
Upper arm guards
Lower arm Guard
Hand Gloves
Head Protector
Body Armor
Groin Guard
Right & Left Leg Guard
SWIMMING
10,000-year-old rock paintings of people swimming were found in the Cave of Swimmers near WadiSura in southwestern Egypt. These pictures seem to show breaststroke or doggy paddle, although it is also possible that the movements have a ritual meaning unrelated to swimming.[1] An Egyptian clay seal dated between 9000 BCE and 4000 BCE shows four people who are believed to be swimming a variant of the front crawl.
Swimming emerged as a competitive sport in the 1830s in England. In 1828, the first indoor swimming pool, St George's Baths, was opened to the public.[8] By 1837, the National Swimming Society was holding regular swimming competitions in six artificial swimming pools, built around London. The sport grew in popularity and by 1880, when the first national governing body, the Amateur Swimming Association, was formed, there were already over 300 regional clubs in operation across the country.[9]
In 1844 a swimming competition was held in London with the participation of two Native Americans. The British competitor used the traditional breaststroke, while the Native Americans swam a variant of the front crawl, which had been used by people in the Americas for generations, but was not known to the British. The winning medal went to 'Flying Gull' who swam the 130-foot length in just 30 seconds – the Native American swimming method proved to be a much faster style than the British breaststroke. The Times of London reported disapprovingly that the Native American stroke was an unrefined motion with the arms "like a windmill" and the chaotic and unregulated kicking of the legs. The considerable splashing that the stroke caused was deemed to be barbaric and "un-European" to the British gentlemen, who preferred to keep their heads over the water. Subsequently, the British continued to swim only breaststroke until 1873. The British did, however, adapt the breaststroke into the speedier sidestroke, where the swimmer lies to one side; this became the more popular choice by the late 1840s. In 1895, J. H. Thayers of England swam 100 yards (91 m) in a record-breaking 1:02.50 using a sidestroke.[8]
Sir John Arthur Trudgen picked up the hand-over stroke from South American natives he observed swimming on a trip to Buenos Aires. On his return to England in 1868, he successfully debuted the new stroke in 1873 and won a local competition in 1875. Although the new stroke was really the reintroduction of a more intuitive method for swimming, one that had been in evidence in ancient cultures such as Ancient Assyria, his method revolutionised the state of competitive swimming – his stroke is still regarded as the most powerful to use today.[10] In his stroke, the arms were brought forward, alternating, while the body rolled from side to side. The kick was a scissors kick such as that familiarly used in breaststroke, with one kick for two arm strokes, although it is believed that the Native Americans had indeed used a flutter kick. Front crawl variants used different ratios of scissor kicks to arm strokes, or alternated with a flutter (up-and-down) kick. The speed of the new stroke was demonstrated by F.V.C. Lane in 1901, swimming 100 yards (91 m) in 1:00.0, an improvement of about ten seconds compared to the breaststroke record. Due to its speed the Trudgen became very quickly popular around the world, despite all the ungentlemanlike splashing.[8]
The routes taken by Webb and T.W. Burgess across the English Channel, in 1875 and 1911, respectively.Captain Matthew Webb was the first man to swim the English Channel (between England and France), in 1875. He used breaststroke, swimming 21.26 miles (34.21 km) in 21 hours and 45 minutes. His feat was not replicated or surpassed for the next 36 years, until T.W. Burgess made the crossing in 1911. Other European countries also established swimming federations: Germany in 1882, France in 1890 and Hungary in 1896. The first European amateur swimming competitions were in 1889 in Vienna. The world's first women's swimming championship was held in Scotland in 1892.[11]
Nancy Edberg popularised women's swimming in Stockholm from 1847. She made swimming lessons accessible for both genders and later introduced swimming lessons for women in Denmark and Norway.[12] Her public swimming exhibitions from 1856 with her students were likely among the first public exhibitions of women swimming in Europe[12]
In 1897, Capt. Henry Sheffield designed a rescue can or rescue cylinder, now well known as the lifesaving device. The pointed ends made it slide faster through the water, although it can cause injuries.
The Olympic Games were held in 1896 in Athens , a male-only competition. Six events were planned for the swimming competition, but only four events were actually contested: 100 m, 500 m, and 1200 m freestyle and 100 m for sailors. The first gold medal was won byAlfrédHajós of Hungary in the 100 m freestyle. Hajós was also victorious in the 1200 m event, and was unable to compete in the 500 m, which was won by Austrian Paul Neumann.
The second Olympic games in Paris in 1900 featured 200 m, 1000 m, and 4000 m freestyle, 200 m backstroke, and a 200 m team race (see also Swimming at the 1900 Summer Olympics). There were two additional unusual swimming events (although common at the time): an obstacle swimming course in the Seine river (swimming with the current), and an underwater swimming race. The 4000 m freestyle was won by John Arthur Jarvis in under one hour, the longest Olympic swimming race until the 10k marathon swim was introduced in 2008. The backstroke was also introduced to the Olympic Games in Paris, as was water polo. The Osborne Swimming Club from Manchester beat club teams from Belgium, France and Germany quite easily.
The Trudgen stroke was improved by Australian-born Richmond Cavill. Cavill, whose father Frederick Cavill narrowly failed to swim theEnglish Channel, is credited with developing the stroke after observing a young boy from the Solomon Islands. Cavill and his brothers spread the Australian crawl to England, New Zealand and America. Richmond used this stroke in 1902 at an International Championships in England to set a new world record by out swimming all Trudgen swimmers over the 100 yards (91 m) in 0:58.4[13]
The Olympics in 1904 in St. Louis included races over 50 yards (46 m), 100 yards, 220 yards (200 m), 440 yards, 880 yards (800 m) and one mile (1.6 km) freestyle, 100 yards (91 m) backstroke and 440 yards (400 m) breaststroke, and the 4x50 yards freestyle relay (see also Swimming at the 1904 Summer Olympics). These games differentiated between breaststroke and freestyle, so that there were now two defined styles (breaststroke and backstroke) and freestyle, where most people swam Trudgen. These games also featured a competition to plunge for distance, where the distance without swimming, after jumping in a pool, was measured.
In 1908, the world swimming association FédérationInternationale de Natation Amateur (FINA) was formed.
Women were first allowed to swim in the 1912 Summer Olympics in Stockholm, competing in freestyle races. In the 1912 games, Harry Hebner of the United States won the 100 m backstroke. At these games Duke Kahanamoku from Hawaii won the 100 m freestyle, having learned the six kicks per cycle front crawl from older natives of his island. This style is now considered the classical front crawl style. The men's competitions were 100 m, 400 m, and 1500 m freestyle, 100 m backstroke, 200 m and 400 m breaststroke, and four by 200 m freestyle relay. The women’s competitions were 100 m freestyle and four by 100 m freestyle relay.
TIMELINE:
In 1904 the Olympic Games in St Louis, Missouri, held the 50 yards (46 m), 100 yards, 220 yards (200 m), 440 yards, 880 yards (800 m) and one mile (1.6 km) freestyle; 100 yards (91 m) backstroke and 440 yards (400 m) breaststroke; and the 4 × 50 yards freestyle relay. In the history of swimming, this was the first time that the Olympics specified if an event was freestyle or breaststroke.
In 1908 the Fédération Internationale de Natation Amateur (FINA), which is the world’s first swimming association, was formed.
In 1912 at the Olympic Games in Stockholm, women swam competitively for the first time. Women’s races were held in the 100 m freestyle and the 100 m freestyle relay. The men’s events were the 100 m, 400 m, and 1500 m freestyle; 100 m backstroke; 200 m and 400 m breaststroke; and a 4 × 200 m freestyle relay. This was a milestone Olympic Games for swimming. Women were being allowed to compete for the first time in the history of swimming, and men had an extensive list of competitive races that were held.
In 1922, Johnny Weissmuller became the first person to swim 100 m in under a minute. Weissmuller went on to win five Olympic medals and 36 national championships, igniting an interest in competitive swimming that was never seen before. Weissmuller never lost a race over a career spanning ten years. His record of 51 seconds in the 100 yard freestyle event was unbroken for the next 17 years. He later garnered Hollywood fame as the star of numerous Tarzan films. Also in 1922, female swimmer Sybil Bauer was the first woman to break the men’s 440 m backstroke record. Competitive swimming went to the forefront of sports due to these record-breaking feats.
Mark Spitz in 1972 broke all records in the history of swimming at the 1972 Summer Olympics and won seven gold medals. Spitz was a phenomenal swimmer and won a total of 9 Olympic gold medals, a silver, a bronze, five Pan Am golds, 31 other amateur titles, and 8 college titles. He accumulated this impressive total of titles between the years of 1968–1972. Spitz, at the 1972 Olympics, broke world records in each of the seven events he won gold medals.
Competitive swimming has not seen the likes of Spitz until Michael Phelps. As of this date, Phelps has won 16 Olympic medals. Phelps won six gold and two bronze medals in 2004 in Athens. In 2008 at the Beijing Olympics he won eight gold medals. With these accomplishments, Phelps has twice tied with a total record of eight gold medals at one Olympics.
The history of swimming has been a documented and varied one. From the sidestroke to the current freestyle strokes, swimming has, and continues to be, an exciting and ever-evolving sport.
TERMINOLOGIES IN SWIMMING marked as one solid color. This to alert swimmers for turns. In between the lines usually alternate colors.
Lap,Distance from one end of the pool to the other end and back. In a 25 yard pool a lap is 50 Deck,The hard surface around the pool.
Flags,Triangular pennants alternating two or more contrasting colors suspended on line stretched over each lane.Used primarily to notify backstrokers the wall is coming.
Kickboard,A flat rectangular piece of styrofoam used to isolate leg muscles in kick sets.
Lane,Specific area in which the swimmer is assigned to swim.
Lane Lines,The floating markers which separate adjacent lanes. The first 5 yards or meters and the last 5 yards or meters of the lane line are usually yards, in a 50 meter pool a lap is 100 meters.
Length, Distance from one end of the pool to the other. It could be 25 yards, 25 meters, or 50 meters depending on the length of the pool.
Long course, Used as both an adjective and a noun in describing a 50 meter long pool.
Pool, The body of water we hope you will be moving through and getting out of at the end of a workout.
Pull buoy, usually two cylinders of Styrofoam tied together with rope and placed between the legs. It enables you to focus on your pull without kicking. Also called pull girt.
Short course, describe a 25 meter long pool or a 25 yard pool.
Shave down, Swimmers commonly shave off excessive body hair before a competition. This may include all their body and head. The reasoning for this is to reduce the slightest drag effect on the speed of the swimmer.
Split Time, Split times are the times taken for each individual section 50m, 100m of a race, or the times of each individual in a relay race.
Stroke Shortening, When swimmers start getting tired, each of their strokes becomes less effective. For this they often increase the frequency of their strokes. This helps them tamper there energy without increasing the overall speed.
Taper, The taper is an important part of the preparation of swimmers to competition, whereas they modify their training so as to be in peak condition and fresh for their event. It may last from a few days to several weeks.
Team a group of swimmers representing the same club.
Touch pad, Part of an automatic timing device placed on wall of each lane that will register the time when the swimmer completes the distance. The unit is activated when touched by whatever part of the body that hits it first, it be the hand, head or foot.
