Tuesday 23 October 2012

Semester 1 Football unit Assignment 2013

Football Assignment

Due to our geographic location and the popularity of the American game of Football, many students are unaware of the differences between the American game and the Canadian game of Football.  Your assignment is to listing the differences between the American rules of the game and the Canadian rules of the game.  All Assignments are to be sent to thomsonsclass@gmail.com.  Assignments will not be accepted after

The course notes provided on Football outline the American rules.  This gives you the opportunity to research the Canadian rules and list the differences.  Please do not reply solely on your own background and knowledge.  Please search using the internet to find more differences.

DO NOT CUT AND PASTE
Use your own words and description

At the end of your answer please list the web sites used to develop your answers.


Sunday 21 October 2012

Football Rules and Notes

AMERICAN FOOTBALL RULES


Object
American football is played by 2 teams with 11 players on the field at a time who attempt to score points by moving the ball down the field across the goal line or by kicking the ball between the upright goal posts. The team with the most points at the end of regulation time is the winner.


American Football Rules
Playing Area
The playing field is a rectangle 100 yards long and a little over 50 yards wide. There is a goal line at each end of the field leading into a 10-yard end zone, and at the back of the end zone there is an upright goal post.











American Football Rules
Equipment
American football probably requires more equipment than just about any other sport. Here’s a quick rundown of what players need:
  • A helmet with a face mask
  • A jersey with numbers that indicate what positions they play (which is very helpful for spectators.)

    • Backs wear #10-49
    • Centers wear #50-59
    • Guards wear #60-69
    • Tackles wear #70-79
    • Ends wear #80-89

  • Pads on the chest, shoulders, ribs, and kidneys
  • Pants with pads to protect the groin area, thighs, and shins
  • Turf shoes

In addition to the protective uniform equipment for the players, you need a football and a football field with goal posts.


American Football Rules
Duration
College and pro football games last 60 minutes, and the game is divided into 4 quarters of 15 minutes each. High school games are usually divided into 12-minute quarters.
The clock runs unless the officials signal it must be stopped for incomplete passes or plays that go out of bounds. The officials also stop the clock when they need to measure the placement of the ball to see if the offense advanced it 10 yards.
Each team gets 3 time-outs per half.


American Football Rules
Overtime
If the game is tied at the end of 4 quarters, the game goes into overtime. Overtime is different depending on the level of play. For NFL games, the game goes into “sudden death,” where a coin toss determines which team receives the ball, and the first team to score wins the game. If neither team scores at the end of 15 minutes, the game is declared a tie.
High school and college overtime periods give each team an equal opportunity to try and score. Both teams get possession of the ball on their opponent’s 25-yard line to score either a touchdown or a field goal. Their possession ends if they score, lose the ball on a fumble or interception, or fail to get a first down. Then the defense takes possession of the ball on their opponent’s 25-yard line. If the teams are still tied going into the 3rd overtime period, each team must attempt to score 2 extra points after each touchdown.


American Football Rules
Substitutions
Substitutes are only allowed to enter the game on a dead ball, and they must leave the field on their sideline.


American Football Rules
Starting Play
A coin is tossed prior to the opening kick-off to determine which team will kick off first and which goals teams will defend. Play begins with a kick off from the 35-yard line at the start of each half and after a score. After a safety, the ball is kicked off from the 20-yard line.
Kick Offs
kick off is a free kick taken from the kicking team’s 30-yard line (40-yard line in high school). It may be taken in one of the following ways:
  • It can be kicked off of a tee.
  • It can be drop kicked.
  • Another player can hold the ball for a place kick.

During kick off, all players have to be inbounds. The kicking team, except for the kicker and the place kick holder, must be behind the ball. The opponent must be at least 10 yards away.
The ball must travel at least 10 yards. If the opposing team gains possession of the ball, they may advance the ball up the field by running with it. If the kicking team gets the ball, the ball is dead and it’s put in play from where it was recovered.
If the ball is kicked out of bounds (except for the end zone) before being touched by a member of the receiving team, it’s an illegal kick. The receiving team can have the kicking team kick it over again from a spot 5 yards closer to the kicking team’s goal or they may opt to take it at the spot it went out of bounds or 30 yards from the point of the kick.


American Football Rules
Changing Ends
Teams change goals at the end of the 1st and 3rd quarters, but the relative position of the ball on the field stays the same. For example, if the offensive team had the ball on the 30-yard line at the end of the 1st quarter, the ball is moved to the 30-yard line on the other end of the field and play resumes.


American Football Rules
Playing the Ball

  • Players can kick, carry, and throw the ball to move it up the field.
  • A defender may knock down a pass that’s in the air.
  • If the player with the ball touches the ground with any part of his body except his hands or feet or if he goes out of bounds, he is called “down” and the ball is dead.
  • The offensive team has 25 seconds to put the ball into play on each down from the time the referee marks the spot of the ball.


American Football Rules
Scrimmage Downs
Most of the football game takes place during plays, or downs, that begin at the line of scrimmage. The officials “spot” the ball before each down by placing it at a designated spot on the playing field.
down is the period of time that begins when the center puts the ball into play until the ball becomes dead.
When a team has the ball, it has 4 downs to advance the ball 10 yards or score. Each time it moves the ball 10 yards down the field, it’s awarded a new set of 4 downs. If it fails to advance 10 yards, the ball is given to the other team at the point it became dead at the end of the 4th down.
The line of scrimmage for each team is an imaginary line passing through the end of the football nearest to them, extending from sideline to sideline. The area between these lines, which is the length of the football, is the “neutral zone.” Each team lines up at least 7 players on the line of scrimmage who stand on either side of the ball and are parallel to the goal line. These rest of the team, except the player receiving the snap (usually the quarterback), must be at least 1 yard behind the line of scrimmage.
The snap is a backward pass through the legs of the center, which puts the ball into play. The snap must be one quick and continuous motion, and the snapper can’t move his feet or lift a hand until after the ball is snapped. Other players have to stay still until the ball is snapped. No one is allowed to enter the neutral zone or move toward his opponent’s goal line at a snap. The snap must be to a player behind the line of scrimmage, unless it touches the ground.

