Next
Previous
Showing posts with label rules. Show all posts

Wednesday, April 10, 2013

1

Game Rules 101 (BADMINTON)

Posted in

BADMINTON

1. COURT AND COURT EQUIPMENT
1.1 The court shall be a rectangle marked out with lines 40 mm wide as shown in Diagram A.
1.2 The lines marking out the court shall be easily distinguishable and preferably be colored white or
yellow.
1.3 All the lines shall form part of the area which they define.
1.4 The posts shall be 1.55 meters in height from the surface of the court and shall remain vertical
when
the net is strained as provided in Law 1.10.
1.5 The posts shall be placed on the doubles side lines as in Diagram A irrespective of whether singles
or doubles is being played. The posts or its supports shall not extend into the court beyond the side
lines.
1.6 The net shall be made of fine cord of dark color and even thickness with a mesh of not less than l5
mm and not more than 20 mm.
1.7 The net shall be 760 mm in depth and at least 6.1 meters wide.
1.8 The top of the net shall be edged with a 75 mm white tape doubled over a cord or cable running
through the tape. This tape shall rest upon the cord or cable.
1.9 The cord or cable shall be stretched firmly, flush with the top of the posts.
1.10 The top of the net from the surface of the court shall be 1.524 meters at the centre of the court
and 1.55 meters over the side lines for doubles.
1.11 There shall be no gaps between the ends of the net and the posts. If necessary, the full depth of
the
net at the ends shall be tied to the posts.

DIAGRAM A


Note: (1) Diagonal length of full court = 14.723m
(2) Court as shown above can be used for both singles and doubles play

2. RACKET



2.1 The racket shall be a frame not exceeding 680 mm in overall length and 230 mm in overall width
consisting of the main parts described in Laws 2.1.1 to 2.1.5 as illustrated in Diagram C.
2.1.1 The handle is the part of the racket intended to be gripped by a player.
2.1.2 The stringed area is the part of the racket with which it is intended that a player hits the
shuttle.
2.1.3 The head bounds the stringed area.
2.1.4 The shaft connects the handle to the head (subject to Law 2.1.5).
2.1.5 The throat (if present) connects the shaft to the head.
2.2 The stringed area:
2.2.1 Shall be flat and consist of a pattern of crossed strings either alternately interlaced or
bonded where they cross. The stringing pattern shall be generally uniform and, in particular,
not less dense in the centre than in any other area; and
2.2.2 Shall not exceed 280 mm in overall length and 220 mm in overall width. However, the
strings may extend into an area which otherwise would be the throat, provided that:
2.2.2.1 The width of the extended stringed area does not exceed 35 mm; and
2.2.2.2 The overall length of the stringed area does not then exceed 330 mm.
2.3 The racket:
2.3.1 Shall be free of attached objects and protrusions, other than those used solely and
specifically to limit or prevent wear and tear, or vibration, or to distribute weight, or to
secure the handle by cord to the player‘s hand, and which are reasonable in size and
placement for such purposes; and
2.3.2 Shall be free of any device that makes it possible for a player to change materially the shape
of the racket.

3. TOSS
3.1 Before play commences, a toss shall be conducted and the side winning the toss shall exercise the
choice in either Law 3.1.1 or 3.1.2:
3.1.1 To serve or receive first;
3.1.2 To start play at one end of the court or the other.
3.2 The side losing the toss shall then exercise the remaining choice.

4. SCORING SYSTEM
4.1 A match shall consist of the best of three games.
4.2 A game shall be won by the side which first scores 21 points, except as provided in Law 4.4 and
4.5.
4.3 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.
4.4 If the score becomes 20-all, the side which gains a two point lead first, shall win that game.
4.5 If the score becomes 29-all, the side scoring the 30
th
point shall win that game.
4.6 The side winning a game shall serve first in the next game.

5. CHANGE OF ENDS
5.1 Players shall change ends:
5.1.1 at the end of the first game;
5.1.2 at the end of the second game, if there is to be a third game; and
5.1.3 in the third game when a side first scores 11 points.
5.2 If the ends are not changed as indicated in Law 8.1, it shall be done so as soon as the mistake is
discovered and when the shuttle is not in play. The existing score shall stand.

6. SERVICE
6.1 In a correct service,
6.1.1 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 6.2), shall be considered to be an
undue delay;
6.1.2 The server and the receiver shall stand within diagonally opposite service courts (Diagram
A) Without touching the boundary lines of these service courts;
6.1.3 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 6.2) until the service
is delivered (Law 6.3);
6.1.4 The server‘s racket shall initially hit the base of the shuttle;
6.1.5 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;
6.1.6 The shaft of the server‘s racket at the instant of hitting the shuttle shall be pointing in a
downward direction;
6.1.7 The movement of the server‘s racket shall continue forwards from the start of the service
(Law 6.2) until the service is delivered (Law 6.3);
6.1.8 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
6.1.9 In attempting to serve, the server shall not miss the shuttle.
6.2 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.
6.3 Once started (Law 6.2), the service is delivered when the shuttle is hit by the server‘s racket or, in
attempting to serve, the server misses the shuttle.
6.4 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.
6.5 In doubles, during the delivery of service (Law 6.2, 6.3), the partners may take up any positions
within their respective courts, which do not unsighted the opposing server or receiver.

7. SINGLES
7.1 Serving and receiving courts
7.1.1 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.
7.1.2 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.
7.2 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 .
7.3 Scoring and serving
7.3.1 If the server wins a rally (Law 4.3), the server shall score a point. The server shall then
serve again from the alternate service court.
7.3.2 If the receiver wins a rally (Law 4.3), the receiver shall score a point. The receiver shall
then become the new server.

8. DOUBLES
8.1 Serving and receiving courts
8.1.1 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.
8.1.2 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.
8.1.3 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.
8.1.4 The player of the receiving side standing in the diagonally opposite service court to the
server shall be the receiver.
8.1.5 The players shall not change their respective service courts until they win a point when
their side is serving.
8.1.6 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 9.
8.2 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 .
8.3 Scoring and serving
8.3.1 If the serving side wins a rally (Law 4.3), the serving side shall score a point. The server
shall then serve again from the alternate service court.
8.3.2 If the receiving side wins a rally (Law 4.3), the receiving side shall score a point. The
receiving side shall then become the new serving side.
8.4 Sequence of serving
In any game, the right to serve shall pass consecutively:
8.4.1 from the initial server who started the game from the right service court
8.4.2 to the partner of the initial receiver.
8.4.3 to the partner of the initial server
8.4.4 to the initial receiver,
8.4.5 to the initial server and so on.
8.5 No player shall serve or receive out of turn, or receive two consecutive services in the same game,
except as provided in Law 9.
8.6 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.
9. SERVICE COURT ERRORS
9.1 A service court error has been made when a player:
9.1.1 has served or received out of turn; or
9.1.2 has served or received from the wrong service court;
9.2 If a service court error is discovered, the error shall be corrected and the existing score shall stand.