Wall Vertical portion of the pool, or the touch pad at the end of the course. FACILITIES AND EQUIPMENT
Our pool is the largest in central London, measuring 33.3m x 11.5m and has a maximum depth of 3.40m.
The pool was built in 1952 and still has the Royal Box (located on the ground floor by Lunchbox Café) which Queen Elizabeth the Queen Mother would use when watching the many swimming galas run here. The Beatles, yes those legends of pop, even used our pool for a photo shoot!
The pool is always divided into four lanes set at different speeds. We have floats and pull buoys available, just ask one of our RLSS qualified lifeguards for assistance and they'll point you in the right direction.
EQUIPEMENTS
Earplugs/Nose Clips
Some swimmers use earplugs to block water from entering the ear canal while they are swimming. Excess water entering the ear can cause discomfort for several hours after swimming and can also increase your chances of developing an outer ear infection, known as "swimmer's ear." Some swimmers also use nose clips to prevent water from entering their nose while they are swimming.
Goggles
Most pools contain high levels of chlorine or other chemicals to help keep the water free of bacteria and control the growth of algae in the water, states the Environmental Protection Agency. However, chlorine can irritate the eyes. Goggles allow you to see while your head is immersed in the water, without having to worry about chlorine irritation
Training Tools
Numerous pieces of swimming equipment are designed to help in strength training and technique while swimming. For example, pull buoys are foam flotation devices that can be placed between the legs and used to strengthen and place focus on arm technique. The pull buoy forces swimmers to rely less on their legs to push through the water and more on the arms. Swim paddles develop arm strength by increasing resistance in the water, and they also help develop proper stroke mechanics. Kickboards switch the majority of work onto the legs when swimming to strengthen the legs as well as help develop proper kicking technique, states the U.S. Masters Swimming organization. Stretch cords and resistance bands develop both arm and leg strength.
Swim Caps
The swim cap is a piece of equipment that provides multiple benefits. For professional swimmers, swim caps reduce drag to increase speed in the water. Swim caps also keep hair out of the face, help reduce the effects of chlorine on the hair and help swimmers retain body heat when they are swimming in colder water.
Competition Equipment
Competitive swimmers use several additional pieces of equipment. For example, coaches and timers at meets use stopwatches to help keep track of completion times for swimmers. Swimmers use lap counters in competition to help keep track of how many more laps they need to complete their event. Lane dividers consist of buoys that are strung on ropes and placed across the pool to divide the water into several swimming lanes. Recreational Equipment
Some swimming equipment falls in the recreational category, including devices such as snorkeling masks and swimming fins, which allow swimmers to navigate natural aquatic environments such as lakes, seas and the ocean.
STROKES
Backstroke
-A stroke in which the swimmer is on his or her back performing a flutter-kick and rotating the arms alternately backward.
Breaststroke
-A stroke made in the prone position in which both hands move simultaneously forward, outward and rearward from in front of the chest, and the legs move in a frog-like manner.
Butterfly
-A stroke made in the prone position where both arms are lifted simultaneously out of the water and flung forward, in combination with the dolphin kick.
Crawl
-A stroke made in the prone position characterized by alternate over arm movements and a continuous up-and-down kick; originally known as the Australian crawl.
Dolphin kick
-A kick performed in the butterfly stroke by which the legs are held together and moved up and down by bending and straightening them at the knee twice in quick succession; also used in backstroke starts and turns.
Flutter-kick
-A kick, usually performed as part of the crawl, where the legs are held straight and moved up and down alternately
Freestyle
-An event where the swimmers may use any stroke they choose, which typically is the crawl.
Gravity wave
-The wave action, caused by the swimmers'' bodies moving through the water, which moves down and forward from the swimmer, bounces off the bottom of the pool, then returns to the surface as turbulence.
Scissor kick
-A propelling motion of the legs by which they move essentially like the blades of a pair of scissors, once used in competitive racing but now relegated to the sidestroke.
Surf
-To swim just behind a swimmer in an adjacent lane to take advantage of the wave created by that swimmer.
Tumble turn
-An underwater roll at the end of a lap, used in backstroke and freestyle, allowing the swimmer to push off from the end of the pool with the feet.
Turn
-The turnaround by a swimmer at each end of the pool.
TABLE TENNIS
* Table tennis, also known as ping pong, is a sport in which two or four players hit a lightweight ball back and forth across a table using a small, round bat. 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. Spinning the ball alters its trajectory and limits an opponent's options, giving the hitter a great advantage. When doing so the hitter has a better chance of scoring if the spin is successful.
HISTORY OF TABLE TENNIS * Evolved along with badminton and Lawn Tennis in 1880’s * Early version of the game in 1890 had cloth covered rubber ball, strung racket and wooden fences around table. * Changes started in 1900 when celluloid ball was used and name changed to ping-pong due to sound of ball.
EQUIPMENTS:
1. Table Tennis Racket * A table tennis racket is made up of two distinct parts- a wooden blade which incorporates the handle and table tennis rubbers affixed to each side of the blade using table tennis glue. * Most rackets are actually all very similar in size – about 15 cm (6 inches) across and 25cm (10 inches) long including the handle.
2. Table * The table is 2.74 m (9.0 ft) long, 1.525 m (5.0 ft) wide, and 76 cm (2.5 ft) high with any continuous material so long as the table yields a uniform bounce of about 23 cm (9.1 in) when a standard ball is dropped onto it from a height of 30 cm (11.8 in), or about 77%.The table or playing surface is uniformly dark colored and matte, divided into two halves by a net at 15.25 cm (6.0 in) in height. The ITTF approves only wooden tables or their derivate. Concrete tables with a steel net or a solid concrete partition are sometimes available in outside public spaces, such as parks.
3. Ball * The international rules specify that the game is played with a sphere having a mass of 2.7 grams (0.095 oz) and a diameter of 40 millimeters (1.57 in). * The rules say that the ball shall bounce up 24–26 cm (9.4–10.2 in) when dropped from a height of 30.5 cm (12.0 in) onto a standard steel block thereby having a coefficient of restitution of 0.89 to 0.92. * The 40 mm ball was introduced after the 2000 Summer Olympics.
Basics
GRIPS
1. Pen Hold
* The pen hold grip is so-named because one grips the racket similarly to the way one holds a writing instrument. * The style of play among pen hold players can vary greatly from player to player. * The most popular style, usually referred to as the Chinese pen hold style, involves curling the middle, ring, and fourth finger on the back of the blade with the three fingers always touching one another.
2. Shake Hand
* The shake hand grip is so-named because the racket is grasped as if one is performing a handshake * Though it is sometimes referred to as the "tennis" or "Western" grip, it bears no relation to the Western tennis grip, which was popularized on the West Coast of the United States in which the racket is rotated 90°, and played with the wrist turned so that on impact the knuckles face the target. In table tennis, "Western" refers to Western nations, for this is the grip that players native to Europe and the Americas have almost exclusively employed.
TYPES OF STROKES: A. Offensive strokes 1. Hit * A direct hit on the ball propelling it forward back to the opponent. 2. Loop * Perfected during the 1960s,the loop is 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. 3. Counter - Hit * The counter-hit is usually a counterattack against drives, normally high loop drives. The racket is held closed and near to the ball, which is hit with a short movement "off the bounce" (immediately after hitting the table) so that the ball travels faster to the other side. A well-timed, accurate counter-drive can be as effective as a smash. 4. Flick * When a player tries to attack a ball that has not bounced beyond the edge of the table, the player does not have the room to wind up in a backswing. 5. Smash * The offensive trump card is the smash. A player will typically execute a smash when his or her opponent has returned a ball that bounces too high or too close to the net. * Smashing consists of using a large backswing and rapid acceleration to impart 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. B. Defensive Strokes
Push
* The push (or "slice" in Asia) is usually used for keeping the point alive and creating offensive opportunities.
Chop
* A chop is the defensive, backspin counterpart to the offensive loop drive. * The racket face points primarily horizontally, perhaps a little bit upward, and the direction of the stroke is straight down. Block * The block is a simple shot, but nonetheless can be devastating against an attacking opponent. * A block is executed by simply placing the racket in front of the ball right after the ball bounces; thus, the ball rebounds back toward the opponent with nearly as much energy as it came in with.
Lob
* The defensive lob is possibly the most impressive shot, since it propels the ball about five meters in height, only to land on the opponent's side of the table with great amounts of spin. * To execute, a defensive player first backs-off the table 4–6 meters; then, the stroke itself consists of lifting the ball to an enormous height before it falls back to the opponent's side of the table.
BASIC SERVICE TECHNIQUES:
The following are the basic rule of service: * The ball must be held above the table level in order for the opponent and umpire to see it. * The ball must be held in the palm of the hand with fingers stretched, and tossed vertically at least six inches. * The ball must be struck only on the way down. * The ball must be struck on the end line.
Imparting spin on these serves should be concentrated mostly on the wrist.
* Backspins>a backspin serve is executed with an open racket slicing the bottom of the ball.
* Topspin > topspin serves can be done hitting with a flat racket, where the player graze the top of the ball with a closed racket for more spin. * Sidespin > simply hit the back of the ball in a left to right or right to left motion, as desired. To make the stroke easier, try holding the racket in front of you and brushing the bottom of the ball in a pendulum motion.
START YOUR PLAY: * Warming up helps get your body ready for rapid coordinated moves that make table tennis such an intensive sport. * There are no special or unique exercises; it’s just like warming up before playing any other sport. * A light jog, jump ropes, and various stretches help loosen your muscles ang get you “in gear” for optimum performance.
SAFETY:
* Warming up before play is important and will reduce the chances the muscle and joint injuries. It is ideal to start with general warm up like stretching and jogging. Then spend some time on specific warm up like playing gentle shots for the first 2-3 minutes with another player. Gradually upping the pace and tempo.
GAMEPLAY/RULES:
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. (A common but non-sanctioned method is for the players to play the ball back and forth three times and then play out the point. This is commonly referred to as "serve to play", "rally to serve", "play for serve", or "volley for serve".)
Service and return * In game play, the player serving the ball commences a play. The server first stands with the ball held on the open palm of the hand not carrying the paddle, called the freehand, and tosses the ball directly upward without spin, at least 16 cm (6.3 in) high. The server strikes the ball with the racket on the ball's descent so that it touches first his court and then touches directly the receiver's court without touching the net assembly. In casual 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 end line and above the upper surface of the table, known as the playing surface, 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 umpire is doubtful of the legality of a service they may first interrupt play and give a warning to the server. If the serve is a clear failure or is doubted again by the umpire after the warning, the receiver scores a point. * If the service is "good", then the receiver must make a "good" return by hitting the ball back before it bounces a second time on receiver's side of the table so that the ball passes the net and touches the opponent's court, either directly or after touching the net assembly. Thereafter, the server and receiver must alternately make a return until the rally is over. 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.
Let
A Let is a rally of which the result is not scored, and is called in the following circumstances: * The ball touches the net in service (service), provided the service is otherwise correct or the ball is obstructed by the player on the receiving side. Obstruction means a player touches the ball when it is above or traveling towards the playing surface, not having touched the player's court since last being struck by the player. * When the player on the receiving side is not ready and the service is delivered. * Player's failure to make a service or a return or to comply with the Laws is due to a disturbance outside the control of the player. * Play is interrupted by the umpire or assistant umpire.