American Football Rules
Fair Catch
After the ball has been kicked on a punt or kick-off, the player receiving the kick may signal a fair catch by raising one arm straight up in the air. By giving this signal, he has the right to catch the ball without being tackled by any member of the kicking team. The ball is dead at the spot of the catch. The receiver gives up the right to try and advance the ball up the field when he gives a fair catch signal.
Backward Pass
A runner can make a backward pass at any time. A teammate may catch the pass or recover it if it hits the ground.
Fumble
If a player loses the ball and it leaves his hands, play continues no matter which team recovers it and whether or not it touches the ground.
Interception
An interception is a pass that’s caught by a defensive player while it’s still in the air. Possession of the ball belongs to the team that intercepted it.
Forward Pass
The offensive team is allowed one forward pass during each play from the line of scrimmage, but the passer must be behind the line of scrimmage when releasing the ball. Any other forward pass is illegal.
Any of the defenders is eligible to intercept a forward pass, but the only offensive players that may catch a forward pass are those who are on the ends of the scrimmage line (except the center, guard, or tackle), or are standing at least 1 yard behind the line of scrimmage.
On any forward pass, the ball becomes dead when it:
  • goes out of play
  • hits the ground
  • hits the goalpost

Tackling
Tackling is when defensive players use their bodies to bring the player with the ball to the ground.
Blocking
Defensive players use their bodies above the knees to block, or impede, the progress of the opponent. The blocker’s hands must be closed and kept inside the elbows. The arms may not be extended to push. Blockers are not allowed to hold on to an opponent, and they can’t interfere with a pass receiver, a fair catch, a kicker, or a passer. Blocks can’t occur below the knees or in the back.
The runner with the ball can use his hands and arms to fend off a defender.


American Football Rules
Scrimmage Positions
All of the players line themselves up in formation on both sides of the line of scrimmage. There are very specific rules regarding how the players can line up.
  • 7 players called “linemen” must line up directly on the scrimmage line.
  • 4 players called “backs” line up behind the line of the scrimmage.
  • Within this formation, there are only 6 players who are allowed to catch a forward pass during a play.

Offensive players often line up on the scrimmage line in the following order:
  • Left End (tight end, split end, or wide receiver)
  • Left Tackle
  • Left Guard
  • Center
  • Right Guard
  • Right Tackle
  • Right End

These are the offensive positions behind the line of scrimmage:

  • Quarterback
  • Running Backs (halfback, fullback)

The following positions are on the defensive side of the ball. These players can line up in a variety of ways:
  • Linebackers
  • Defensive Ends
  • Defensive Tackles
  • Defensive Backs


American Football Rules
Scoring
Touchdown = 6 points.
It occurs when a player carries the ball into the opponent’s end zone or catches a pass while in the end zone.
Extra Point = 1 point or 2 points (also known as PAT, point after touchdown).
After a team scores a touchdown, they get the opportunity to earn 1 extra point by kicking the ball through the uprights on the goal post. The ball is placed on the 2-yard line, and both teams line up on the scrimmage line for the kick. The distance of the extra point kick is 20 yards.
The scoring team may opt to go for 2 points instead. The ball is still placed at the 2-yard line, but instead of kicking it, they try to get it into the end zone again either by a run or pass. If they’re successful in crossing the goal line with the ball, they earn 2 extra points.
Field Goal = 3 points
On a team’s 4th down, if they don’t feel they will be able to advance the ball far enough for a 1st down and they feel they are within kicking range, they may attempt to kick a field goal from the line of scrimmage. If the ball goes through the goal post, they earn 3 points. If the kick is unsuccessful, the opposing team gets possession of the ball at the line of scrimmage or the 20-yard line (whichever is farther from the goal line).
Safety = 2 points
A safety is called when an offensive player is tackled with the ball in their own end zone. When this happens the defensive team is awarded 2 points, and the team that was scored on has to kick off from their 20-yard line.


American Football Rules
Dead Ball
dead ball marks the end of a down. The ball becomes dead when:
  • the ball carrier is downed.
  • there's an incomplete pass.
  • the ball or ball carrier goes out of bounds.
  • a team scores.
  • a fair catch is signaled.
  • a member of the kicking team gets control of a punt to down it before the receiving team touches it.
  • a kicked ball stops moving.
  • a touchback occurs – when a kick lands in the end zone, it is spotted at the 20-yard line to begin play.



American Football Rules
Out of Play

  • When a ball is kicked out of bounds, it is placed at the point where it crossed the sideline. The only exception is for a free kick.
  • When a free kick is kicked out of bounds, it is kicked again after moving the ball back 5 yards from the original spot of the kick.
  • If a player with the ball runs out of bounds, the ball is placed at the inbounds lines in the center of the field at the point where he went out of bounds.
  • If the ball is passed, kicked, or fumbled out of play behind the goal lines by the opposition, the defending team gets possession of the ball at the 20-yard line between the inbounds lines.



American Football Rules
Fouls and Penalties
Fouls
Players may not:
  • hit with their fists.
  • kick or knee a player.
  • hit or kick a player below the knee.
  • tackle a player off the field.
  • tackle a player after the ball is dead.
  • grab a player’s face mask.
  • deliberately run into a kicker.
  • run into a passer after he has released the ball.