10. FAULTS
It shall be a ‗fault‘:
10.1 if a service is not correct (Law 6.1);
10.2 if, in service, the shuttle:
10.2.1 Is caught on the net and remains suspended on its top;
10.2.2 After passing over the net, is caught in the net; or
10.2.3 Is hit by the receiver‘s partner;
10.3 If in play, the shuttle:
10.3.1 Lands outside the boundaries of the court (i. e. not on or within the boundary lines);
10.3.2 Passes through or under the net;
10.3.3 Fails to pass over the net;
10.3.4 Touches the ceiling or side walls;
10.3.5 Touches the person or dress of a player;
10.3.6 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).
10.3.7 Is caught and held on the racket and then slung during the execution of a stroke;
10.3.8 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‘;
10.3.9 Is hit by a player and the player‘s partner successively; or
10.3.10 touches a player‘s racket and does not travel towards the opponent‘s court;
10.4 if, in play, a player:
10.4.1 touches the net or its supports with racket, person or dress;
10.4.2 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;
10.4.3 invades an opponent‘s court under the net with racket or person such that an opponent is
obstructed or distracted; or
10.4.4 Obstructs an opponent, i.e. prevents an opponent from making a legal stroke where the
shuttle is followed over the net;
10.4.5 Deliberately distracts an opponent by any action such as shouting or making gestures;

11. LETS
11.1 ‗Let‘ shall be called by the umpire, or by a player (if there is no umpire), to halt play.
11.2It shall be a ‗let‖, if:
11.2.1 The server serves before the receiver is ready (Law 6.4);
11.2.2 During service, the receiver and the server are both faulted;
11.2.3 After the service is returned, the shuttle is:
11.2.3.1 Caught on the net and remains suspended on its top, or
11.2.3.2 after passing over the net is caught in the net;
11.2.4 During play, the shuttle disintegrates and the base completely separates from the rest of the
shuttle;
11.2.5 In the opinion of the umpire, play is disrupted or a player of the opposing side is distracted by
a coach;
11.2.6 A line judge is unsighted and the umpire is unable to make a decision; or
11.2.7 Any unforeseen or accidental situation has occurred.
11.3When a ‗let‘ occurs, play since the last service shall not count and the player who served last shall
serve again.

12. Intervals:
12.1 Not exceeding 60 seconds during each game when the leading score reaches 11 points; and
12.2 Not exceeding 120 seconds between the first and second game, and between the second and
third game shall be allowed in all matches.
Tournament Format.
Only 1 event :  Mixed team event
Mixed Team Event
1.  Constitution of a team: one men‘s single, two men‘s double , one women‘s double and one mixed
double.
No player shall play in more than two matches.
2.  Method of competition: all team will be put in a group where all team play each other . A final
overall ranking shall be achieved by counting the numbers of matches won.
Example:
A vs B -  A 5-0 B
A vs C -  A 2-3 C
B vs C -  B 2-3 C
A  B  C   Total matches
won
A    5-0  2-3  7
B  0-5    2-3  2
C  3-2  3-2    6
Winner : Team A
3.  Maximum player in a team : 7 men, 3 women
4.  If there is a tie in total of matches won, ranking shall be achieved by counting the sum of number
of sets won minus the number of sets lost.
Example:
A  B  C  Total matches
won
A    5-0  2-3  7
B  0-5    1-4  1
C  3-2  4-1    7
There is a tie between team A and team B.
Team A, number of sets won – 15 , number of sets lost - 4
Team B, number of sets won – 16 , number of sets lost - 6
(Team A) Sum of number of sets won minus the number of sets lost = 15-4= 11
(Team B) Sum of number of sets won minus the number of sets lost = 16-6= 10
Conclusion: winner- Team A
0

Game Rules 101 (VOLLEYBALL)

Posted in

VOLLEYBALL STIG-X 2013

Male and Female
1. Each team can have up to 12 players ( 6 substitutions ).
2. Games will be played according to a standard grouping system.
3. If a team wants to play libero player, the libero player must wear different
colour of jersey to differentiate between regular player.
4. Substitution are unlimited and team captain need to inform Empire to make a
change.
5. Teams will be split into 2 groups which is group A and group B. Group A
consist of the champion of last year and group B consist of the runner up.
Other teams will be randomly picked for their respective groups.
6. The top two teams in every group will advance into the semifinal. The first
place team in group A will play the second place team in group B and so goes
for the first place team in group B who will play the second place team in group
A.
7. The winners of the semifinal will play in final.

The Serve
1. Server must serve from behind the restraining line ( end line ) until after
contact.
2. Ball may be served underhand or overhand.
3. Ball must be clearly visible to opponents before serve.
4. Served ball may graze the net and drop to other side for point.
5. Serve must be returned by a bump only, no setting or attacking a serve.
6. First game serve is determined by a volley, each subsequent game shall be
served by the previous game loser.

Scoring
1. Rally point will be used.
2. There will be a point scored on every score of the ball.
3. In grouping and semifinal stage, there are 3 sets.
4. Each set will be played to 25 points.
5. Third set will only played to 15 points.
6. Must win by 2 sets.

Rotation
1. Team will rotate each time they win the serve.
2. Players shall rotate in a clockwise manner.

Playing the game
1. Maximum of three hits per side.
2. Player may not hit the ball twice in succession ( A block is not considered a
hit ).
3. Ball may be played off the net during a volley and on serve.
4. A ball touching a boundary line is good.
5. A 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.
6. A player must not block or attack a serve.