A let is also called if the ball hits the server's side of the table if the ball does not pass further than the edge. If the ball hits the table edge and hits the net, it is called a foul serve
Scoring
A point is scored by the player for any of several results of the rally. * The opponent fails to make a correct service or return. * After making a service or a return, the ball touches anything other than the net assembly before being struck by the opponent. * The ball passes over the player's court or beyond his end line without touching his court, after being struck by the opponent. * The opponent obstructs the ball. * The opponent strikes the ball twice successively. Note that the hand that is holding the racket counts as part of the racket and that making a good return off one's hand or fingers is allowed. It is not a fault if the ball accidentally hits one's hand or fingers and then subsequently hits the racket. * The opponent strikes the ball with a side of the racket blade whose surface is not covered with rubber. * The opponent moves the playing surface or touches the net assembly. * The opponent's free hand touches the playing surface.
* As a receiver under the expedite system, completing 13 returns in a rally. * The opponent that has been warned by the umpire commits a second offense in the same individual match or team match. If the third offence happens, 2 points will be given to the player. If the individual match or the team match has not ended, any unused penalty points can be transferred to the next game of that match.
A game shall be won by the player first scoring 11 points unless both players score 10 points, when the game shall be won by the first player subsequently gaining a lead of 2 points. A match shall consist of the best of any odd number of games. In competition play, matches are typically best of five or seven games.
Alternation of services and ends * Service alternates between opponents every two points (regardless of winner of the rally) until the end of the game, unless both players score ten points or the expedite system is operated, when the sequences of serving and receiving stay the same but each player serves for only one point in turn (Deuce).The player serving first in a game receives first in the next game of the match.
After each game, players switch sides of the table. In the last possible game of a match, for example the seventh game in a best of seven matches, players change ends when the first player scores five points, regardless of whose turn it is to serve. Service is subject to change on game point of the match. If the sequence of serving and receiving is out of turn or the ends are not changed, points scored in the wrong situation are still calculated and the game shall be resumed with the order
Ten-Pin Bowling
Definition:
Ten-pin bowling is a sport in which a "bowler" rolls a bowling ball down a wood-structure or synthetic (polyurethane) lane and towards ten pins positioned at the end of the lane. The objective is to score points by knocking down as many pins as possible. Three finger holes are drilled into a traditional bowling ball, and weights vary considerably to make the sport playable for all ages. The pins are arranged in a triangular position by an automated machine. While professional ten-pin bowling tournaments are held in numerous countries, the sport is commonly played as a hobby by millions of people around the world.
History:
In 1930, British anthropologist Sir Flinders Petrie, along with a team of archaeologists, discovered various primitive bowling balls, bowling pins and other materials in the grave of a protodynastic Egyptian boy dating to 3200 B.C., very shortly before the reign of Narmer, one of the very first Egyptian pharaohs. Their discovery represents the earliest known historical trace of bowling. Others claim that bowling originated in Germany around 300 A.D., A site in Southampton, England claims to be the oldest lawn bowling site still in operation, with records showing the game has been played on the green there since 1299. The first written reference to bowling dates to 1366, when King Edward III of England banned his troops from playing it so that they could focus more on their archery practice. In Germany the game of Kegel (Kegelspiel) expanded. The Kegel game grew in Germany and around other parts of Europe with Keglers rolling balls at nine pins, or skittles, in a diamond formation (1-2-3-2-1).
1940 to 1960
The period from 1940 to 1960 is known as the "golden age of bowling" due to the sport's great popularity increase and advances in its play. By 1945, bowling was a billion-dollar industry in the United States. From 1940 to 1958, the number of dues-paying American Bowling Congress members grew from about 700,000 to 2.3 million. The Women's International Bowling Congress grew from 82,000 to 866,000 members, and the American Junior Bowling Congress expanded from 8,000 to 175,000.
1960 to 1980
Ten-pin bowling was introduced in the United Kingdom in 1960. This was driven by the opening of the Stamford Hill and Golders Green bowling alleys in London. Ten-pin bowling took the UK by storm, with alleys opening up one after the other. At its peak there were over 160 bowling alleys in the UK, but a lack of re-investment and waning interest left the fad in a sorry state. This led to a general deterioration of bowling alleys, with a commensurate decline in their image. In the 1970s a major chain operator, Top Rank, pulled out of bowling and converted many of the more luxurious alleys into Bingo halls. The industry nearly collapsed, with two thirds of the existing alleys closing over the next few years.
1980 to 2000
Until the mid-1980s there was little, if any, new investment in the sport, with the decline in interest being partially attributed to the complex scoring system, especially as it was a manual process then. However, this all changed with the introduction of automated electronic scoring systems. The general public only had to enter their names into the computers and everything else was done automatically.
2000 to Present
Bowling has experienced another decline since the late 1990s and into the 2000s, especially in the United States. From 1998 to 2013, the number of bowling alleys in the U.S. fell from about 5,400 to 3,976, a 26% drop. This is partly attributed to the decline of league bowling participation, which used to account for most of a bowling center's revenue, as well as the decline in social activity overall, according to Robert Putnam, public policy professor at Harvard University. For example, the Metro Detroit USBC Chapter, which has long had the most sanctioned league members of any chapter in the entire USBC organization, now numbers about 45,000, down from about 300,000 in the late 1970s. Bowling centers once counted on league bowling for about 70% of their revenues, but studies by White Hutchinson Leisure & Learning Group and others suggest that figure is now only about 40%.Today, over 100 million bowlers play in over 90 different countries.
Facilities & Equipment:
The Standing Area or Approach:
This is the area where you will select your bowling ball, line yourself up and throw. The approach area is approximately 15 feet long and ends at the foul line. The foul line is a solid dark line where the"lane" begins. The approach is marked with approach dots or line up points that are used to increase the accuracy of your throw. It is important to remember when releasing the ball to not let your feet cross over the foul line which separates the approach area and the lane.
The Lane:
The lane is a straight narrow surface that is 60 feet long and approximately 41.5 inches wide. It is usually created with wood or a synthetic material. At the end of the lane are the bowling pins. The lane also has one gutter on each side of it. If your ball goes into any side of these gutters it is deemed to be a "gutter ball."
You will notice that there is a difference between the lane and the approach area. The lanes are treated with an oil so that the bowling ball will glide over it's surface. A lane will be coated with at least 18 milliliter (ml), or as much as 30 ml of oil. It is important to remember not to touch any part of the lane with your feet. The lane is very slippery and crossing it is considered a foul. Any pins knocked down during a foul will not count towards your score.
The Pins:
There are ten pins at the end of the lane. A pin must weigh between 3 pounds, 6 ounces and 3 pounds, 10 ounces. It also has to be 15 inches tall. The first pin is called the head pin. The spots at where the pins sit are numbered, but not the pins themselves. The pins are set up in four rows with one pin in the first row, two in the second, three in the third, and four in the fourth. They are numbered 1 through 10. The goal is to knock down all the pins at one time.
The Bowling Ball:
A bowling ball can be no more than 27 inches in circumference and must weigh between 10 and 16 pounds. The ball is solid and has two or three fingers holes.
Terminologies:
Strike
When all 10 pins are knocked down with one ball. You get 10 points for these pins, plus the points of the next 2 balls thrown.
Spare
All 10 pins are knocked down with 2 consecutive balls. You get 10 points for this plus the points of the pins that the next ball knocks down.
Game
A game consists of 10 frames (or turns) per person.
Frame
A frame is one turn.
Foul Line
This is the black line at the start of the lane.
Foul
You will receive a foul if you step over the foul line.
A Double
This is when you get 2 strikes in a row.
A Turkey
This is if you get 3 strikes in a row.
Gutter
This is the sections either side of the lane where the ball ends up if they come off the lane or you miss.
Basic Skills:
Start Off Right
Think of your starting position as the foundation of your throw. Reach the foul line with your toes, then turn and take about 4.5 regular-sized steps toward the waiting area you'll reach a row of dots. If you're right-handed, put your left foot just left of the middle dot.
That Prize Thing Works
Some clichés become clichés for a reason “keeping your eye on the prize” is an essential building block of your bowling technique. The “prize,” however, is a little different than you might think. For your first throw, focus on the second arrow from the right-hand gutter. This makes a straight line that starts at your right shoulder and cuts through the arrow into the “pocket,” or the front three pins.
Rare Up and Release
Remember this basic pattern as you release the ball: Push your right arm out on your first step, let it drop back to your side on the second and swing it forward once again on your third, releasing the ball and sliding forward on your left foot. Of course, switch these positions up if you're a lefty.
Scoop Those Pins
Once you've let loose, it's time to clean up pins -- unless you've bowled a very possible strike. To do so, you need to shift your focus. This time, line up your right shoulder with the target arrow that leads to the remaining pins. For help on the dreaded 10 pin the rearmost pin on the rightmost side, a bane of many beginning bowlers line up your shot on the far left-hand side, targeting the middle arrow. Perhaps most importantly, don't let the 10 pin get you down; a lack of confidence can kill your game, so have fun and keep on trucking.
Rules & Regulations:
RULE
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 two balls (for a strike) or one ball (for a spare). The bowler is allowed to throw two extra balls for achieving a strike in the tenth frame, or one extra ball for achieving a spare. This allows for a potential of 12 strikes in a single game, and a maximum score of 300 points, a perfect game. The player with the most points at the end of ten frames wins. Although if time runs out before the end of ten frames bowling stops, and the person with the most points wins the game.
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 (commonly rock maple in the "heads", which is the first 15 feet of lane, and in the pin deck, which begins about 2 feet in front of the head pin; the middle of lane is a softer wood) 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 milliliters (0.63 imp fl oz; 0.61 US fl oz) of oil (also known as "the shot"). PBA events use about 30 milliliters (1.06 imp fl oz; 1.01 US fl oz) of oil, and PWBA events use 25 milliliters (0.88 imp fl oz; 0.85 US fl oz). 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.
Pins
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 and no more than 3 pounds 10 ounces (1.53–1.64 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 ± 1⁄32 inch (32.33 ± 0.79 mm). 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.
Bowling ball
The diameter of the ball is 8.5 inches (21.59 cm) and the circumference of the ball must not be more than 27 inches (0.69 m), and the ball cannot weigh more than 16 pounds (7.26 kg). Generally, the lightest ball available for use is 6 pounds (2.72 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.