Penalties
Here are some of the more common penalties included in the American football rules (there are many more):

  • Blocking below the waist.
  • Block in the back – contacting a player without the ball in the back.
  • Clipping – contacting a player without the ball from behind and below the waist.
  • Delay of game.
  • Encroachment – a defensive player crossing the line of scrimmage before the ball is snapped.
  • Face mask – grabbing the face mask of a player in an attempt to tackle him.
  • False start – any player that moves after he has gotten set at the line of scrimmage before the ball is snapped.
  • Horse-collar tackle – grabbing the shoulder pads or jersey from behind and yanking the player to the ground.
  • Intentional grounding – a forward pass that is intentionally thrown incomplete so the passer avoids being tackled for a loss of yards.
  • Holding – grabbing or pulling a player without the ball.
  • Offside – a player is on the wrong side of the line of scrimmage when the ball is snapped.
  • Pass interference - making physical contact with a receiver to keep him from catching the ball.
  • Personal foul – any kind of conduct or safety-related rule infraction.
  • Roughing the kicker – tackling or running into the kicker.
  • Roughing the passer – tackling or hitting a passer after the pass has already been made.

When rule violations are called, the following penalties may be assessed:
  • Loss of down
  • Loss of yards – 5, 10, or 15 yards
  • Disqualification




BASIC SOCCER RULES


Object
Soccer is a ball game played by 2 teams of 11 players each. The object is to get the ball into your opponent’s goal. The winner is the team that scores the most goals by the end of the game.

Playing Area
The field is rectangular in shape and must be 50-100 yards wide and 100-130 yards long. There is a goal located at each end of the field.









Basic Rules of Soccer
Equipment
You need a soccer ball and a goal to play a game. The age of the players and the level of competition determine what type of soccer ball is used. To find the appropriate size ball for your situation, see soccer ball sizes.
The goalkeeper must wear different colors than her teammates to distinguish herself from the other players. Goalies may also wear protective goalie gloves.
It is highly recommended that every player wear shin guards to protect their lower legs when they inadvertently get kicked. A pair of soccer cleats with rubber studs are recommended to help players get better traction on the field.


Basic Rules of Soccer
Officials
There is usually a referee who runs up and down the middle of the field and controls the game along with 2 linesmen. The linesmen are positioned on each sideline holding a flag.
The referee:
  • keeps the time. 
  • keeps score. 
  • enforces the rules. 
  • stops and starts the game. 
  • cautions or removes players from the game.

The linesmen raise their flags to indicate:
  • when the ball is out of play.
  • which team takes the ball on the throw-in, corner kick or goal kick.
  • any infringement of the rules.


Duration
The game is divided into two 45-minute halves. Teams change ends at the end of the half.
The game clock is a running clock, and time doesn’t stop until the end of the half. The referee will add on additional time for time lost due to injuries, time wasting, etc. Time is also added to allow for a penalty kick to be taken at the end of regulation time.


Basic Rules of Soccer
Starting Play
A coin toss determines which team will kick off first and which goal teams will defend.
To start the game, the ball is placed in the center of the circle at mid-field and teams are lined up on their respective sides of the field. Only the kicker may be in the center circle for the opening kick, and all other players must remain outside the circle until contact is made with the ball. Once kicked, the ball has to travel at least one full roll, and the kicker can’t touch it again until another player kicks it first.
After a goal is scored, the ball is reset in the center circle again for a kick-off by the team that was scored on.
The second half begins with the same type of kick-off by the team that did not open the game with the kick.

Playing the Ball
Except when throwing the ball in from out-of-bounds, no players are allowed to touch the ball with their hands except the goalie. A penalty (free kick) is assessed when a player touches the ball with any part of their hands or arms.
Players can use any other part of their body to contact the ball. They may use their feet, head, thigh, chest, or back to stop, control, or pass the ball.


Basic Rules of Soccer
Scoring
A goal is scored when the whole ball crosses the goal line under the crossbar and between the goal posts. A goal is worth 1 point.
If the score is tied at the end of the game, the following events may happen:
  • the game is left as a tie.
  • an overtime period is played (usually two halves of 15 minutes each).
  • there is a shoot-off with each team getting to shoot a series of penalty kicks.
  • a coin toss determines the winner.



Basic Rules of Soccer
Out of Play
The ball is out of play when it completely crosses the boundary lines on the field or when the referee has blown his whistle to stop play. It isn't out if it's touching the line.
Play is restarted by a throw-in when the ball has crossed the sidelines, and by either a goal kick or a corner kick when it has crossed the goal line.
Throw-in - A throw-in is taken along the sideline at the spot where the ball went out of bounds. It is taken by the team not responsible for putting the ball out of play.
On a throw-in, the player must:
  • have both hands on the ball.
  • throw the ball from behind and over the head.
  • face the play.
  • keep part of each foot on the ground at the time of release.
  • keep her feet either behind or on the sideline.

If any of these rules are broken, the other team is granted the ball at that spot.
You can’t score a goal directly from a throw-in, and the player throwing the ball in is not allowed to touch it until another player has touched it.
Goal Kick - awarded to the defending team when the offense kicks the ball out of bounds across the goal line (end line.)
A goal kick:
  • can be taken by any player, including the goalie.
  • is placed on the upper corner of the goalie box on the side of the goal area where the ball went out.
  • must travel outside of the penalty area.
  • may not be touched by the kicker until another player has touched it.

All players must remain outside of the penalty area until the ball is kicked, and a goal can’t be scored directly from a goal kick.
Corner Kick - awarded to the offensive team if the ball goes out of bounds across the goal line. It’s taken from the quarter circle with the flag in the corner of the field on the side of the field where the ball went out of bounds.
On a corner kick:
  • the corner flag may not be moved.
  • opponents must stay at least 10 yards away until the ball is kicked.
  • a goal can be scored.
  • the kicker may not touch it again until another player has touched it.

Free Kick - either a direct or indirect kick taken from the place where an offense occurred. The ball is stationary, and all opponents must be 10 yards from the ball.