Basic violation
1. Stepping on or over the line on a serve.
2. Failure to serve the ball the net successfully.
3. Hitting the ball illegally (carrying, palming, throwing)
4. 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.
5. Reaching over the net, except under these conditions:
 When executing a follow‐ through.
 When blocking a ball which is in the opponent‘s 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.
6. Reaches under the net (if it interferes with the ball or opposing player).
7. Failure to serve in the correct order.
8. Block or spikes from a position which is clearly not behind the 10‐ foot line
while in a back row
position.
0

Game Rules 101 (BASKETBALL)

Posted in

Game Rules
(M) Round Robin* (top team advances to final;
2nd and 3rd place play semifinal to qualify for final)
Match: 5 vs 5
Max: 12 players/team

(F) Round Robin* (top team advances to final;
2nd and 3rd place play semifinal to qualify for final)
Match: 3 vs 3
Max: 7 players/team

Courts Rules Males
Basically follow the Official FIBA 2012 Rules

  For regular games
2 free throws is given when team fouls reaches 5 times
24 second violation, 8 second half court, 5 second inbound
rules are applied
Scoring system: 2 and 3 pointers
Maximum fouls per player: 5
Points given when Win – 3
Draw – 1
Lose - 0

  For semi-final and final
2 free throw is given when team fouls reaches 5 times
24 second violation,8 second half court , 5 second inbound
rules are applied
Scoring system: 2 and 3 pointers
Maximum foul per player: 5

Courts Rules Females
Basically follow the Street ball rules
A goal from a free throw counts one (1) point.
A goal from the two-point field goal area counts two (1)
points.
A goal from the three-point field goal area counts two (2)
points.
Loser‘s ball - After scoring, the opponent will start the ball.
Ball must be cleared from the 3-point field if the player
intercept opponent‘s ball when possession changed
Every 5 fouls will give 1 free throw shoot for the opponent.

For regular games
1 free throw is given when team fouls reaches 5 times
Scoring system: 1 and 2 pointers (free throw considered 1
point)
Points given when Win – 3
Draw – 1
Lose – 0
For semi-final and final
1 free throw is given when team foul reaches 5 times
Scoring system: 1 and 2 pointers (free throw considered 1
point)

0

Game Rules 101 (HANDBALL)

Posted in

HANDBALL

1) Playing Court
The playing court is not according to an International Standard due to lack of official handball court in
Volgograd. However, necessary measures and steps had been taken to make the court playable and
present close similarity to the official standard.

2) Playing Time, Final Signal and Time-Out
  The playing time for all teams with is 2 halves, EACH of 10 minutes. The half-time break is 3
minutes.
  At the end of the 2nd half, if the game is tied, both teams will each share 1 (one) point for the team. No extra time will be given to decide the winner.
  Extra time will only be given to determine the winner in cases of :
1.  1st& 2nd placing for the whole competition.
2.  3RD & 4TH placing for the whole competition.
  The playing time begins with the referee‘s whistle for the initial throw-off.
  Injury time will be professionally determined by the referee on the court.
  Each team is allowed to call for 1-minute Time-Out, 2 times in one half of a game. (A total of
4 Time-Out per team, per game)

3) The Ball
  The organizer will provide a ball during each game.
  The ball will be according to the international standard of size and quality. (IHF size 3 for men
and IHF size 2 for women)

4) The Team, Substitutions, Equipment
  A team consists of minimum 10 players minimum, 12 players maximum.
  No more than 7 players may be present on the court at the same time. The remaining players
are substitutes.
  At all times during the game, the team must have one of the players on the court designated as
a goalkeeper. A player who is recognized as a goalkeeper may become a court player at any
time. Similarly, a court player may become a goalkeeper at any time.
  A team must have 7 players on the court at the start of the game.
  Only substitutes from the team (including the coach and officials) may call for Time-Out from
the referee.
  Substitutes may enter the court, at any time and repeatedly, without notifying the referee, as
long as the players they are replacing have already left the court.
  All the court players on a team must wear identical uniforms.
  The combinations of colors and design for the two teams must be clearly distinguishable from
each other. All players used in the goalkeeper position on a team must wear the same color, a
color that distinguishes them from the court players of both teams and the goalkeeper(s) of the
opposing team
  The players must wear sports shoes.
  It is not permitted to wear objects that could be dangerous to the players. This includes, for
instance, head protection, face masks, bracelets, watches, rings, visible piercing, necklaces or
chains, earrings, glasses without restraining bands or with solid frames, or any other objects
which could be dangerous. Flat rings, small earrings and visible piercing may be allowed, as
long as they are taped over in such a way that they are no longer deemed dangerous to other
players. Headbands are allowed, as long as they are made of soft, elastic material. Players
who do not meet this requirement will not be allowed to take part until they have corrected
the problem.
  A player who is bleeding or has blood on the body or uniform must leave the court
immediately and voluntarily (through a normal substitution), in order to have the bleeding
stopped, the wound covered, and the body and uniform cleaned off. The player must not
return to the court until this has been done.

5) The Goalkeeper
The goalkeeper is allowed to:
  Touch the ball with any part of his body while in the act of defense inside the goal area.
  Touch the ball when it is stationary or rolling on the floor outside the goal area, while he is
inside the goal area.
  Take the ball into the goal area when it is stationary or rolling on the floor outside the goal
area.
  Re-enter the goal area from the playing area with the ball.
  Touch the ball with the foot or the leg below the knee, when it is stationary on the floor in the
goal area or moving out towards the playing area.
  Cross the goalkeeper‘s restraining line (4-meter line) or its projection on either side, before the
ball has left the hand of the opponent who is executing a 7-meter throw.

6) The Goal Area
  Only the goalkeeper is allowed to enter the goal area. The goal area which includes the goal-area line is considered entered when a court player touches it with any part of the body.
When a court player enters the goal area, the decisions shall be as follows:
   Goalkeeper-throw when a player of the team in possession enters the goal area in possession
of the ball or enters without the ball but gains an advantage by doing so.
  Free-throw when a court player of the defending team enters the goal area and gains an
advantage, but without destroying a chance of scoring.
  7-meter throws when a court player of the defending team enters the goal area and because of
this destroys a clear chance of scoring.
Entering the goal area is not penalized when:
  A player enters the goal area after playing the ball, as long as this does not create a
disadvantage for the opponents
  A player from one of the teams enters the goal area without the ball and does not gain an
advantage by doing so.
The ball is considered to be ‗out of play‘ when the goalkeeper controls the ball with his hands in the
goal area. The ball must be put back into play through a goalkeeper-throw.