Pins Bowling Ball
Individual
And
Dual Sports
Submitted By: Tricia Mae A. Cordovez BPE-SPE (1-1) Submitted To: Professor Angco
Table of Content Individual and Dual Sport Athletics……………………………………………………………………………………1 Badminton…………………………………………………………………………………7 Billiards……………………………………………………………………………………11 Boxing……………………………………………………………………………………..22 Chess………………………………………………………………………………………28 Darts……………………………………………………………………………………….36 Duck Pin Bowling…………………………………………………………………………39 Modern Arnis……………………………………………………………………………....42 Swimming………………………………………………………………………………….52 Table Tennis………………………………………………………………………………..58 Ten Pin Bowling……………………………………………………………………………63 Lawn tennis………………………………………………………………………………68
Table of Content Philippine Games Agawan Panyo………………………………………………………………………………...1 Bulong Pari……………………………………………………………………………………2 I wanna be a tutubi…………………………………………………………………………….3 Lawin at Sisiw…………………………………………………………………………………4 Luksong Baka………………………………………………………………………………......5 Luksong Lubid…………………………………………………………………………………7 Luksong Tinik………………………………………………………………………………….8 Nanay Tatay……………………………………………………………………………………9 Palosebo……………………………………………………………………………………….12 Patintero……………………………………………………………………………………….13 Piko…………………………………………………………………………………………....14 Sangkayaw……………………………………………………………………………………..15 Sambunot…………………………………………………………………………………........16 Shato…………………………………………………………………………………………...17 Sipa…………………………………………………………………………………………….18 Sungka…………………………………………………………………………………………20 Takip-Silim…………………………………………………………………………………….22 Teks…………………………………………………………………………………………….23 Ten-Twenty……………………………………………………………………………….........24 Tumbang Preso………………………………………………………………………………....26
LUKSONG BAKA
Ang larong luksong baka ay nag mula pa sa lalawigan ng Bulacan hanggang sa nagpasapasa na ito sa mga henerasyon hangang umabot sa atin ngayon.
Rules and Regulations:
* Maaari itong laruin ng dalawa o higit pang manglalaro. Mas maganda kung marami para masaya.
* Kinakailangan ng Taya o Baka sa larong ito. Para makapili ng taya ay kinakailangan mag Mag-iba..... Taya, Gumaya sa kin....... Taya o Kulay ng Pwet ng Kaldero....... ay Taya. * Pagnakapili na ng taya o baka ay kinakailangan ng taya na pumusisyong naka yuko habang naka luhod, sa bawat matagumpay na pag lukso ng mga kasali ay unti unting tumataas dapat ang taya o baka.
* Kinakailangang hindi sumayad o mahulog ang tatalon sa baka dahil kapag sumayad o mahulog ay yung kasaling iyon ang magiging taya.
* Kinakailangang kamay lamang ng kasali ang sasagi sa taya o baka dahil kapag may iba pang sumagi o sumayad ay agad na sya ang magiging taya.
Shato
THINGS YOU NEED:
The game needs one long (1 foot) and one short stick (5 inches) and a small hole on the ground.
THE CHANCE OF THE OPPONENT TO PLAY BASE.
At the start of the game the base player place the short stick horizontally across the hole and position the long stick in the middle of the short stick and hit the latter as strong as he/she can to the direction of the opponent. If the opponent is able to catch the short stick, the base player loses the chance to advance further in the game and give the base to the former.
If the opponent is unable to catch the flying short stick, he/she then collects the short stick and position himself/herself to where it landed and throw it to the long stick placed horizontally on the hole. Hitting the long stick will give the opponent the chance to play the base.
MAKING A SCORE.
If the opponent unable to get the two chances: catching the short stick and hitting the long stick, the base player is then advances to the next stage of the game. The short stick is place across the hole. The long stick dig in the hole positioned at the center of the short stick and hit the latter towards the opponent. The opponent gets the chance to play the base if able to catch the flying short stick. If not the opponent collects and positioned himself/herself where the short stick landed and throw it to the base player. The base player then hits the short stick. The count starts measuring the distance where the short stick landed using the long stick if it is hit single, if double the short stick is use for the measurement. Hitting the short stick triple counts double the measurement. If the short stick landed near the hole and could not measure one count of the long stick, the opponent get the chance to play the base.
THE CHANCE TO EARN MORE POINTS.
Advancing the game to another stage, the short stick is place on the hole in slant position. The base player hit the tip of the short stick making it flew up on the air then hit it again to the direction of the opponent. The higher the short stick flew, the better the chance to hit it double or triple. The opponent will get the chance to play the base if able to catch the flying short stick. If not the count measuring the distance where the short stick landed is instituted using the principle of single, double, triple hit. If the short stick landed near the hole and could not measure one count of the long stick, the opponent get the chance to play the base.
THE PUNISHMENT:
While holding the sticks (the short and the long) one in each hand, winner will bat the shorter stick as far as he/she can. Loser then will shout SHAAATONG.... while running from the base to where the stick landed. If the loser takes a breath before reaching the destination then back to the base again.
DETERMINING THE WINNER.
The sum of the measured distance in advance stage of the game determines the winner. The player who gets the least score will get the chance to enhance his/her vocal chords shouting shaaaaaaaaaaaaaatoooooooooooooooooooo.
Lawin at Sisiw
The story started when the family of lolo Andres and Lola Anding together with their grandchild Roy and lorna had a vacation in the province. One morning, while Roy and lorna where playing at the Guava tree they saw a hawk chasing the chicks of the hen. The hen was left behind as if she was trying to fight the hawk. Suddenly the two kids jump over the ground and start yelling to the hawk that made it fly away. The attention of Lola Anding and Lolo Andres was call because of their loud voices. After that, the two kids were curious about what they saw. They ask their grandparents regarding it and Lola Anding started to tell the story about the hawk and the hen. In the past years, the hen and the hawk were friends until one morning the hen wanted to go to the fiesta were she wants to feel pretty in the eyes of a rooster. She asks a favor to the hawk if she can borrow his ring. Undoubtedly, the hawk gave the permission to the hen to borrow his ring but warned her to take care of it. She promised to take good care of the ring. In the next morning, the hen went to the fiesta. The rooster was happy to see her and they dance all along until she was sleepy and decided to head back home. In the next morning, she was shock that the ring was lost. She is searching for the ring everywhere but she cannot find it. The time came when the hawk knew about what happened, she said to the chicken that if she cannot find the ring he would use his claw to get her chicks. Every day the hen was struggling to find the ring as well as other hen for them to keep the safety of their chicks. Unfortunately the two creatures end up as enemy until the day they die. That is the reason why the hawk until now captures the chicks of the hen. The lesson of the story is you have to do what you have promised to a person.
How to play:
The mechanics of the game is started by selecting one hawk and one hen and rest of the players left will be the chicks of the hen. This exciting game is played by 10 or more players. The chicks of the hen should hold each other’s waists, and then the hen will lead them. The hen’s goal is to widen out her wings, literally her hands and defend her chicks for the hawk will try each possible way to catch the chickens. When the hen moves to block the hawk, all chickens should also move in the same direction so the hawk could not attack them. In addition, they should never lose grip of each other’s waists or clothes, otherwise the chain will be broken and they will be easily caught by the hawk. If any chicken is that unlucky, he will become the new hawk and the hawk will be a new chicken in the next round. Usually, the last chicken in line is the most hard to catch.
Palosebo
Palo-sebo (from the Spanish stick/pole grease) is a traditional Filipino game. A local variant of the greasy pole, it is likely derived from the Spanish cucaña.
Description
This game is usually played by boys during a town fiesta or on special occasions in the various Provinces of the Philippines. Long and straight bamboo poles are polished and greased, after which a small bag containing the prize is tied to the top. The bag usually contains money, sweets, or toys. Sometimes a small flag is used instead of the actual prize, which is given to the winner afterwards.
Cockaigne
For other uses, see Cockayne (disambiguation).
Pieter Bruegel the Elder's "Luilekkerland" (The Land of Cockaigne), 1567. Oil on panel. (Alte Pinakothek, Munich)
Cockaigne or Cockayne /kɒˈkeɪn/ is a land of plenty in medieval myth, an imaginary place of extreme luxury and ease where physical comforts and pleasures are always immediately at hand and where the harshness of medieval peasant life does not exist. Specifically, in poems like The Land of Cockaigne, Cockaigne is a land of contraries, where all the restrictions of society are defied (abbots beaten by their monks), sexual liberty is open (nuns flipped over to show their bottoms), and food is plentiful (skies that rain cheeses). Writing about Cockaigne was a commonplace of Goliard verse. It represented both wish fulfillment and resentment at the strictures of asceticism and death.
Etymology
While the first recorded use of the name are the Latin "Cucaniensis", and the Middle English "Cokaygne", or modern-day "Cuckoo-land", one line of reasoning has the name tracing to Middle French (pays de) cocaigne "(land of) plenty," ultimately adapted or derived from a word for a small sweet cake sold to children at a fair (OED). In Italian, the same place is called "Paese della Cuccagna"; the Flemish-Belgian equivalent is "Luilekkerland" ("relaxed luscious, delicious land"), translated from the Middle-Belgian word "Cockaengen", and the German equivalent is Schlaraffenland (also known as "land of milk and honey"). In Spain an equivalent place is named Jauja, after a rich mining region of the Andes, and País de Cucaña ("fools' paradise") may also signify such a place. From Swedish dialect lubber (fat lazy fellow) comes Lubberland, popularized in the ballad An Invitation to Lubberland.
"Accurata Utopiae Tabula", an "accurate map of Utopia", Johann Baptist Homann's map of Schlaraffenland published by Matthäus Seutter, Augsburg, 1730
In the 1820s, the name Cockaigne came to be applied jocularly to London, as the land of Cockneys, and thus "Cockaigne", though the two are not linguistically connected otherwise. The composer Edward Elgar used the title "Cockaigne" for his concert overture and suite evoking the people of London, Cockaigne (In London Town) (1901).
The Dutch villages of Kockengen and Koekange were named after Cockaigne. The surname Cockayne also derives from the mythical land, and was originally a nickname for an idle dreamer.
Descriptions
Like Atlantis and El Dorado, the land of Cockaigne was a utopia, a fictional place where, in a parody of paradise, idleness and gluttony were the principal occupations. In Specimens of Early English Poets (1790), George Ellis printed a 13th-century French poem called "The Land of Cockaigne" where "the houses were made of barley sugar and cakes, the streets were paved with pastry, and the shops supplied goods for nothing"
According to Herman Pleij, Dreaming of Cockaigne: Medieval Fantasies of the Perfect Life (2001):"roasted pigs wander about with knives in their backs to make carving easy, where grilled geese fly directly into one's mouth, where cooked fish jump out of the water and land at one's feet. The weather is always mild, the wine flows freely, sex is readily available, and all people enjoy eternal youth."
Cockaigne was a "medieval peasant’s dream, offering relief from backbreaking labor and the daily struggle for meager food."
The Brothers Grimm collected and retold the fairy tale in Das Märchen vom Schlaraffenland (The Tale About the Land of Cockaigne).
Traditions
Greasing the pole during the Tomatina festival of Buñol, Spain.
La Cucaña, Francisco Goya
A Neapolitan tradition, extended to other Latin-culture countries, is the Cockaigne pole (Italia: cuccagna; Spanish: cucaña), a horizontal or vertical pole with a prize (like a ham) at one end. The pole is covered with grease or soap and planted during a festival. Then, daring people try to climb the slippery pole to get the prize. The crowd laughs at the often failed attempts to hold on to the pole.
Greasy pole
For the Yes Minister episode, see The Greasy Pole.
Greasy pole, grease pole or greased pole refers to a pole that has been made slippery and thus difficult to grip. More specifically, it is the name of several events that involve staying on, climbing up, walking over or otherwise traversing such a pole. This kind of event exist in several variations around the world.