  • Direct Free Kick - the kicker can score directly from the kick.
  • Indirect Free Kick - a goal can’t be scored until the ball has been touched by another player.

Penalty Kick - a direct free kick that is awarded to the attacking team when an offense occurs by a defender inside his own penalty area.
On a penalty kick:
  • the ball is placed on the penalty spot.
  • all players except the goalie must stand outside the penalty area at least 10 yards from the penalty spot.
  • the ball must be kicked forward.
  • the kicker can’t touch the ball again until another player has touched it.
  • the goalie must stand still on the goal line until the ball is kicked.



Basic Rules of Soccer
Offside
An offensive player is offside if, when the ball is played, she is closer to the goal than 2 defensive players and the ball, unless:
  • she is in her own half of the field.
  • an opponent was the last player to touch the ball.
  • she receives the ball directly from a goal kick, corner kick, throw-in, or when the referee drops the ball.



Basic Rules of Soccer
Fouls & Misconduct
direct free kick is awarded if any of the following fouls are committed by a defender in his penalty area:
  • tripping.
  • holding an opponent.
  • touching the ball with a hand or arm.
  • kicking an opponent.
  • jumping at or charging at an opponent in a violent manner.
  • hitting or pushing an opponent.

An indirect free kick is awarded for:
  • dangerous play.
  • charging fairly when the ball isn’t within playing distance.
  • intentionally obstructing an opponent without trying to play the ball.
  • charging the goalkeeper.
  • offside.
  • a player touching the ball a second time on a throw-in, kick-off, goal kick, corner kick, or penalty kick before someone else touches it.
  • entering or leaving the game without the referee’s permission.

It is okay to charge a goalkeeper if he:
  • is holding the ball.
  • is obstructing an opponent.
  • goes outside of he goal area.



Basic Rules of Soccer
Cautioning
The referee may caution a player if he:
  • enters or leaves the game without the ref’s permission.
  • continually breaks the rules.
  • shows disrespect toward the officials.
  • has unsportsmanlike conduct.


Sending Off
The referee may send a player off the field for the rest of the game if she:
  • commits acts of violence or serious unsportsmanlike conduct.
  • uses foul or abusive language.
  • continues to break the rules after the official’s cautionary warning.





Basic Rules of Soccer
Modifications
Depending on the number of players, skill level, available equipment, or the size of your playing area, you can modify the basic rules of soccer to fit your needs. Here are some modifications you can make to get a game going:

  • Reduce the size of the field.
  • Adjust the length of the game. Increase or decrease the time according to fitness level of players.
  • Use a softer or lighter ball, like a nerf-type ball or a beach ball.
  • Use a monster-size ball (or a therapy ball, cage ball, etc.) and allow players to use hands or any other part of their body to advance the ball up the field.
  • Reduce or increase the number of players on each team.
  • Don't use goalies. Leave the goals unattended.
  • Play on only half the field with one goal. On each change of possession, the offense takes it back above the penalty area before they can try to score, like in half-court basketball.
  • Use a ball that's a little flat to keep it from rolling so quickly or so far.
  • If you have a lot of players, set up more goals so players have more ways to score, and have a couple balls going at once.
  • Have shooting contests from different areas of the field to see who can score the most goals.
  • Set up targets and try to knock them over with the ball.
  • Set up a game indoors with no out of bounds. The ball can be played off of the walls.

Baseball Notes

BASIC BASEBALL RULES


Object
Baseball is played by two teams of 9 players each who try to score more runs than their opponent by rounding the bases and crossing home plate as many times as possible. The batting team stays up to bat until the fielding team puts out 3 batters.

Playing Area
The playing area is often referred to as a baseball diamond due to its shape. It consists of a pitcher’s mound, 4 bases, an infield, and an outfield.


Equipment
You need a bat, a baseball, gloves for each outfielder, 4 bases, and a pitching rubber.


Basic Baseball Rules
Starting Play
The visiting team bats first while the home team starts out in the field on defense. Each fielder lines up in one of the 9 fielding positions. The first batter steps into the batter’s box and prepares to hit the pitch.

Positions
Players line up in the following positions:
  1. Pitcher – on the pitcher's mound
  2. Catcher - behind home plate
  3. 1st Baseman 
  4. 2nd Baseman
  5. 3rd Baseman
  6. Shortstop – between 2nd and 3rd base
  7. Leftfielder – outfield behind 2nd and 3rd base
  8. Centerfielder – outfield behind 2nd base
  9. Rightfielder – outfield behind 1st and 2nd base


Batting
There is a batter’s box on both sides of home plate. The batter may choose which side of the plate to hit from, but both of his feet must be inside the box. He attempts to score runs by hitting the ball when it’s pitched to him.
The batter may continue to hit until he:
  • hits the ball in fair territory.
  • gets 3 strikes.
  • gets 4 balls.



Basic Baseball Rules
Strikes
The strike zone is the area between the batter’s shoulders and knees. A "strike" is called by the umpire when the batter:
  • fails to swing at a pitch that crosses the plate in the strike zone.
  • swings at a pitch and misses.
  • hits the ball out of bounds with fewer than two strikes against him.

Once he gets 3 strikes he is out, and the next batter comes up to the plate.
A batter can’t strike out on a foul ball. If he has two strikes, there’s no limit to the number of foul balls he is allowed to hit. He can only strike out on a swing and miss or a ball he fails to swing at in the strike zone.

Balls
"ball" is a pitch that is delivered outside of the strike zone that is not struck at by the batter. If a batter receives 4 balls, he gets to walk to first base. (If a batter swings at a ball outside the strike zone and misses, he is called for a strike.)


Basic Baseball Rules
Runner
The batter becomes a runner when:
  • he hits a ball in fair territory and runs to first base.
  • he walks after 4 balls.
  • he is hit by a pitch.
  • the catcher drops the third strike. (If the batter is called for his 3rd strike but the catcher misses the ball, the batter may try to beat the ball to first base.)