7) Playing the Ball, Passive Play
It is permitted to:
7:1 throw, catch, stop, push or hit the ball, by using hands (open or closed), arms, head, torso, thighs,
and knees;
7:2 hold the ball for a maximum of 3 seconds, also when it is lying on the floor
7:3 take a maximum of 3 steps with the ball; one step is considered taken when:
a) a player who is standing with both feet on the floor lifts one foot and puts it down again, or moves
one foot from one place to
another;
b) a player is touching the floor with one foot only, catches the ball and then touches the floor with the
other foot;
c) a player after a jump touches the floor with one foot only, and then hops on the same foot or
touches the floor with the other foot;
d) a player after a jump touches the floor with both feet simultaneously, and then lifts one foot and
puts it down again, or moves one foot from one place to another.
7:4 while standing or running:
a) bounce the ball once and catch it again with one or both hands;
b) bounce the ball repeatedly with one hand (dribble), and then
catch it or pick it up again with one or both hands;
c) roll the ball on the floor repeatedly with one hand, and then catch
it or pick it up again with one or both hands.
As soon as the ball thereafter is held in one or both hands, it must
be played within 3 seconds or after no more than 3 steps.
The bouncing or dribbling is considered to have started when the player touches the ball with any part
of his body and directs it towards the floor.
After the ball has touched another player or the goal, the player is allowed to tap the ball or bounce it
and catch it.
7:5 move the ball from one hand into the other one;
7:6 play the ball while kneeling, sitting or lying on the floor; this means that is it permitted to execute
a throw (for instance a free-throw), from such a position, if the requirement of having a part of one
foot in constant contact with the floor.
It is not permitted to:
7:7 after the ball has been controlled, to touch it more than once, unless it has touched the floor,
another player, or the goal in the meantime;  however, touching it more than once is not penalized, if
the player is ‗fumbling‘ the ball, i.e, failing to control it when trying to catch or stop it;
7:8 touch the ball with a foot or leg below the knee, except when the ball has been thrown at the
player by an opponent
7:9 Play continues if the ball touches a referee on the court.
7:10 If a player with the ball moves outside the playing court with one or both feet (while the ball is
still inside the court), for instance to get around a defending player, this shall lead to a free-throw for
the opponents.
Passive Play
7:11 It is not permitted to keep the ball in the team‘s possession without making any recognizable
attempt to attack or to shoot on goal.
Similarly, it is not allowed to delay repeatedly the execution of a throw-off, free-throw, throw-in, or
goalkeeper-throw for one‘s own team. This is regarded as passive play, which is to be penalized with
a free-throw against the team in possession of the ball unless the passive tendency ceases. The free-throw is taken from the spot where the ball was when play was interrupted.
7:12 When a tendency to passive play is recognized, the forewarning Signal is shown. This gives the
team in possession of the ball the opportunity to change its way of attacking in order to avoid losing
possession. If the way of attacking does not change after the forewarning signal has been shown, or no
shot on goal is taken, then a free-throw is called against the team in possession.
In certain situations the referees can call a free throw against the team in possession also without any
prior forewarning signal, e.g. when a player intentionally refrains from trying to utilize a clear scoring
chance.

8) Fouls and Unsportsmanlike Conduct
It is permitted to:
8:1 a) use arms and hands to block or gain possession of the ball;
b) Use an open hand to play the ball away from the opponent from any direction;
c) Use the body to obstruct an opponent, even when the opponent is not in possession of the ball;
d) Make body contact with an opponent, when facing him and with bent arms, and maintain this
contact in order to monitor and follow the opponent.
It is not permitted to:
8:2
a) Pull or hit the ball out of the hands of an opponent;
b) Block or force away an opponent with arms, hands or legs;
c) Restrain or hold (body or uniform), push, run or jump into an opponent;
d) Endanger an opponent (with or without the ball).
8:3
Violations of Rule 8:2 may occur in the struggle for the ball; however, violations where the action is
mainly or exclusively directed at the opponent and not at the ball, are to be punished ‗progressively‘.
This means that, in addition to a free-throw or 7-meter throw, there is also a need for a personal
punishment, beginning with a warning, followed by increasingly severe punishments, such as
suspensions and disqualifications.
However, the referees have the right to determine that a particular violation warrants an immediate 2-minute suspension, even if the player did not previously have a warning.
8:4 Physical and verbal expressions that are incompatible with the spirit of good sportsmanship are
regarded as constituting unsportsmanlike conduct (for example see Clarification No. 5). This applies
to both players and team officials on or off the playing court. Progressive punishment also applies in
the case of unsportsmanlike conduct.
8:5 A player who endangers the opponent's health when attacking him, shall be disqualified
particularly if he:
a) From the side or from behind, either strikes or pulls back the throwing arm of a player who is in the
process of throwing or passing the ball;
b) takes any action resulting in the opponent being struck on the head or neck;
c) Deliberately hits the body of an opponent with his foot or knee or in any other way; this includes
tripping;
d) pushes an opponent who is running or jumping, or attacks him in such a way that the opponent
loses control of his body; this also applies when a goalkeeper leaves his goal area in connection with a
counter-attack from the opponents;
e) hits a defending player in the head with a free-throw taken as a direct shot on goal, assuming that
the defending player was not moving; or similarly, hits the goalkeeper in the head with a 7-meter
throw, assuming that the goalkeeper was not moving.
8:6 Seriously unsportsmanlike conduct by a player or team official on or outside the court shall be
punished with disqualification.
8:7 A player who is guilty of assault during the playing time shall be excluded. Assault outside the
playing time leads to a disqualification. A team official who is guilty of assault shall be disqualified.

9) Scoring
9:1 A goal is scored when the entire ball has completely crossed the goal line, provided that no
violation of the rules has been committed by the thrower, a teammate or a team official before or
during the throw. A goal shall be awarded if there is a violation of the rules by a defender but the ball
still goes into the goal. A goal cannot be awarded if a referee has interrupted the game before the ball
has completely crossed the goal line. A goal shall be awarded to the opponents if a player plays the
ball into his own goal, except in the situation where a goalkeeper is executing a goalkeeper-throw.
9:2 A goal that has been awarded can no longer be disallowed, once the referee has blown the whistle
for the subsequent throw-off to be taken. (See, however, Rule 2:9 Comment).
The referees must make clear (without a throw-off) that they have awarded a goal, if the signal for the
end of a half sounds immediately after a goal is scored and before a throw-off can be taken.

10) The 7-Meter Throw
14:1 A 7-meter throw is awarded when:
a) A clear chance of scoring is illegally destroyed anywhere on the court by a player or a team official
of the opposing team;
b) There is an unwarranted whistle signal at the time of a clear chance of scoring;
c) A clear chance of scoring is destroyed through the interference of someone not participating in the
game, for instance a spectator entering the court or stopping the players through a whistle signal By
analogy, this rule also applies in the case of a ‗force majeure‘, such as a sudden electrical failure, that
stops the game precisely during a clear chance of scoring.

11) The Punishments
1.  All punishments given by the referee must be followed respectively.