OTHER TERMS:
United Kingdom
In the UK, contests to climb a greasy pole were held at numerous fairs including the Crab Fair in Egremont, Cumbria where the contest continues to this day – alongside the annual Gurning World Championships see Gurn. The prize for climbing the 30-foot-long (9 m) pole was originally a hat but from 1852 became a side of mutton – which if there are no winners is cut up and distributed to the poor. Since 2004 the greasy pole has been discontinued as an event at Egremont Crab Fair, due to high insurance cover costs, should a participant fall from the pole.
As of the 19th of January 2008 Egremont is the proud home of the new Greasy Pole. A 30-foot-long (9 m) sculpture by Turner Prize winning artist Jeremy Deller and collaborator Alan Kane. This is the team's first piece of public art and marks the re-introduction of the Greasy Pole as a crab fair event.
The phrase 'to climb the greasy pole' means reaching the upper echelons of any hierarchy but usually refers to politics.
United States
Gloucester, Massachusetts
A man attempts to reach the flag during the courtesy round on Sunday, July 1, 2007.
The Greasy Pole Contest takes place every year during St. Peter's Fiesta in Gloucester, Massachusetts. During this time, many young men try their luck at walking down a greased, wooden pole in the middle of Gloucester Harbor. The goal is to be the first person to grab the red flag at the end of the pole.
Southern Europe - In Spain, the game of climbing the pole is known as a cucaña. In Italy it is called albero della cuccagna. In Malta, a game called ġostra, which is derived from the Neopolitan cuccagna, is played every August 25 during the Feast of St Julian when the participant run along a greasy pole on the waterfront to catch a flag.
Netherlands - In The Netherlands it is called sprietlopen.
South East Asia - The game has been introduced into other countries by European colonists. In Indonesia, the game is thought to have introduced by the Dutch and is called Pangjat Pinang where young men climb up a greased pole to collect prizes. In the Philippines, the traditional Philippine fiesta game of Palo-sebo is derived from the Spanish cucaña.
VENUE
* This game is usually played by boys during a town fiesta or on special occasions as long as there is enough space for the game.
EVENTS
* Town fiesta or on special occasions
RULES AND REGULATIONS * Contestants try to climb the pole in turns to secure the prize, and anyone who fails to reach the top is disqualified. The winner is the one who succeeds in reaching and untying the prize or retrieving the flag.
Luksong tinik
Definition
Luksong tinik (English: "jumping over thorns") is a popular game in the Philippines. It is originated in Cabanatuan city, Philippines, played by two teams with equal numbers of players. Each team designates a leader, the nanay (mother), while the rest of the players are called anak (children). The players chosen to be nanay are usually the ones who can jump the highest. The game involves players sitting on the ground and other players jumping over parts of their body.
TERMS
English: "jumping over thorns"
EVENTS
Palarong Pinoy
VENUE
Outside of the house, Amusement park and etc.
RULES AND REGULATIONS
Luksong Tinik (Jumping Over Thorns)
Minimum number of players: usually 3 but 2 can also work (more players is usually much more fun!)
Equipment required: a grassy field with lots of room to run and tumble
First children decide among themselves who will play first and who will be the two who will act as the “thorns” in the game. Thorns have a very important as well as difficult task in the game. Jumpers take turns passing the levels. The jumpers form a queue and the thorns take their position.
The “thorns” (A & B) sit, facing each other with the soles of their feet touching. This is the first level that jumpers must successfully jump through without touching any of their body parts with those of the thorns’ body parts.
Next level the two thorns must adjust their distance a bit towards each other so they can comfortably and successfully create level 2, where one of “thorn A’s” foot is used as base, and another of “thorn B’s” foot as the second level above the base.
Then it is thorn A’s foot as base, thorn B’s foot as second layer of base then thorn A’s other foot as 3rd level.
Then is is both A and B’s feet alternating to create level 4. Then it is all four feet plus thorn A’s hand: Level 5. A & B’s feet and one hand each: Level 6. A& B’s feet and two of A’s hands and B’s one hand: Level 7. Finally Level 8 has all four hands and feet alternating.
Successful jumpers are cleared and pass on to the next level. The group decides how many tries will be given for each attempt. For example, you get one more try. So if you were unsuccessful the first attempt, you step aside and wait till everyone has their turn jumping over the “thorns”.
After this, all the unsuccessful ones take their second attempt. If you still did not clear that level, you are out of the game and spend the remaining time watching the rest of the kids complete all the rounds. Then you are candidate for the thorns so that the thorns of the current game can take their turn as jumpers in the next game.
AGAWAN NG PANYO
Snatching of Handkerchief or commonly known as Agawan ng panyo o Laglag Panyo. It is commonly played by children, usually using handkerchief. In the Philippines, due to limited resources of toys of Filipino children, they usually come up on inventing games without the need of anything but the players themselves. With the flexibility of a real human to think and act makes this game more interesting and challenging. A few decades ago, kids used to gather in the streets or in their neighborhood playground to play their favorite Larong Pinoy games like piko, patintero, taguan, tumbang preso, siato, luksong tinik, etc. These has been their regular and popular pastimes, but at the inventive mind of someone the Agawan ng Panyo came up and became popular especially for the street children because it only needed a single handkerchief and just their selves. Some people says that more of the traditional games including Agawan ng Panyo does not no longer played but it is not true because as of now there are thousands of street children who played it and there are a lot of people that use Agawan ng Panyo as one of their games in their parties or events.
TERMS * Laglag panyo
EVENTS
* Palarong Pinoy
VENUE
* There’s no specific place
RULES AND REGULATIONS:
1. Group yourselves into two groups. 2 versus 2, 3versus 3, 4 versus 4, 5 versus 5 etc..
2. One person will hold the handkerchief or Panyo
3. Each group will number each member as 1, 2, 3, 4, 5, 6 etc.
4.the 2 groups must be away from each group and the person who holds the handkerchief must be in the middle.
5. The person who holds the handkerchief calls a number. if it is the number 6 the member who is numbered as 6 will try to get the handkerchief then brought it back to their base.
6. If your enemy got the handkerchief but he is not yet in their base, you can chase him/her and then hold him/her.
7. If the member had brought the handkerchief to their base the team gains a point.
8. If the member has hold the enemy who has the handkerchief their team will gain a point.
9. The person who is in the middle can call 2 numbers, 3 numbers or even all.
Sangkayaw * also known as coconut shell race, is a traditional group game commonly played in Central Luzon and Tagalog provinces. It is similar to the game tiyakad, although the latter uses bamboo stilts instead of coconut shells. Tools and Equipment
Bunot or Coconut Husk
Strings
Distance
30 meters (15 x 2) for men
20 meters (10 x 2) for women
Rules
1. Each team is composed of 10 to 12 players
2. At a given signal, the first player of each team walks with his coconut husk towards to his goal line
3. Upon reaching the Goal line, he turns around with his stilt and returns to the starting line.
4. The 2nd, 3rd and 4th up to the last player will do the same.
5. The first team to finish the race wins
6. A team whose player walks more than 2 steps after a fall will be disqualified.
7. A team whose player falls twice is disqualified.
Mechanics
* This game involves the use of coconut shells which are tied to strings, with one end being held by the player’s hands. It requires two groups with 10 to 12 members each. On signal, the first player of each team walks towards the goal line using the coconut shells. The player returns to the starting line and then let the next player do the same.
SIPA
Introduction
* “Sipa “- game of kick - predates Spanish rule. * Native sport of Southeast Asia. * Two types of sipa games have been played. One is sipa and the other is sipa lambatan, the national game. * Sipa is a child’s game of repeatedly kicking a “sapatilla” (a rivet washer) plumped with papel de hapon. * Sipa lambatan is a game of kicking a rattan ball across a net. It was invented by the late Teodoro “Ka Doroy” Valencia in the 1940s.. * Former National Sport in the Philippines until 2009.
History
* several countries proudly claim it as their own. There is, however, some agreement that the game was introduced to Southeast Asia through commercial contact with China, where an ancient form of the game originated. * 15th century: earliest historical evidence the game was played by Malacca Sultanate, * It is recorded in the cultures of South-East Asia nations as early as in the 11th century that the game was played extensively * Marco Polo brought it to Europe a game from China. * Sepak takraw using the net came about in the 19th century. * 1960 : established a set of rules and regulations for the game and called it sepak takraw. * In 1965: the game was included in the South-East Asian Penisula Games * 1996: In a new variation introduced by the International Sepaktkaraw Federation. * 1998: The circle event was included as a medal event in the 13th Asian Games in Bangkok.
The Ball or Pató
* Rattan version * Traditionally/ originally, sipa is played using rattan balls. * 2 to 3 millimeters thick * diameter of 9 to 10 centimeters and only weighs around 200 grams * often used by other country * the ball should only be touched with the legs anywhere from below the knee to the tip of the toes.
Washer version * often used in sipa game played in streets. * made of straw and tingga or washer – a thin round metal with a small hole at the middle used to secure roof nails. * Points are scored based on the number of kicks without the ball touching the ground.
BASIC SKILLS Sipa helps individual to develop agility, speed, reaction time, strategic thinking and focus.
RULES AND REGULATIONS (PER TYPE) * Bilangan – is a version of the game played by points. A 15-meter by 9-meter rectangular court is drawn on the ground. Each short sides is divided to four equal parts, and both length sides are given a half-meter allowance for “neutral zones. This version uses rattan ball and the objective is similar to version one except in the manner of scoring. A team acquires a point when it has made two consecutive “good balls” (when a ball is received and returned by a player to another player of the opposing team). Composed of two teams having four male players each, four other people are needed in the game to serve as: referee (who will decide if a kick is a good or dead ball, and shall enforce the rules of the game); scorer (who will tally the points and errors made); and two linesmen (who shall monitor if the ball touches the line).
MECHANICS:
1. Sipa Bilangan is played by two teams.
2. First team to play is determined by toss coin.
3. The flyer is kick up and down, until the ball touches the ground.
4. Point is counted on every kick made. * Lambatan – “Sipa Lambatan” that, in accordance with customs and culture of the Philippines, deserves the name of ‘National Sport’. It is a version similar to Bilangan except that the court does not necessarily need to be divided into four equal parts at both short ends and a net is stretched at the middle of it. The “captain-ball” stands 7 meters from the net and his teammates scatter themselves in their territory on one side of the net. The game is played on a court surface, about the size of a modern day tennis court, either indoors or outdoors – by 2 teams consisting of 1, 2 or 4 players on each side. The objective is the same but players have to kick the ball as hard as they can for it to pass above the net. * Mudansa – is more of an exhibition game than a competition. Skilled sipa players exhibit fancy tricks and styles in kicking the ball. Usually, a mudansa game is played after a sipa game is over where the best and skilled players of the team entertain the crowd with their unique and amazing kicking styles.