A runner can move to the next base if the ball is overthrown or after a wild pitch.
A runner may overrun 1st base when he hits the ball as long as he turns out of bounds after he passes the base. Runners may not overrun any other base. If they do and are tagged while they are off the base, they are out.

Duration
A standard game lasts 9 innings. Each inning is divided into a top and bottom half with each team having a turn at bat. The visiting team bats the first half (or top) of each inning, and the home team bats the second half (or bottom) of the inning. A half inning is completed when the batting team gets 3 outs. If the score is tied at the end of 9 innings, extra innings are played until there is a winner.
If the home team is ahead going into the bottom of the 9th inning, there is no need for them to come up to bat, so the game is usually called.


Basic Baseball Rules
Scoring
The team that scores the most runs is the winner. A run is scored when a base runner rounds all of the bases by stepping on each one in order from 1st, 2nd, 3rd, and crosses home plate. If the ball is hit over the outfield fence in fair territory, it is considered a home run and the batter has a free trip all the way around the bases until he crosses home plate.
Grand slam - A home run that’s hit with the bases loaded (runners on every base.) All of the base runners round the bases and go home for a total of 4 points.


Basic Baseball Rules
Putting Players Out
batter is out if:
  • he hits the ball and it’s caught while it’s in the air, which is known as a fly ball (even if it’s caught in foul territory.)
  • he gets 3 strikes.

runner is out if:
  • he is hit by a batted ball while off a base.
  • a fielder tags him with the ball when he is not touching a base.
  • he runs more than 3 feet out of the baseline to avoid being tagged.
  • a fielder with the ball tags a base at which there is a force play before the forced runner reaches the base.
  • he runs past a base runner that’s ahead of him.

Double play - When 2 players get out on the same play.
Triple play - When 3 players get out on the same play.
Force play - When a batter hits the ball and runs to 1st base, he forces the runner on 1st base to move to 2nd base. If there’s also a runner on 2nd, he must move to 3rd base, and if there's also a runner on 3rd base, he must run home. A runner is out if he is tagged by a fielder before reaching the base he is forced to run to or if a fielder with a ball touches the base before he gets there.
Steal - When a runner runs to the next base without the ball being hit, usually before the pitcher pitches the ball. The runner is out if he is tagged with the ball before reaching the base.
Tagging up – When a fielder catches a fly ball, a runner cannot leave the base until after the ball hits the fielder’s glove. If he leaves the base too early, he has to go back and touch the base before he can run to the next base. If the ball gets to his base before he returns to tag up, he is out.


Basic Baseball Rules
Modifications
Depending on the number of players, skill level, available equipment, or the size of your playing area, you can modify the basic rules of baseball to fit your needs. Here are some modifications you can make to get a game going:

  • Reduce the size of the field.
  • Reduce the number of bases.
  • Use a bigger or softer ball that you can catch without a glove and hit a little easier.
  • Use a fatter bat.
  • Hit the ball off of a batting tee instead of pitching it.
  • Allow every player on a team to bat before changing sides instead of playing 3 outs.
  • Put a limit to the number of points a team can score each inning. When they reach their limit, the teams exchange places.
  • Don’t call balls or strikes. Give each batter 3 swings at the ball.


Volleyball Notes



Volleyball Basic Rules

THE SERVE
( A ) Server must serve from behind the restraining line ( end line ) until after contact.
( B ) Ball may be served underhand or overhand.
( C ) Ball must be clearly visible to opponents before serve.
( D ) Served ball may graze the net and drop to the other side for point.
( E ) First game serve is determined by a volley, each subsequent game shall be served by the previous game loser.
( F ) Serve must be returned by a bump only. no setting or attacking a serve.

SCORING
Rally scoring will be used.
There will be a point scored on every score of the ball.
Offense will score on a defense miss or out of bounds hit.
Defense will score on an offensive miss, out of bounds hit, or serve into the net.
Game will be played to 25 pts.
Must win by 2 points.

ROTATION
( A ) Team will rotate each time they win the serve.
( B ) Players shall rotate in a clockwise manner.
( C ) There shall be 4-6 players on each side.
PLAYING THE GAME ( VOLLEY )
( A ) Maximum of three hits per side.
( B ) Player may not hit the ball twice in succession ( A block is not considered a hit ).
( C ) Ball may be played off the net during a volley and on serve.
( D ) A ball touching a boundary line is good.
( E ) A legal hit is contact with the ball by a player body above and including the waist which does not allow the ball to visibly come to a rest.
( F ) If two or more players contact the ball simultaneously, it is considered one play and the players involved may not participate in the next play.
( G ) A player must not block or attack a serve.
( H ) Switching positions will be allowed only between front line players. ( After the serve only ).

BASIC VIOLATIONS
( A ) Stepping on or over the line on a serve.
( B ) Failure to serve the ball over the net successfully.
( C ) Hitting the ball illegally ( Carrying, Palming, Throwing, etc. ).
( D ) Touches of the net with any part of the body while the ball is in play. If the ball is driven into the net with such force that it causes the net to contact an opposing player, no foul will be called, and the ball shall continue to be in play.
( E ) Reaching over the net, except under these conditions:
1 - When executing a follow-through.
2 - When blocking a ball which is in the opponents court but is being returned ( the blocker must not contact the ball until after the opponent who is attempting to return the ball makes contact). Except to block the third play.
( F ) Reaches under the net ( if it interferes with the ball or opposing player ).
( G ) Failure to serve in the correct order.
( H ) Blocks or spikes from a position which is clearly not behind the 10-foot line while in a back row position.

THE COURT PLAYING AREA
Both indoor and outdoor courts are 18 m x 9mi (29'6" x 59').
Indoor courts also include an attack area designated by
 a line 3 m (9'10") back from the center line. 