12) The Referees
1.  Only 1 referee will be in-charge during a game.
2.  Referee will be selected based on availability (DESCENDING priority):
  Club, National handball player.
  Handball Coach
  University‘s Handball player.
  Teachers from Department of Physical Training and Sports
3.  The referee will have full professional authorities in judging and conducting the game.
4.  Any orders from the referee must be followed and obeyed throughout the game play.
0

Game Rules 101 (ULTIMATE FRISBEE)

Posted in

FOR: STIG-X INTERVARSITY GAMES 2013 (MEN CATEGORY)

BACKGROUND:
Frisbee is a universal and international sport that promotes team spirit and fair play just like football,
rugby and others sport that already known to the whole world. Basically, this sport is played on field
that has the same size like rugby field. The venue is still undecided yet until we got the confirmation
or referring to the current weather and temperature at that time. For the STIG-X 2013 Frisbee
competition standardize, we come up with rules and regulations to be obeyed by all team if which
decided to join the competition.

SETTING PLACE:
1.  One field that is enough for a field player minimum of 14 players (2 teams of 7 players on
the field).
2.  Line drawn on the field that denotes the two end zones.
p/s: size of field play will be announced after the venue is confirmed.

GAME REQUIREMENTS:
1.  One disk with international standard size and weight.
(Provided by game committee, Discraft disk and NOT MyDisc).
2.  Point Card (or other method that can show point collected by both team during game)
3.  Observers with whistle  (central, end zone line)
p/s: observers work outside of field play. Note that observers are
NOT referees.

TEAM SETTING:
1.  Every team MUST have maximum of 14 player (7 player on the field time while 7 others are
out of the field)
2.  Every team can come up with their own game play/ tactics. But normally, every team will
have two handlers, four center player and one receiver.
3.  Both teams must have distinguished shirt or jersey to avoid confusion.
P/s: Every player can wear any sports attire that is appropriate with the game.

FIELD PLAY:
*will be decided after venue confirmation

GAME SETTING:
1.  Before game
1.1.  Every team MUST arrive early to the field approximately 20 minutes before game is
officially begun.
1.2.  Game committee will give an important briefing and every player MUST be aware of this
briefing because any late changes regarding rules and game setting will be told to all team at
this time.
1.3.  Each captain will come to the committee table and take their turn play.
1.4.  For team that has been decided to play first will need to immediately warm up their team and
present in field play when the game begin.

2.  During game
2.1.  Both teams already decided their 7 main players to be on the line and 7substitute players..
2.2.  Every player MUST avoid doing HARM to the other players; any unintentional foul play
will be decided with re-throw. Any intentional or obvious foul will be turnover of the disc
possession. All decisions are associated to the rules of WFDF.
2.3.  No harsh words or bad sportsmanship are allowed during the game.
2.4.  Each game must finish with one team win and one team loses.

3.  GAME PLAY
3.1.  Each game will start with both team standing in their own end zone
3.2.  The defensive team will throw the disc to the offensive team side to mark the game has
started (Pull) only after both team agree to start by at least one of the offensive player raise
their hand showing the signs of agreement.
3.3.  The team that in possession of the disc will start attacking by passing to the teammates until
they reach END ZONE that marks one point.
3.4.  Any player that is holding the disk is not allowed to walk or run with the disk. One foot must
be always set on the field while other foot can move around. (pivot like motion) . Any
movement of the fix pivot foot should be called as ―travel‖ foul from the opponent team.
‗Travel‘ call does not stop the game play, instead the person who ‗travels‘ will immediately
goes back to his original position.
3.5.  Travel call. If travel is called after disc has been released, disc will return to the thrower, and
thrower must establish pivot fix point. If there is a player marks the thrower at the same time
when travel is called, marker will return to its original position.
If the disc is released with a marker counting the stall count and travel is called, the stall
count paused, disc given back to thrower, fix pivot point, and continue count..
3.6.  The possession of disc will be change if the defensive team can intercept the offensive pass,
or the offensive team drop the disc intentionally (fail pass, when the disc hits the ground)
3.7.  The defensive team can block (mark) the opponent that is holding the disc. Marking must be
done CORRECTLY such as marker must stand one disc distance from the opponent player,
cannot grab the opponent‘s hand, no body contact ,marker can count to TEN (at least 1
seconds gap between each count ) which known as stall count and if the player unable to pass
the disc within the count, possession of offense will change to the other team (turnover).
3.8.  If the defensive team is guarding a player with more than one player other than the marker,
they can only guard 3 meters away from the player in circumference. (Cupping strategy).
3.9.  Every player can move freely inside the field play and defensive teams‘ player can guard the
offensive player as long as not obstructing them and without any body contact.
3.10.  Game will end after 25 minutes.

4.  SCORING
  Score will be counted when the player manages to catch the disc inside the end zone of
the opponent.
  Score will be counted when both legs of the player with the disc inside the end zone.
Other than that, RETHROW will be carried out.

5.  OBSERVERS
  Observers will be selected randomly from any team (except the playing team)
  Observers are not a REFEREE as ultimate Frisbee is a self-refereeing sport.
  Observers act as the third party of the match and only involved when there is any
confusion or doubts of ―foul‖ or ―in-bound / out-bound‖.
  Observers must always alert the movement of disc while all time observing the players.
  Observers will receive a general briefing before the match by the organizer.

6.  TIME OUT ( TO)
  Each team will have ONE time out per match
  A time out last two minutes.
  During the time out, no substitutions are allowed except for injury. Play is restarted at the
same point and the thrower remains the same player.
  TO can be called out at any time of the match except if the disc is on air. If TO is called
during the stall count, the count is stop and will continue from the last count after
restarted the match.

7.  HOW WE COUNT SCORE.
  Both teams will play until final whistle is blown and the team which has more score wins
the game.
8.  Teams are allowed to substitute their player ONLY after each score or when injuries happen.
Allocated 30 seconds decision for rest and substitution.
9.  Every player must give warm greetings before and after the game to show some respect to other
players.
10.  Players must agree to comply with this rule and ALWAYS show spirit of fair play during the
game. All team also must accept the decision of game committee and any unsatisfied decision
must be presented before the end of the game period.
11.  P/s: Game format will be announced when the number of team is available. Any update will be
informed latter. Any problems or questions can kindly pass to Frisbee game committee