MECHANICS:
1. Sipa Mudansa or by kicking is played by two teams.
2. To determine the first tosser & kicker (players), a toss coin will ensure.
3. Tosser stand facing kicker at a convenient distance.
4. A demarcation line is drawn 1 feet in front of the kicker.
5. Tosser throws a lobe toss to kicker, who will kick the fly at a distance.
6. Points will be made by measuring that distance where the Flyer landed using a measuring tape as measuring device.
7. Three tries for both teams will be allowed, with the farthest distance considered as point score.
8. Into event a kicker fails to hit the flyer, the kicker will forfeit his kick.
PATINTERO
DEFINITION
Patintero, also called tinubigan, patubig, or lantay-lantay, is a popular street game among Pinoys.
HISTORY
The term “Patintero” was came from a Spanish word ‘tinte’ meaning ‘tint’ referring to the lines. It is a loan word from Spanish. It is a game believe to be as one that is “only found in the Philippines” but with the influence of the Spaniards. The term patintero was coined by the Hiligaynon and was immediately adopted by the Cebuanos whoi gave the other name for it – Patubig. Patintero appears to be pre- Spanish and is the native version of hopscotch, the piko.
EQUIPMENTS
* Chalk(optional) – to draw lines that will serve as a guide of the guards. The guards should step only in a given line. *There is no required equipment in patintero. It is the presence of the players that is important.
TERMS
* Patintero – also called as Harang Taga or Tubigan * Patotot – the players (guard)at the center line. * It – members of the defense team. * Guard/Pulis – members of the defensive team that guard in a certain line in order for the offensive team not to pass. * Runners/ passers – members of the offensive team who will try to pass the lines.
BASIC SKILLS
Patintero helps to develop one’s physical strength, speed, agility, reaction time, and teamwork.
Rules and Rgulations
1. The game is started with toss of a coin. Whoever wins becomes the passer.
2. A time limit of two minutes is given to each team to score.
3. Once the limit elapses, the line guards assume the positions of the passer, and vice-versa.
4. Passers are suppose to cross the lines from the starting point and back.
5. Four line guards are positioned on the vertical line and one on the horizontal line of the court. Their feet always be on the line.
6. Line guards tag the passer with powered hands.
7. If any of the passer is tagged, the line guard immediately assumes the position of passer even if the 2-minute limit has not elapsed. Tumbang Preso
Definition
Tumbang Preso is a popular Filipino street game also known as Presohan(tumbang patisin most Visayan Regions)
History
Tumbang Preso is a street game originated in the Philippines and has the elements of dodge ball and tag. It may have the influence of Americans since the dodge ball and tag is a game from North America.
Equipments and Tools * Pamato – a slipper for each member * 1 tin can * Chalk – to draw circle
Basic skills
It takes elements from dodge ball and tag to teach kids agility, speed, and strategic thinking.
Rules and Regulatons
1. An IT, the one to guard the milk can is chosen by throwing the "pamato" to the toe line by all the players. Whoever player whose "pamato" is farthest from the toe-line is the IT.
2. The hitters will line up at the back of the toe-line and at the sign of the IT, game is started.
3. The "pamato" must be retrieved immediately once the can is knocked down, otherwise once the IT has placed the can inside the circle, the one tagged becomes the IT.
4. When the can is hit and went off the circle but remains standing, the IT has the right to tag the hitter once the hitter leaves the toe-line.
5. The can maybe kicked or knocked down under situation No. 4.
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6. If a hitter is not able to retrieve his "pamato," the others can save him by hitting the can.
Nanay, Tatay……
DEFINITION
A popular filipino hand-clapping game mostly played with two or more players.
HISTORY
Hand clap chants originated in the Western (specifically American) cultural setting. It went on different evolutions such as “Judo, karate, samurai Cavite…!” Or “Amy, Susie and Tessie, Romeo, Juancho and Jose Mari…!” in other countries. Then, it became most popular in the Philippines after the hit of Pinoy movie “Amy, Susie, Tessie” of 1959 . Suddenly, Filipino kids embraced it and did their own version of the game.
EQUIPMENTS
Nothing. It’s the presence of the players that is important.
BASIC SKILLS
It teaches the children to have focus, train their speed and reaction time.
RULES AND REGULATIONS 1. The game must compose of 2 or more players. 2. Players should exactly complete the claps from 1 and so on. 3. If anyone commits mistake in clapping, he would be punished, most probably ‘pingot’, by each player of the game.
Hand – clapping Song (Filipino Version):
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“Nanay, Tatay, gusto ko tinapay
Ate, Kuya, gusto ko kape,
Lahat ng gusto ko ay susundin niyo.
Sinong sasali sa larong ito?
Ang magkamali ay pipingutin ko…
1, clap 1x clap 2x clap 3x clap 4x clap 5x
… so on”
SUNGKA
Sungka is a Philippine mancala game, which is now also played wherever Philippine migrants are living; e.g. in Macau, Taiwan, Germany, and the USA. Like the closely relate Congkak it is traditionally a women's game.
Sungka was first described by the Jesuit priest Father José Sanchez in his dictionary of the Bisaya language (=Cebuano) in 1692 [manuscript] as Kunggit. Father José Sanchez who had arrived on the Philippines in 1643 wrote that at the game was played with seashells on a wooden, boat-likeboard. The Aklanon people still call the game Kunggit. José Sanchez (born Josef Zanzini [*1616-1692) in Trieste, Holy Roman Empire of the German Nation) is known for founding the town of Jagna on Bohol, which is today famous for its rich historical heritage.
There are Sungka tournaments in the Philippines, Taiwan, Australia, Austria, England and the USA. The biggest competition is held each year at the Kadayawan Sports Festival in Davao. In May 2006, the Philippine Empassy compound in Pretoria, South Africa, hosted a Sungka tournament during the ASEAN Games and Sports, which was held under the auspices of ASEAN Embassies based in South Africa. The six winners for the first Sungka game competition were participants from the following embassies: Vietnam, 1st; Malaysia, 2nd; Malaysia, 3rd; Indonesia, 4th; Philippines, 5th and Indonesia, 6th. In 2008, the Philippine Language and Cultural Association of Australia, Inc. (PLCAA) organized a Sungka competition at the Sydney Regatta Centre, Penrith. The Department of Computer Studies at the Imperial College of Science in London (England) held a computer tournament in 2004.
It is known that Sungka improves mathematical thinking and teaches patience and observation skills. The John W. Garvy Elementary School in Chicago (Illinois, USA) uses Sungka to help children with dyscalculia
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Rules
The oblong game board (sungka(h)an), which is usually carved in wood (e.g. mahagany), consists of two rows of seven small pits called "houses" (bahay). In addition, there is a large store known as "head" (ulo) or "mother" (inay) for the captured stones at either end of the board. A player owns the store to his left.
Each small initially contains seven counters (sigay), usually cowrie shells.
Initial Position
On her turn a player empties one of his small pits and then distributes its contents in a clockwise direction, one by one, into the following pits including his own store, but passing the opponents store.
According to the National Historical Institute of the Philippines the game is also played counterclockwise with each player owning the store to his right.
If the last stone falls into a non-empty small pit, its contents are lifted and distributed in another lap.
If the last stone is dropped into the player's own store, the player gets a bonus move.
If the last stone is dropped into an empty pit, the move ends, i.e. it is "dead" (patay).
If the move ends by dropping the last stone into one of your own small pits you capture (katak or taktak; literally "exhausting") the stones in the opponent's pit directly across the board and your own stone. The captured stones are deposited (subi) in your store. However, if the opponent's pit is empty, nothing is captured.
The first move is played simultaneously. After that players take turns alternately. The first player to finish the first move may start the second move. However, in face-to-face play one player might start shortly after his opponent so that he could choose a response which would give him an advantage. There is no rule that actually could prevent such a tactic. So, in fact, the decision-making may be non-simultaneous.
You must move if you can. If you can't a player must pass until he can move again.
The game ends when no stones are left in the small pits.
The player who captures most stones wins the game.
Often the game is played in rounds. Pits, which couldn't be filled with captures, are closed (sunog; literally "burnt"), while the leftover seeds are put in his store. This continues until a player is unable to fill even one hole.
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Teks
I.TEKS-Teks or teks game cards - texted game cards - Filipino children collect these playing cards which contain comic strips and texts placed within speech balloon. They are played by tossing them to the air until the cards hit the ground.
II.HISTORY -These "TEKS" cards were printed for a short period and were based on the popular movie or TV series at the time it was printed. They were sold in "sari-sari" stores or by ambulant vendors near schools because kids could not resist playing with them. These cards were crudely made and printed on cardboard. Like comics on cards, each card is meticulously drawn by a Filipino illustrator and were numbered from 1-60 or more to complete a storyline.These could be traded, or played in a toss-up like manner by kids. The game relies heavily on betting which side will come up, and is decided by flicking the teks in the air. Players usually favor a specific card to use as the cards they'll flip while all the other cards are basically act as betting currency.These cards were made in the 1970s up to the early 1980s, it measure approximately 35 mm x 46 mm. The 1960s card are a bit bigger and measure 50 mm x 68 mm. Teks are well loved by the children and very seldom would survive. I was lucky that I was able to save some of them from my childhood days.
III.EQUIPMENT
CARD - These cards were crudely made and printed on cardboard. Like comics on cards, each card is meticulously drawn by a Filipino illustrator and were numbered from 1-60 or more to complete a storyline.These could be traded, or played in a toss-up like manner by kids.
IV.TERMINOLOGIES-
* texted game cards - Filipino children collect these playing cards which contain comic strips and texts placed within speech balloon.
* Cards were printed for a short period and were based on the popular movie or TV series at the time it was printed.
*Toss-up- toss-up like manner by kids.
V. BASIC SKILL- They are played by tossing them to the air until the cards hit the ground. The cards are flipped upwards through the air using the thumb and the forefinger which creates a snapping sound as the nail of the thumb hits the surface of the card.
TSUB- ang tawag sa barahang nakadapa,
Tsa- tsanaman ang nakatihaya
Tagilid- tagilid kung hindi matukoy o alanganin
IV.RULES
*BAWAL GAMITIN ANG PEKTUS- Isang uri nang baraha na nakatalikod ung pamato nya at sabay nyang titira para lumabas ung PAMATO..
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*BAWAL DAGDAGAN UNG TAYA –
‘’TEN –TWENTY'’
RULES
Magtawag ng dalawa o higit pang kaibigan. Kahit sino pa yan: lalaki o babae. Dapat at least tatlo kayo para may dalawang po-poste para sa garter na tatalunan mo. Kung dalawa lang kayo, humanap ng upuan o gate na pwedeng pagtalian ng garter. Gumawa ng paraan. Kung tatlo na kayo, mag-maiba-taya kayo. Kung sinong maiba, syang una. Yung dalawang matira, mag-ba-bato-bato- pick para malaman kung sinong susunod at mahuhuli. Wag maging magulang. OK lang yan. Sa umpisa, wala naming magaling sa inyo kaya maiiwasan pang maging burot. Kung apat na kayo pataas, mag-black and white para makapag-kampihan tapos mag-bato-bato pick ulit para malaman kung sinong mauunang titira. Wag mainip. Magsisimula rin kayo.
Kung may kakampi, italaga o i-assign na ang magiging "baby" at "mother" ng grupo. Kung tatlo kayo, pwedeng magkaron ng baby sister. Basta, sa heirarchy, huli ang mother. Bawal ang lola.