Lines on the court are 5cm (2" wide).



NET HEIGHT 

Net height for men, co-ed mixed 6, & outdoor is 2.43 meters or 7'11-5/8".
Net height for women, 7'4-1/8".

The height of the net shall be 8'.



BALL 
The ball weighs between 9 and 10 ounces. Ball pressure is between 4.5 and 6.0 pounds




Volleyball Lingo Translation

"Ace"
When the ball is served to the other team, and no one touches it.

"Sideout"
When the team that served the ball makes a mistake, causing the ball to go to the other team.

"Roof"
When a player jumps above the height of the net, and blocks the ball.

"Stuff"
When a player jumps about the height of the net, blocks the ball, and the ball goes back at the person who attacked(spiked) the ball.

"Dig"
When a player makes a save from a very difficult spike.

"Kill"
When a team spikes the ball and it either ends in a point or a sideout.

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Badminton Notes


Badminton Court Lines
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SCORING SYSTEM 
7.1 A match shall consist of the best of three games, unless otherwise arranged ( Part II, Section 1B  Appendix 2 and 3). 
7.2 A game shall be won by the side which first scores 21 points, except as provided in Law 7.4 and 7.5
7.3 The side winning a rally shall add a point to its score. A side shall win a rally, if the opposing side commits a "fault" or the shuttle ceases to be in play because it touches the surface of the court inside the opponent's court. 
7.4 If the score becomes 20-all, the side which gains a two point lead first, shall win that game. 
7.5 If the score becomes 29-all, the side scoring the 30th point shall win that game. 
7.6 The side winning a game shall serve first in the next game. 

  1. SERVICE 
9.1 In a correct service: 
9.1.1 neither side shall cause undue delay to the delivery of the service once the server and the receiver are ready for the service. On completion of the backward movement of server's racket head, any delay in the start of the service (Law 9.2), shall be considered to be an undue delay; 
9.1.2 the server and the receiver shall stand within diagonally opposite service courts (Diagram A) without touching the boundary lines of these service courts; 
9.1.3 some part of both feet of the server and the receiver shall remain in contact with the surface of the court in a stationary position from the start of the service (Law 9.2) until the service is delivered (Law 9.3); 
9.1.4 the server's racket shall initially hit the base of the shuttle; 
9.1.5 the whole shuttle shall be below the server's waist at the instant of being hit by the server's racket. The waist shall be considered to be an imaginary line round the body, level with the lowest part of the server's bottom rib; 
9.1.6 the shaft of the server's racket at the instant of hitting the shuttle shall be pointing in a downward direction; 
9.1.7 the movement of the server's racket shall continue forwards from the start of the service (Law 9.2) until the service is delivered (Law 9.3); 
9.1.8 the flight of the shuttle shall be upwards from the server's racket to pass over the net so that, if not intercepted, it shall land in the receiver's service court (i.e. on or within the boundary lines); and 
9.1.9 in attempting to serve, the server shall not miss the shuttle. 
9.2 Once the players are ready for the service, the first forward movement of the server's racket head shall be the start of the service. 
9.3 Once started (Law 9.2), the service is delivered when the shuttle is hit by the server's racket or, in attempting to serve, the server misses the shuttle. 
9.4 The server shall not serve before the receiver is ready. However, the receiver shall be considered to have been ready if a return of the service is attempted. 
9.5 In doubles, during the delivery of service (Law 9.2, 9.3), the partners may take up any positions within their respective courts, which do not unsight the opposing server or receiver. 
  1. SINGLES 
10.1 Serving and receiving courts 
10.1.1 The players shall serve from, and receive in, their respective right service courts when the server has not scored or has scored an even number of points in that game. 
10.1.2 The players shall serve from, and receive in, their respective left service courts when the server has scored an odd number of points in that game. 
10.2 Order of play and position on court. 

In a rally, the shuttle may be hit by the server and the receiver alternately, from any position on that player's side of the net, until the shuttle ceases to be in play (Law 15). 
10.3 Scoring and serving 
10.3.1 If the server wins a rally (Law 7.3), the server shall score a point. The server shall then serve again from the alternate service court. 
10.3.2 If the receiver wins a rally (Law 7.3), the receiver shall score a point. The receiver shall then become the new server. 
  1. DOUBLES 
11.1 Serving and receiving courts 
11.1.1 A player of the serving side shall serve from the right service court when the serving side has not scored or has scored an even number of points in that game. 
11.1.2 A player of the serving side shall serve from the left service court when the serving side has scored an odd number of points in that game. 
11.1.3 The player of the receiving side who served last shall stay in the same service court from where he served last. The reverse pattern shall apply to the receiver's partner. 
11.1.4 The player of the receiving side standing in the diagonally opposite service court to the server shall be the receiver. 
11.1.5 The players shall not change their respective service courts until they win a point when their side is serving. 
11.1.6 Service in any turn of serving shall be delivered from the service court corresponding to the serving side's score, except as provided in Law 12
11.2 Order of play and position on court 