CONCLUSION OF THE RULES (SIMPLIFIED RULES THAT MUST BE UNDERSTOOD)
1.  Initiate Play — each point begins with both teams lining up on the front of their respective
end zone line. The defense throws (―pulls‖) the disc to the offense. A regulation game has
seven players per team.
2.  Scoring — each time the offense completes a pass in the defense‘s end zone, the offense
scores a point. Play is initiated 30 seconds after each score.
3.  Movement of the Disc — the disc may be advanced in any direction by completing a pass to
a teammate. Players may not run with the disc. The person with the disc (―thrower‖) has ten
seconds to throw the disc. The defender guarding the thrower (―marker‖) counts out the stall
count.
4.  Change of possession — When a pass in not completed (e.g. out of bounds, drop, block,
interception), the defense immediately takes possession of the disc and becomes the offense.
5.  Substitutions — Players not in the game may replace players in the game after a score and
during an injury timeout.
6.  Non-contact — No physical contact is allowed between players. Picks and screens are also
prohibited. A foul occurs when contact is made.
7.  Fouls — when a player initiates contact on another player a foul occurs. When a foul disrupts
possession, the play resumes as if the possession was retained. If the player committing the
foul disagrees with the foul call, the play is redone.
8.  Self-Refereeing — Players are responsible for their own foul and line calls. Players resolve
their own disputes. Any doubt can refer to the observers.
9.  Spirit of the Game — Ultimate stresses sportsmanship and fair play. Competitive play is
encouraged, but never at the expense of respect between players, adherence to the rules, and
the basic joy of play.
.

FOR: STIG-X INTERVARSITY GAMES 2013 (WOMEN CATEGORY)

BACKGROUND:
Frisbee is a universal and international sport that promotes team spirit and fair play just like football,
rugby and others sport that already known to the whole world. Basically, this sport is played on field
that has same size like rugby field. The venue is still undecided yet until we got the confirmation or
referring to the current weather and temperature at that time. For the STIG-X 2013 Frisbee
competition standardize, we come up with rules and regulations to be obeyed by all team if which
decided to join the competition.

SETTING PLACE:
3.  One field that is enough for a field player minimum of 10 players (2 teams of 5 players on
the field).
4.  Line drawn on the field that denotes the two end zones.
p/s: size of field play will be announced after the venue is confirmed.

GAME REQUIREMENTS:
4.  One disk with international standard size and weight.
(Provided by game committee, Discraft disk and NOT MyDisc).
5.  Point Card (or other method that can show point collected by both team during game)
6.  Observers with whistle (central, end zone line)
p/s: observers work outside of field play. Note that observers are
NOT referees.

TEAM SETTING:
4.  Every team MUST have maximum of 10 player (5 player on the field time while 5others are
out of the field)
5.  Every team can come up with their own game play/ tactics. But normally, every team will
have ONE handler, THREE center player and ONE receiver.
6.  Both teams must have distinguished shirt or jersey to avoid confusion.
P/s: Every player can wear any sports attire that is appropriate with the game.

FIELD PLAY:
*will be decided after venue confirmation.

GAME SETTING:
12.  Before game
12.1.  Every team MUST arrive early to the field approximately 20 minutes before game is
officially begun.
12.2.  Game committee will give an important briefing and every player MUST be aware of
this briefing because any late changes regarding rules and game setting will be told to all
team at this time.
12.3.  Each captain will come to the committee table and take their turn play.
12.4.  For team that has been decided to play first will need to immediately warm up their
team and present in field play when the game begin.

13.  During game
13.1.  Both teams already decided their 7 main players to be on the line and 7substitute
players..
13.2.  Every player MUST avoid doing HARM to the other players; any unintentional foul
play will be decided with re-throw. Any intentional or obvious foul will be turnover of the
disc possession. All decisions are associated to the rules of WFDF.
13.3.  No harsh words or bad sportsmanship are allowed during the game.
13.4.  Each game must finish with one team win and one team loses.

14.  GAME PLAY
14.1.  Each game will start with both team standing in their own end zone
14.2.  The defensive team will throw the disc to the offensive team side to mark the game
has started (Pull) only after both team agree to start by at least one of the offensive player
raise their hand showing the signs of agreement.
14.3.  The team that in possession of the disc will start attacking by passing to the
teammates until they reach END ZONE that marks one point.
14.4.  Any player that is holding the disk is not allowed to walk or run with the disk. One
foot must be always set on the field while other foot can move around. (pivot like motion) .
Any movement of the fix pivot foot should be called as ―travel‖ foul from the opponent
team. ‗Travel‘ call does not stop the game play, instead the person who ‗travels‘ will
immediately goes back to his original position.
14.5.  Travel call. If travel is called after disc has been released, disc will return to the
thrower, and thrower must establish pivot fix point. If there is a player marks the thrower at
the same time when travel is called, marker will return to its original position.
If the disc is released with a marker counting the stall count and travel is called, the stall
count paused, disc given back to thrower, fix pivot point, and continue count..
14.6.  The possession of disc will be change if the defensive team can intercept the
offensive pass, or the offensive team drop the disc intentionally (fail pass, when the disc hits
the ground)
14.7.  The defensive team can block (mark) the opponent that is holding the disc. Marking
must be done CORRECTLY such as marker must stand one disc distance from the opponent
player, cannot grab the opponent‘s hand, no body contact,marker can count to TEN (at least
1 seconds gap between each count ) which known as stall count and if the player unable to
pass the disc within the count, possession of offense will change to the other team (turnover).
14.8.  If the defensive team is guarding a player with more than one player other than the
marker, they can only guard 3 meters away from the player in circumference. (Cupping
strategy).
14.9.  Every player can move freely inside the field play and defensive teams‘ player can
guard the offensive player as long as not obstructing them and without any body contact.
14.10.  Game will end after 20 minutes.

15.  SCORING
  Score will be counted when the player manages to catch the disc inside the end zone of
the opponent.
  Score will be counted when both legs of the player with the disc inside the end zone.
Other than that, RETHROW will be carried out.

16.  OBSERVERS
  Observers will be selected randomly from any team (except the playing team)
  Observers are not a REFEREE as ultimate Frisbee is a self-refereeing sports.
  Observers act as the third party of the match and only involved when there is any
confusion or doubts of ―foul‖ or ―in-bound / out-bound‖.
  Observers must always alert the movement of disc while all time observing the players.
  Observers will receive a general briefing before the match by the organizer.

17.  TIME OUT ( TO)
  Each team will have ONE time out per match
  A time out last two minutes.
  During the time out, no substitutions are allowed except for injury. Play is restarted at the
same point and the thrower remains the same player.
  TO can be called out at any time of the match except if the disc is on air. If TO is called
during the stall count, the count is stop and will continue from the last count after
restarted the match.