Para sa TAYA, pa-pwestuhin silang dalawa o magkakamping taya sa magkabilang dulo ng binanat na garter para makabuo ng "rectangular" o parihabang sukat. Dapat ganito hitsura nyo: * Masisigurong papasok ang isang paa sa loob ng binanat na garter. – TEN * Tumalong muli para lumapit sa kabilang parte. TWENTY * Refer to number 1- THIRTY * Ulitin ang number 2.-FORTY * Tumalon at siguruhing mailalabas ang dalawang paa- FIFTY * Tumalon para parehong maipasok ang paa- SIXTY * Tumalon nang bahagya at bumukaka upang makabuo ng diamond shape sa garter. –SEVENTY * Tumalon muli nang mapagdikit ang dalawang paa na parang number 6.- EIGHT * Tumalon at tapakan ang garter.- NINETY * Tumalon nang bahagya para makalabas sa garter. -ONE HUNDRED
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STAGE and LEVELS:
Syempre, hindi sa computer games lang naimbento ang levels. Ang Ten-twenty, meron na nyan. Pahirap nang pahirap hanggang sa tawagin na kayo ng mga nanay nyo para maghapunan:
STAGE 1: May tama lang na pagitan ng paa. Hindi lalagpas sa 24-inches o dalawang 12-inch ruler
Level 1: Sa ankle o bukong-bukong
Level 2: Tuhod
Level 3: Sa ilalim ng pwet o kung tawagin namin noong araw: UNDER DA PWET
Level 4: Sa waist o baywang
Level 5: Sa kilikili o armpits
STAGE 2: Closed feet
SAME LEVELS. Ipitin na lamang o mag-sideview para maging mas makipot ang tatalunan ng titira.
STAGE 3: Single-foot
SAME LEVELS. Mas ipitin pa ang garter para mas maging sobrang kipot
STAGE 4: Wide feet.
SAME LEVELS. Dito, mag-split ka pa kung gusto mo at talagang tuso ka. Goal is, pahirapan ang titira sa pagtalon nang patagilid sa malayong distansya.
SOME MORE RULES:
Kung sobrang galing ng kalaban mo at na-burot ka nang tuluyan, sorry ka na lang. Walang naimbentong "cheat" ang larong ito, maliban na lamang sa ibang challenges para lalong pagurin ang kalaban gaya ng:
1. Faster- meaning, bawal huminto sa pagitan ng pagtalon.
2. "Dead Mother Dead All"- may sense din naman kasi pano mabubuhay ang baby kung walang sasalba sa kanila-- at walang father sa Ten Twenty.
3. Kung na-dead ang baby, pwede syang buhayin ng mother sa pamamagitan ng pag-ulit ng Ten Twenty-routine. Kung ilan ang anak nya at lahat na-dead, good luck, mother! Sa huli, nanay pa rin ang bahala.
4. Dancing- mahirap ipaliwanag. Pero may ritmong (rhythm) sinusunod habang paikot kang bumubukaka sa palibot ng garter. Ito yung ultimate show ng laro kasi ito rin yung tinatawag na "exhibition."
5. Tinikling- Yes. Yung national dance ay naisipan ding ihalo sa Ten-Twenty. Sa pamamagitan ng pagkrus ng garter gamit ang isang paa, pasayaw na ilipat ang kabilang paa nanag hindi masisira ang naunang pagka-krus ng garter. Isa ito sa makakapagpapagod sa kalaro mo, para makatira na kayo.
I WANNA BE A TUTUBI
“I wanna be a tutubi na walang tinatagong bato, na nahulog sa lupa tinuka ng manok, na nanggaling sa bundok!”
GAMIT NA KAILANGAN SA LARO:
Piso o anumang bagay na maliit. Basta siguraduhing kakasya ito sa isang kamay ninyo.
PAANO LARUIN:
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Maaari itong laruin ng kahit ilang tao basta sila ay nakapabilog at mayroon ring isang taya na naka puwesto sa loob ng bilog. Ginagamitan ito ng piso o anumang maliit na bagay na maaaring hawakan gamit ang isang kamay. Habang kumakanta ang mga nakapabilog, kailangan talasan ng taya ang kanyang paningin kung na kanino na ang piso o anumang maliit na bagay. At matapos ang kanta, huhulaan ng taya kung na kanino na ang piso at ang napili nya ay itataob ang kamay ng nakasara at kapag nakapili na sya, kailangan ulit niyang mamili kung ang piso ba ay nasa kanang kamay o nasa kaliwa. Kapag tama ang hula niya, kung sino man yung taong hinulaan niya yun naman ang magiging taya. Ngunit kapag mali ang hula nya, siya pa rin ang magiging taya. At isa pa, habang nagpapasahan ang mga naka pabilog at kung may makalaglag man ng piso ay awtomatiko siyang taya. Ang parusa sa taya kapag siya ay nataya na nang tatlong beses, ay depende sa napagkasunduan ng mga kasali sa laro. Para hindi maging taya ng paulit ulit, kailangan gamitin ang talas ng paningin at makiramdam kung nakanino na ang piso.
PIKO (HOPSCOTCH) * DEFINITION/MEANING
Piko' or buan-buan is the local equivalent of hopscotch, a playground game involving a diagram divided into sections, drawn on the ground with usually chalk or charcoal. Players hop from section to section. The game is for two to eight players.
* HISTORY
The history of Piko game is came from the civilization of Roman Empire in 18 century. This game is to train the empire of Romanians and to exercise their feet.
* TOOLS AND EQUIPMENTS
Chalk
PUCKS/PAMATO * TERMINOLOGIES
HOP- Move by jumping on one footSCOTCH- Is to throw something * BASIC SKILLS
It’s exercise the muscles especially the lower part of our body.
* RULES AND REGULATIONS
The succession of turns is determined by aiming markers (usually a flat stone or a fruit peeling) at the center of the diagram. The player whose marker lands closest to the center will go first, followed by the second-closest, then the third-closest, and so on.
The diagram varies. Usually, the more players there are, the more complex the diagram and the sections are numbered or labeled to indicate the correct order in which the players are to hop. The first player starts by throwing his marker at the initial section. He then hops onto the section and kicks his marker to the next designated section. The player continues this process until he gets to the final section. Some games require the player to retrace his hops back to the start or for players to hop across other players' paths. At any time a player's marker touches a line, or when any part of his body touches a line, he surrenders the turn to the next player. The first player to complete the diagram wins.
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Some games have another part after the first, apparently to extend playing time. This part has the players looking towards the sky then throwing his marker on the diagram. Without looking, he must walk across the diagram to fetch his marker without touching any lines. This stage is intentionally more difficult to give the other players a chance to catch up.
BULONG-PARI (WHISPER TO THE PRIEST)
* DEFINITION/MEANING
The meaning of this is to whisper/call the priest
* HISTORY
The game terminologies and roles of players echo the historical breaking secret of the church confessional by spanish priests during the Philippine revolution.
* TOOLS & EQUIPMENTS
YOURSELF
* TERMINOLOGIES
Whispering is an unvoiced mode of phonation in which the vocal folds (vocal cords) are adducted so that they do not vibrate; air passes between the arytenoid cartilages to create audible turbulence during speech. Supralaryngeal articulation remains the same as in normal speech.
* BASIC SKILLS * To become more attentive and it enhanve the alertness of the players * And to follow your insight/hunch
* RULES * The players are divided into two teams with an equal number of players. One player is chosen to be the priest and two others to be the leaders of teams A and B. * The two teams stand in parallel lines facing each other. The priest stands or sits in front of the teams at about five meters from the two teams. The leaders of the teams stand at the head of the line. * The leader of team A goes to the priest and whispers one of the names of the players of the team B. Then he returns to his place and the priest calls out, "Lapit!" ("Approach!") One of the players of team B approaches him. * If it happens to be the very one whom the leader of team A mentioned, the priest says, "Bung!" He then falls out of line and stays somewhere near the priest as a prisoner. If he is not the one who was mentioned, he is allowed to approach. * -------------------------------------------------
He whispers to the Priest the name of one of the players of team A. The game thus continues, and the team which has no player left is the loser.
SAMBUNOT
DEFINITION /MEANING * Sambunot is the game which include the buko shelf.
TOOLS & EQUIPMENT * BUNOT * CHALK
BASIC SKILLS * IT’S ENHANCE THE POWER, AGILITY AND SPEED OF THE PLAYERS
RULES
* Set some boundaries on the playing area. Composed of two teams * Ideal number of players is at 5 on each team. * Placing the bunot in the center of the playing area * -------------------------------------------------
The goal of each team is to get the bunot and bring it to their home area.
Takip-Silim
The “it” is chosen through the Jack-en-poy (Rock, paper, scissor) process or another “it” selection process like “maalis taya or maiba taya.”
Participants should set the boundaries, like no hiding in closets, bathrooms, ovens, refrigerators, etc.
The “it” will then be blindfolded and turned around 3 or 4 times before he or she is let loose. Everybody will run around the room and the “it” will try to catch one of the other players. When the “it” catches a player, he or she will try to guess who that player is. If the guess is wrong, the “it” will have to let that person go and try to catch another person and make another guess.
Participants usually step on couches, hide under tables, or wrap themselves in curtains – much to the dismay of neat-freak parents.
LUKSONG LUBID
HISTORY:
The Jump Rope or the “LuksongLubid” is one of the famous game in the Philippines especially for kids. There’s no specifically history about this game but according to some experts they said that it was actually in Egypt during the year of 1600 B.C..
TOOLS AND EQUIPMENT:
One jump rope
RULES: * It can be played by single or groupings. * They should sing along while playing it. * Two maximum people will hold the end of the rope. * They should not touch the rope or treadle it.
How to play:
Two people will hold the end of the rope, while the rest of the people will fall in a single line and sing. One person must go first then one by one must followed what the first person did. They should keep jumping until the song end. If ever you complete the first level you have to step- up and face the next challenging round. Same rules as the first level but you are only allowed to use one ( left/right) feet.
Philippine
Games
Submitted By: Tricia Mae A. Cordovez BPE-SPE (1-1)
Submitted To: Professor Angco
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Lawn Tennis
Tennis is a racket sport that can be played individually against a single opponent (singles) or between two teams of two players each (doubles). Each player uses a tennis racket that is strung with cord to strike a hollow rubber ball covered with felt over or around a net and into the opponent's court. The object of the game is to play the ball in such a way that the opponent is not able to play a good return. The opponent who is unable to return the ball will not gain a point, while the opposite opponent will.
Tennis is an Olympic sport and is played at all levels of society and at all ages. The sport can be played by anyone who can hold a racket, including wheelchair users. The modern game of tennis originated in Birmingham, England, in the late 19th century as "lawn tennis". It had close connections both to various field ("lawn") games such as croquet and bowls as well as to the older racket sport of real tennis. During most of the 19th-century in fact, the term "tennis" referred to real tennis, not lawn tennis: for example, in Disraeli's novel Sybil (1845), Lord Eugene De Vere announces that he will "go down to Hampton Court and play tennis."[2]
The rules of tennis have changed little since the 1890s. Two exceptions are that from 1908 to 1961 the server had to keep one foot on the ground at all times, and the adoption of the tiebreak in the 1970s. A recent addition to professional tennis has been the adoption of electronic review technology coupled with a point challenge system, which allows a player to contest the line call of a point.