After the service is returned, in a rally, the shuttle may be hit by either player of the serving side and either player of the receiving side alternately, from any position on that player's side of the net, until the shuttle ceases to be in play (Law 15). 
11.3 Scoring and serving 
11.3.1 If the serving side wins a rally (Law 7.3), the serving side shall score a point. The server shall then serve again from the alternate service court. 
11.3.2 If the receiving side wins a rally (Law 7.3), the receiving side shall score a point. The receiving side shall then become the new serving side. 
11.4 Sequence of serving 
     In any game, the right to serve shall pass consecutively: 
11.4.1 from the initial server who started the game from the right service court 
11.4.2 to the partner of the initial receiver. 
11.4.3 to the partner of the initial server 
11.4.4 to the initial receiver, 
11.4.5 to the initial server and so on. 
11.5 No player shall serve or receive out of turn, or receive two consecutive services in the same game, except as provided in Law 12
11.6 Either player of the winning side may serve first in the next game, and either player of the losing side may receive first in the next game. 
  1. SERVICE COURT ERRORS 
12.1 A service court error has been made when a player: 
12.1.1 has served or received out of turn; or 
12.1.2 has served or received from the wrong service court; 
12.2 If a service court error is discovered, the error shall be corrected and the existing score shall stand. 
  1. FAULTS 
  2. It shall be a "fault": 
13.1 if a service is not correct (Law 9.1); 
13.2 if, in service, the shuttle: 
13.2.1 is caught on the net and remains suspended on its top; 
13.2.2 after passing over the net, is caught in the net; or 
13.2.3 is hit by the receiver's partner; 
13.3 if in play, the shuttle: 
13.3.1 lands outside the boundaries of the court (i.e. not on or within the boundary lines); 
13.3.2 passes through or under the net; 
13.3.3 fails to pass over the net; 
13.3.4 touches the ceiling or side walls; 
13.3.5 touches the person or dress of a player; 
13.3.6 touches any other object or person outside the court; 

(Where necessary on account of the structure of the building, the local badminton authority may, subject to the right of veto of its Member Association, make bye-laws dealing with cases in which a shuttle touches an obstruction). 
13.3.7 is caught and held on the racket and then slung during the execution of a stroke; 
13.3.8 is hit twice in succession by the same player. However, a shuttle hitting the head and the stringed area of the racket in one stroke shall not be a "fault"; 
13.3.9 is hit by a player and the player's partner successively; or 
13.3.10 touches a player's racket and does not travel towards the opponent's court; 
13.4 if, in play, a player: 
13.4.1 touches the net or its supports with racket, person or dress; 
13.4.2 invades an opponent's court over the net with racket or person except that the striker may follow the shuttle over the net with the racket in the course of a stroke after the initial point of contact with the shuttle is on the striker's side of the net; 
13.4.3 invades an opponent's court under the net with racket or person such that an opponent is obstructed or distracted; or 
13.4.4 obstructs an opponent, i.e. prevents an opponent from making a legal stroke where the shuttle is followed over the net; 
13.4.5 deliberately distracts an opponent by any action such as shouting or making gestures; 
13.5 if a player is guilty of flagrant, repeated or persistent offences under Law 16

Good Defensive Clear
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The shuttlecock drops steeply to the baseline. Your opponent is forced to take the shuttle at point X, which is near the baseline. He won't have a good angle for a smash from so far back of the court.
The four defensive clears are the:
Every beginner should clear with this stroke first. It's the most basic stroke.
The backhand is most players' weakness. It's definitely the most challenging stroke. However, learn this stroke when your opponent hits a shot to your backhand area. 
Very useful shot especially when you're retrieving shots from the forecourt. If your opponent is playing at a faster pace, use the clear if you can't keep up with your opponent's speed. The high clear keeps the shuttle in the air for some time. Therefore, you'll have more time to recover and reorganize your footwork.
Same as the underarm forehand clear, use this high defensive clear when you are pressured by your opponent. 


The Attacking Clear
The badminton clear can also be used as an offensive shot! 
This shot is suitable for more advanced badminton players. Vary your shots to win rallies.
A drop can be defensive as well as offensive, depending on how you use it.
Don't worry about this first, you'll know when to best use it when you master this shot.
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Basically, this shot is done from the back of your court. You then direct the shuttle to the front of your opponent's court. (See picture above)
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A GOOD badminton drop will have the shuttlecock passing JUST SLIGHTLY ABOVE the badminton net. Ideally it should land before the service line at point X.
However, don't worry too much about doing the perfect drop first.
Learn the correct technique of performing a badminton drop, and then practise to make it perfect.
Nature of a Badminton Drop Shot
When your opponent returns a shuttle to you that lands at the back your court (your baseline), you will have 3 choices... that is to:
  • Lob (or Clear)
  • Smash
  • Perform the Drop
I highly recommend that you don't smash; even if you can perform a jump smash. Smashing from the back of the court will result in less power in your smash.  It will be safer for you to do a badminton clear (lob) or a drop shot. Both shots in these instances are considered to be defensive.
You can perform a shot after clearing (lobbing).
This will make your opponent work harder on his footwork, which gives you the chance to attack.
Tutorial
The overhead badminton drop shot requires a gentle 'complete arm swing'. A drop shot is simply a gentle badminton stroke.
Full arm Swing or Follow Through
Yes you still have to perform a 'complete arm swing' but a gentle one (strong enough to make the shuttle cross JUST SLIGHTLY ABOVE the net).
Although it is a gentle and soft shot, many people make a huge mistake by simply "touching" the shuttle with the racquet.
You must do a full arm swing even though it is a gentle shot. 
Important Tips/Advice
  1. Avoid the most common mistake. Make sure you perform a complete arm swing and follow through when performing a drop shot. Many people think drop shots only require a soft touch. They simply touch the shuttle with the racket.
You can't get a good quality badminton drop by simply tapping the shuttle. Remember complete your swing!
  1. Balancing arm. Although you won't lose much balance when executing a drop, use of your other arm to balance yourself. Even a gentle badminton stroke will make you lose some degree of balance.
Therefore, extend your non-racket arm to balance the weight of your racket arm when you execute the drop.
  1. Avoid using your backhand unless you are really forced to. When your opponent hits to your backhand area, quickly position yourself so that you can return a forehand drop. But in some situations, you will need to use a backhand stroke.