18.  HOW WE COUNT SCORE.
  Both teams will play until final whistle is blown and the team which has more score wins
the game.
19.  Teams are allowed to substitute their player ONLY after each score or when injuries happen.
Allocated 30 seconds decision for rest and substitution.
20.  Every player must give warm greetings before and after the game to show some respect to other
players.
21.  Players must agree to comply with this rule and ALWAYS show spirit of fair play during the
game. All team also must accept the decision of game committee and any unsatisfied decision
must be presented before the end of the game period.
22.  P/s: Game format will be announced when the number of team is available. Any update will be
informed latter. Any problems or questions can kindly pass to Frisbee game committee

CONCLUSION OF THE RULES (SIMPLIFIED RULES THAT MUST BE UNDERSTOOD)
10.  Initiate Play — each point begins with both teams lining up on the front of their respective
end zone line. The defense throws (―pulls‖) the disc to the offense. A regulation game has
seven players per team.
11.  Scoring — each time the offense completes a pass in the defense‘s end zone, the offense
scores a point. Play is initiated 30 seconds after each score.
12.  Movement of the Disc — the disc may be advanced in any direction by completing a pass to
a teammate. Players may not run with the disc. The person with the disc (―thrower‖) has ten
seconds to throw the disc. The defender guarding the thrower (―marker‖) counts out the stall
count.
13.  Change of possession — When a pass in not completed (e.g. out of bounds, drop, block,
interception), the defense immediately takes possession of the disc and becomes the offense.
14.  Substitutions — Players not in the game may replace players in the game after a score and
during an injury timeout.
15.  Non-contact — No physical contact is allowed between players. Picks and screens are also
prohibited. A foul occurs when contact is made.
16.  Fouls — when a player initiates contact on another player a foul occurs. When a foul disrupts
possession, the play resumes as if the possession was retained. If the player committing the
foul disagrees with the foul call, the play is redone.
17.  Self-Refereeing — Players are responsible for their own foul and line calls. Players resolve
their own disputes. Any doubt can refer to the observers.
18.  Spirit of the Game — Ultimate stresses sportsmanship and fair play. Competitive play is
encouraged, but never at the expense of respect between players, adherence to the rules, and
the basic joy of play.
.
Prepared by:
V – Team committee 2013

0

Game Rules 101 (TABLE TENNIS)

Posted in
Rules & Regulation:
1.  Each team must consist of 4 players. (It means 1 university team needs to have 4 male players for
male event and 4 female players for female event)

2.  A match is consisting of 3 single games and 2 double games. Team who wins at least 3 games is
considered as the winner of the match. (An example of the competition system is the system used
in badminton‘s Thomas Cup event)

3.  1 player can only play in 1 single game and 1 double game in a match.

4.  All teams will be drawn into 2 groups during 1st round of the competition.

5.  Top 2 teams of each group will proceed to play in semi finals.

6.  In semi finals, winners of the group will play against runner-up from the other group. The winners
meet each other in Gold Medal match (Final). While the teams who lose  in semi finals will play
each other in Bronze Medal match.

7.  All games in preliminary round will be using the  BEST OF 3 SETS SYSTEM. (Means 1 player
must win 2 sets to gain a point for his/her team in a match). As for semi-final, bronze medal match
and final, BEST OF 5 SETS SYSTEM will be implemented (must win 3 sets to win a match).

8.  All sets are using 11 points system. (unless deuce)

9.  The players will be given 2 minutes for free strokes before the game is started. However, the time
maybe reduced in case of time constrain. The duration for free strokes will be determined by the
organizers and umpires.

10.  All players are advised to be at the venue throughout the competition time. If the player who
supposes to play in the next game does not appear in 5 minutes, the  game will be ended and
victory is given to the opposition player.

11.  All players should not wear clothes in white and orange colors and preferably not in yellow too.

12.  All players must wear non-marking sports shoes with flat shoes base to enter the venue.

13.  All other rules of game play will be following the current laws set in the handbook 2012/2013 of
The International Table Tennis Federation (ITTF).

14.  All teams should send their players or representatives to be the umpires of the games when
required.

15.  All results and decisions by organizer and umpires are absolutely final.

DOWNLOAD HERE


0

Game Rules 101 (TAKRAW)

Posted in

TAKRAW

PEMAIN-PEMAIN
Kejohanan Antara Regu:
1.  Setiap university hendaklah menghantar sekurang-kurangnya 1 regu.

2.  Setiap regu hendaklah mempunyai minimum 3 orang pemain dan maksimum 6 orang
pemain (1 regu mempunyai 3 orang pemain dan 3 orang pemain simpanan).
Kesemuanya mesti didaftarkan.

3.  Pertandingan akan diadakan secara liga (2 kumpulan) dan ‗knock out‘ untuk separuh
akhir dan akhir.

4.  3 orang pemain mestilah berada digelanggang semasa pertandingan dijalankan.

5.  Mana-mana regu yang pemainnya kurang daripada 3 orang, tidak dibenarkan bermain
di kejohanan ini dan dianggap kalah melainkan pemain dikenakan kad merah dan
diarahkan keluar gelanggang, regu tersebut boleh bermain dengan 2 pemain sahaja
tanpa melakukan pertukaran.

KEDUDUKAN PEMAIN SEMASA SEPAK MULA
1.  Apabila permainan hendak dimulakan, semua pemain mestilah berada dalam petak
gelanggang masing-masing dalam keadaan bersedia.

2.  Tekong yang membuat sepak mula hendaklah sebelah kakinya berada didalam bulatan
sepak mula. Sebelah lagi kakinya mestilah berada diluar bulatan sepak mula untuk
menyepak bola.

3.  Kedua-dua apit bagi regu yang membuat sepak mula mestilah berada didalam suku
bulatan masing-masing.

4.  Pemain regu lawan bebas berada dimana-mana kawasan didalam petak
gelanggangnya.

PERMULAAN PERMAINAN DAN SEPAK MULA.
1.  Perlawanan dikendalikan oleh Pengadil, Pembantu Pengadil dan Pengadil Garisan.
Regu yang memilih sepak mula, memulakan permainan pusingan pertama. Selepas
tamat pusingan pertama, kedua – dua regu hendaklah menukar petak gelanggang
untuk memulakan pusingan kedua.

2.  Campakan hendaklah dilakukan oleh apit setelah Pengadil mengumumkan mata.
Sekiranya apit membuat campakan sebelum Pengadil mengumumkan mata, campakan
semula hendaklah di lakukan oleh apit dan amaran lisan akan diberi Pengadil kepada
pemain tersebut. Jika masih melakukan kesalahan yang sama maka dianggap batal.