Tennis is played by millions of recreational players and is also a popular worldwide spectator sport. The four Slam tournaments (also referred to as the "Majors") are especially popular: the Australian Open played on hard courts, the French Open played on red clay courts, Wimbledon played on grass courts, and the US Open played also on hard courts.
*Tennis has a long history, but the birth of the game played today is thought to have taken place in England.
11th century beginnings
The earliest recognizable relative to tennis, as we know it, was "jeu de paume", played in 11th century France. Played in a monastery courtyard, the game used the walls and sloping roofs as part of the court and the palm of the hand to hit the ball.
Tennis overtakes croquet
By the late 19th century, the popularity of lawn tennis had overtaken croquet in England. For this reason, the All England Croquet Club embraced the sport and designated certain croquet lawns to be used for tennis. It was this natural supply of venues combined with the already existing framework for a racquet game that resulted in the birth of the modern game in England.
An international sport
In 1913, lawn tennis was becoming increasingly popular worldwide. Therefore it seemed natural that the existing National Tennis Associations should join forces to ensure the game was uniformly structured. An international conference was held between 12 nations in Paris and the International Lawn Tennis Federation (ILTF) was created.
Professional dilemma
Tennis has a long Olympic history but withdrew from the program after 1924. It did not return as a medal sport until 1988. Professionals are now welcome to compete, and the Olympic competition includes men's and women's singles and men's and women's doubles.
Rules:
The rules of real tennis have not changed for centuries. Stripped of its special rules for serving and chases, the game is simple to understand. Each player strives to get the ball over the net and in doing so may use any wall - as in squash. The scoring is the same as in lawn tennis (15, 30, 40, deuce, advantage), except that the score of the winner of the last point, and not that of the server, is called first.
The first player to win 6 games wins a set. So, if the score is five games all, there is a final deciding game. At the conclusion of each game, the winner of that game has his or her score called first. As in lawn tennis, singles or doubles can be played. The length of a real tennis court is approximately one and a half times the length of a lawn tennis court: its width a fraction more than the width of a doubles lawn tennis court. Halfway between the two ends a net stretches from side to side of the court. In the centre the height of the net is the same as a lawn tennis net. At either end the net is higher, in fact, five feet.
The origins of tennis being French, various features of a tennis court are still known by their original French names. Thus the long opening at the end of the service side of the court (behind which spectators can sit and watch a game) is known as the Dedans. At the opposite end of the court the buttress projecting from the wall is known as the tambour and the wooden opening near it is called the grille.
Scoring Rules for any Single Point
The server needs to serve from a point behind the baseline. The ball after serving should fall within the box, on the opponents side, that’s diagonally opposite from the server’s position. Something is considered wrong if it falls outside this box. Something is ruled out faulty whether it falls on the server’s side after striking the net. The situation in which a player commits two faults one by one is referred to as double fault; the thing is awarded to the opponent if the double fault is committed. A proper service leads to a rally i.e. exchange of shots. Inside a single’s game a shot is considered valid whether it falls within the tennis court which excludes the 4.5 feet strips that runs across the length of the court. However, these strips are part of the tennis court just in case of a doubles game.
Rules for Scoring inside a Match
A tennis match is played in a ‘best of 3 sets’ or ‘best of 5 sets’ format. The men’s matches are usually played in a ‘best of 5 sets’ format, as the other format is used for ladies.
Set
To win a single set, one must win at least 6 games. However, the main difference of games won by the winner and loser of confirmed set should at least be 2. This means that a set cannot be won at ‘6-5’; upon reaching a scenario in which both players win 6 games each, the tie-breaker is utilized. It is necessary to score minimum of 7 points to be able to win a tie-breaker. Again a positive change of 2 points is needed for winning the tie-breaker.
Game
A game title is won by winning 4 points. Winning the very first point takes a player’s score to fifteen. The score of 15 is then 30, 40 and game. The scoring pattern is weird in a sense that it doesn’t incorporate the pattern of 1, 2, 3 and game. When the score is at 40-40, it is a tie that is referred to as ‘deuce’. In order to win a game title after the deuce, one has to score a place referred to as ‘Advantage’ to the winner of the shot. The gamer who gains the ‘advantage’ can win the sport on the very next point.
Duration of Match
Lawn tennis doesn’t have time limit or shot clock as other sports like basketball or football. Therefore, a tennis match can embark upon for hours. Most recently at Wimbledon, John Isner and Nicolas Mahut played a match of a lot more than 11 hours spanning 72 hours, the longest match in the recorded history of the game. The only part of lawn tennis that is directed with a clock is the time between points and changeovers. Rule 29 of the International Tennis Federation rule book states that players have 20 seconds from the time a point is completed to start the following point defined as either tossing the ball for any serve or standing to get. Players change court sides after every odd-number game inside a set. When they do they have 90 seconds to obtain water, sit down and rest before going back to the court. Players have a two-minute break between sets. Time penalties begin with a warning, then a point is deducted, then a game.
Tools & Equipments:
Balls
They must be yellow or white, with a diameter between 6.54 and 7.3cm and a weight between 56.0 and 59,49g.
Court
A smooth, level playing area, covered with grass, clay or an artificial surface.
Net
The net is attached between two poles and divides with an equal distance the two sides of the court. The Height of the net is in its centre of 0,914m and on its two sides of 1,07m
Racket
A light bat with a frame in wood, steel or graphite with a network of cord, catgut or nylon, stretched in an essentially elliptical frame.
Tennis Techniques
Capitalizing on the opportunities to master tennis techniques and skills is essential to the advancement of tennis player's game. In this sport, every tennis athlete develops a unique style of game play that empowers his or her strengths.
The development of such strengths are vital to the progression of an athlete's game, but at times these strengths can expose weaknesses when playing experienced competitive athletes in the game of tennis.
Experienced competitive athletes are crafty in recognizing faults in an opponent's tennis techniques and will take advantage of the opportunities to dominate the situation.
Typically, this frustrates defeated players often resulting personal displays of disappointment and confusion. No one likes to lose, so everyone can understand an athlete's disappointment in a loss.
On the other hand, confusion can develop for a number of reasons. This is where serious competitors gravitate back to fundamental tennis techniques and skills in an effort to improve on their weaknesses as well as sharpen their strengths.
Mastering the basic tennis techniques, builds a solid tennis foundation. Let's compare this fact to a house. All houses are built on a foundation.
The foundation is the base that maintains the structure of the house. Without a foundation a house is not built. If anything alters the foundation, the structure weakens and at times fails to maintain its stability. At this point repairs are required to stabilize the foundation and strengthen the structure.
Similarly, the sport of tennis is built on a foundation of basic techniques and skills. Mastering these basic tennis techniques and skills is one of the first steps to succeeding in the sport.
Without the foundation of these fundamentals, an athlete generally defaults to failure in the game of tennis. If any of these basic tennis techniques and skills are not tuned up regularly, an athlete's game is vulnerable against a strong competitor. I think you get the point.
To build a solid foundation, a player must practice regularly and strive to master six fundamental tennis strokes. Every point played will require one, two, or all of these strokes throughout a game, set, or match.
These six fundamental tennis strokes are the essential tennis techniques and skills necessary to succeed in the game of tennis.
The Six Fundamental Tennis Strokes
Tennis Forehand: The tennis forehand is the 'meat and potatoes', or the 'money shot' for the majority of tennis athletes. It is not necessarily the easiest stroke to learn, but it is the most natural. To visualize a tennis forehand, picture this for a moment.
Lets assume you are left-handed. If you are playing tennis and an opponent returns a tennis ball directly to your body, your natural instincts would be to step to your right and hit it back from the left side of your body.
However, if you are right-handed and an opponent returns a tennis ball directly to your body, your natural instincts would be to step to your left and hit it back from the right side of your body.
The majority of tennis players prefer to execute a forehand more than any other fundamental tennis stroke. In fact, the majority of tennis strokes executed in a game, set, or match are forehands.
Tennis Backhand: The tennis backhand is executed from the side opposite of the forehand side. So if you are right-handed, your backhand is executed from the left side of your body and if you are left-handed, your backhand is executed from the right side of your body.
In order to execute a tennis backhand, you must bring your natural hitting hand around your body before hitting the tennis ball. The tennis backhand may seem awkward at first, but as you practice and familiarize yourself with this stroke it will become a welcomed alternative to the foundation of your tennis techniques and skills.
Tennis Serve: The tennis serve initiates every point. The tennis player that is serving is termed the server and the other tennis player is termed the receiver. By rule, you can opt to serve anyway you see fit, it is your choice.
Technically though, competitive tennis players achieve and maintain the most effective results by tossing the ball straight up high above the head while rotating the tennis racquet with a full motion swing aiming to strike the ball to the diagonal service area on the opposite end of the tennis court.
Tennis Lob: Uniquely termed in tennis, the lob is mainly used as a defensive technique to turn the momentum of a point into an offensive play. Did that make sense? Let me attempt to clarify.
What is a lob? A lob is a high arching shot with additional hang time that is initiated by a forehand, backhand, or at times a volley. With the lob technique, a tennis competitor has the ability to change the course of a point and keep an opponent off balance during game play.
As a competitor, your goal is to win each an every point. From time to time tennis athletes find themselves out of position or vulnerable during game play. This is when the lob technique comes in handy and can change the direction of that point.
By launching a lob with precision and excellence, a competitor can now gain and take control of that point. The presence of the lob keeps an opponent guessing instead anticipating the predictable forehand or backhand ground strokes.
Master the lob as a defensive and offensive tennis technique to gain an advantage. In other words, lob at will to win a point.
Tennis Overhead: Similar to a serve, the overhead tennis technique is designed to earn points by striking the tennis ball as it floats in the air over the head to the forehand or backhand side of a tennis athlete's body. Generally, this is the response to an unsuccessful lob attempt where the tennis competitor that initiated the lob pays dearly.
Think of this performance as a slam dunk in basketball or a spike in volleyball where tennis athletes have deliberately term this action as an overhead smash or smash for short.
A great overhead smash technique generates an intimidating dominating effect as it can demoralize and grant you an advantage over a frustrated opponent.
Tennis Volley: Simply put, the volley is a short punch technique with little or no back swing from a tennis athlete's forehand or backhand side. If you are the type of player who enjoys going on the attack to instigate fast-paced action, the volley is probably one if not your favorite tennis skill that intensifies your game.
Other than a serve or an overhead, every shot a player executes before the ball bounces on the court is considered a volley. This skill is frequently attempted as a reaction to an out-of-position jam where a tennis athlete is unable to play the bounce.
Most of the time though, the volley is habitually played as an attack approach near the net where a skilled tennis athlete has considerable options to win points due to the ease of angling shots and clearing the net.
As stated earlier, every point played will require one, two, and at times all these fundamental tennis strokes throughout a game, set, or match.
Tune them up regularly to advance your game and to reduce negative plays. Deviate from this action and chances are you will pay the price especially in competitive tennis tournaments.
So set a goal, train with a purpose, and strive to master these fundamental tennis techniques.