A badminton smash is a very powerful offensive shot.
Many people might think that "I am a pro if I can do a 300km/h smash with a tremendous sound".
THIS IS NOT HOW IT WORKS!!
When Should You Smash?
The general rule of thumb is that every time you are about to smash, ask yourself whether your smash will make your opponent lose a point.
If you REALLY think so, GO AHEAD!
Although a smash is very powerful, it has certain disadvantages and it's important that you are aware of it. I'll talk about this in a moment.
The Disadvantages of a Smash
While a smash is powerful when executed correctly, it can also be a dangerous shot to take.
DO NOT SMASH unless you are confident that the smash will help you win a point or at least do some 'damage' to your opponent.
There are two simple DISADVANTAGES of smashing:
  1. Slows down your footwork: Smashing requires you to do a strong and complete swing. The strength of the swing will then make you lose balance.
You'll then concentrate on maintaining your body balance while you lose time returning to your base. If your opponent is able to defend your smash, it'll be difficult for you to reach the shuttle in time.
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  1. Have less impact if it's executed from the back of the court: A smash executed from the back of the court will not be strong because there will not be sufficient angle to produce a steep smash (look at the picture above).
This type of shot can be easily defended. At the same time, executing a smash will weaken your footwork because you lose some degree of body balance. You might also have trouble retrieving your opponent's return shot.
Important Tips/Advice
  • Master the Basics: I suggest you master the CLEAR and DROP SHOT….BEFORE learning the badminton smash. 
  • Perfect Your Technique for Smashing: As long as you have the correct technique, increasing the power of your smash will not be a problem. Good technique is waaaaay more important when doing badminton smash.
When you begin to train your smash, try to do soft badminton smashes first to familiarize yourself with the correct technique. Once you are familiar with the technique, gradually increase the power of your smash over time.
It's VERY important that you do not start off using your full strength. Your focus will be diverted to doing strong swings and balancing rather than executing the correct technique.
  • Non-racket Arm: Always remember to make use of your non-racket arm to help you maintain body balance. When you lose balance after a smash, you won't be able to exert power into your smash. Therefore, your non-racket arm serves as a balancing mechanism. You'll be able to exert more power into your swing and at the same time, maintain body balance. 
  • Do not smash every time! This is a VERY COMMON mistake. Maybe because most people think that the badminton smash is the 'coolest' shot.
DO NOT execute a smash unless you're confident that your smash will be a strong one. In other words, smash when you have good balance.
A badminton smash is like a double edged sword, it's difficult for your opponent to defend it. BUT if your opponent manages to defend it, you may need to regain your balance quickly to be able to retrieve his return shot.
Use a badminton clear and badminton drop shot to force your opponent to make mistakes. Be patient and WAIT for your chance to do a smash. In this situation, your smash will be very strong and difficult to defend.
The Importance of a Good Badminton Serve
A WEAK serve often creates a chance for your opponent to execute an attacking shot. Therefore it's important to know how to serve properly so that you will not lose a point after making a service.
1. The High Badminton Serve
This type of serve is usually executed when you want the shuttle to land at the back end of the court. A good high serve must have the shuttle dropping steeply downwards at the back end of the court. 
A high serve will prevent your opponent from executing a strong smash. Instead, a lob or a drop is more expected from your opponent (unless they can do a jump smash).
Try to serve the shuttlecock to your opponent's backhand area. The objective is to force your opponent to use his backhand. This is because most badminton players, even world class player, have weaker backhands (compared to their forehands)
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For example, you're standing at X. You are about to make a high serve... and your opponent is right handed. In that case, direct the shuttle to drop at point A.
This will force your opponent to use the backhand and hence there's a higher chance that he'll return a weak shot.
If your hit it to your opponent's backhand area, but he/she refuses to use the backhand, he will then have to move further away from his base! This gives you the chance to exploit an opportunity to control the game if your opponent does not have Good badminton Footwork.




Let me show you how to do a high serve...
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  • Hold the head of the shuttlecock with its head facing downwards so that the shuttlecock will drop straight down.
  • Stand sideways (the side of your body facing the net) and relax your racquet arm (arm that is holding the racquet).
  • Let go of the shuttlecock and swing your racquet arm upwards. As you do this, twist your waist to the extent that your body faces the net. Flick your wrist towards the direction you want the shuttle to land (Flick your wrist upwards, so that the shuttlecock will fly high).
  • Your back leg should lift up naturally (with your toes touching the ground).
The high serve is useful against opponents who cannot perform strong smashes from the back of the court.
However, some badminton players (especially taller players) can execute powerful smashes even from the back of the court.
If this is the case, consider using the low serve instead. This is also the reason why professional players nowadays prefer using the low serve.
The Low Badminton Serve
The low serve is used when you want the shuttlecock to land in front of the court (in front of your opponent).
A GOOD low serve will have the shuttlecock flying JUST ABOVE THE NET.
If not, your opponent will have the chance to dash forward and smash the shuttle down to you.
A low serve, when executed beautifully, prevents your opponent from making an offensive shot.
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Unlike the high serve, you can let the shuttle drop anywhere in front (forehand area or backhand area of your opponent)
Neither makes a difference because it does not disrupt your opponent's footwork.
As a start, practice serving so that the shuttle drops right in front of your opponent (point A in picture above). 
Let me show you how to do a low serve...
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  1. Hold the feather of the shuttlecock with the head of the shuttlecock facing downwards.
  2. Position the racquet behind the shuttlecock.
  3. Step slightly forward with your right (left) leg if you are right handed (left handed).
  4. As you let go of the shuttlecock, flick your racquet lightly while pushing your thumb forward towards the direction you want the shuttle to land. The power comes mainly from the push of your thumb and the slight flick of your wrist.
The Flick Serve ("Fake" Low Serve)
The "fake" low badminton serve can also be used to trick your opponent (deceive your opponent to expect a low serve).
When you stand in a low serve position, your opponent would probably expect a low serve. However, push your thumb and flick your wrist harder so the shuttlecock flies HIGH and heads to the back of the court!
Well, knowing how to serve is one thing. Practicing is another. If you want to make perfect serves, keep practicing until you don't make any mistakes!