3.  Sebaik sahaja tekong melakukan sepak mula, semua pemain bebas bergerak didalam
gelanggang masing-masing.

4.  Sepak mula diakui sah jika bola melepasi atas jaring sama ada menyentuh jaring atau
tidak, melalui antara dua pita sempadan dan jatuh didalam gelanggang pasukan lawan.

PERKARA-PERKARA BATAL
Pihak Sepak Mul
1.  Apit yang membuat campakan, memain - mainkan bola ( menghempas, mencampak
dan lain - lain cara ) selepas pengadil mengumumkan mata.

2.  Mana – mana Apit mengangkat kaki atau memijak garisan tengah atau menyentuh
jaring semasa membuat campakan.

3.  Tekong (server) melompat semasa melakukan sepakmula atau kaki memijak garisan
bulatan sepak mula sebelum atau semasa melakukan sepak mula.

4.  Tekong (server) tidak menyepak bola yang dicampak kepadanya.

5.  Bola menyentuh pemain regunya terlebih dahulu sebelum melepasi ke gelanggang
lawan.

6.  Bola melintasi jaring tetapi jatuh di luar gelanggang.

7.  Bola tidak melepasi gelanggang lawan.

8.  Pemain menggunakan tangan atau lain - lain bahagian tangan semasa melakukan
sepakan walaupun tangan tidak menyentuh bola tetapi menyentuh lain object bagi
membantu melakukannya.

9.  Apit yang membuat campakan, mencampakkan bola sebelum Pengadil
mengumumkan mata buat kali kedua.

Pihak Sepak Mula Dan Penerima Sepak Mula.
1.  Melakukan tingkah - laku yang boleh menganggu atau membuat bising atau
menengking pihak lawan.

Kedua-dua Pihak Semasa Permainan.
1.  Pemain memijak garisan tengah ( kecuali semasa ‗follow Through‘ selepas
melakukan rejaman atau hadangan )

2.  Mana-mana pemain menyentuh bola di kawasan gelanggang lawan.

3.  Mana-mana bahagian anggota pemain memasuki kawasan gelanggang lawan sama
ada diatas atau dibawah jaring kecuali semasa ‗follow –through.

4.  Memainkan bola melebihi tiga kali berturutan.

5.  Bola menyentuh tangan.

6.  Memberhentikan atau mengepit bola dibawah tangan / lengan antara kedua - dua paha
/ kaki atau badan.

7.  Sebarang anggota atau peralatan pemain menyentuh jaring, tiang, kerusi pengadil atau
jatuh ke kawasan gelanggang lawan.

8.  Bola terkena siling, bumbung, dinding atau lain-lain benda.

9.  Mana - mana pemain memegang atau menyentuh objek bagi membantu melakukan
sepakkan.

SISTEM KIRAAN MATA
1.  Apabila perkara batal dilakukan oleh pihak sepak mula atau penerima sepak mula,
satu mata akan diberi kepada pihak lawan dan melakukan sepak mula seterusnya.

2.  Mata kemenangan maksima untuk setiap pusingan ialah 21 mata, tetapi sekiranya
mata berada kiraan 20-20, tambahan 5 mata diberi menjadi 25 mata. Mana- mana regu
mendahului 2 dan 1 mata dari pihak lawan dikira sebagai pemenang.

3.  Permainan dimainkan dalam 2 pusingan dengan 2 minit rehat diantaranya.

4.  Jika masing-masing regu memenangi 1 pusingan, permainan akan di tentukan didalam
pusingan ketiga yang dinamakan pusingan ‗tie-break‘ dengan 15 mata. Sekiranya
kiraan mata berada pada 14-14, tambahan 3 mata diberi menjadikan 17 mata. Mana -mana regu mendahului 2 atau 1 mata dari pihak lawan dikira sebagai pemenang.

5.  Sebelum pusingan ‗tie – break‘ bermula, Pengadil akan membuat undian dan regu
yang memenangi undian akan melakukan sepak mula. Tukar petak gelanggang akan
dilakukan apabila satu regu mendahului kiraan mata 8.

Monday, April 8, 2013

0

Game Rules 101 (RUGBY)

Posted in

Rules for Rugby 10’s STIG X.
Gentlemen, below are the official rules for the upcoming tournament. Basic rules of rugby still apply.
For a complete review of rugby basic rules, please read the IRB rugby rules
http://irblaws.com/downloads/IRB_Laws_2013_EN.pdf
Below are the amendments of the international laws made for this tournament.
Basic Rules
There is a recommended set of regulations for tens matches, but some features of the game
are always consistent.
  Five forwards and five backs
  Full contact rules apply
  The team that scores shall restart the game
  All kicks at goal shall be drop kicks
  10-minute halves are played

Players Nominated As Substitutes
A team may nominate no more than six replacements/substitutes. Match Organizers may vary
the number of players nominated as replacements/substitutes. A team can substitute or
replace any number of players during a game at any time.
Players entering the field of play must do so at the half way line after the replaced or
substituted player has left the field of play.

Sanction: Penalty Kick where the game would have restarted.

Time - Duration Of A Match
A match lasts no longer than twenty minutes plus lost time and extra time. A match is divided
into two halves of not more than ten minutes playing time. Match Organizers may vary the
duration of the match.
Half Time
After half time, the teams change ends. There is an interval of not more than two minutes.


Playing Extra Time – only apply for finals
When there is a drawn match and the competition structure requires extra time, after a break
of one minute the extra time is played in periods of five minutes. After each period, the teams
change ends without an interval.
Before extra time starts, the referee organizes a toss. One of the captains tosses a coin and the
other captain calls to see who wins the toss. The winner of the toss decides whether to kick
off or choose an end. If the winner of the toss decides to choose an end, the opponents must
kick off and vice versa.
During extra time, the team that scores points first is immediately declared the winner,
without any further play.

Taking A Conversion Kick
The kick must be a drop kick. The kicker must take the kick within forty seconds of a try
having been scored. The kick is disallowed if the kicker does not take the kick in the time
allowed.

Foul Play - Temporary Suspension
When a player has been temporarily suspended, the player‘s period of suspension will be for
a period of two minutes.

Kick-Off And Restart Kicks
After a score, the team that has scored kicks off with a drop kick which must be taken at or
behind the centre of the half way line.
Sanction: Free Kick at the centre of the half way line.
All the opposing team must assemble close to their own 10-metre line. The entire kicker‘s
team must be behind the ball when it is kicked. If they are not, a free kick is awarded to the
non-offending team at the centre of the half way line.

Kick-Off Of Under 10 Meters And Not Played By An Opponent
If the ball does not reach the opponents‘ 10-metre line, a free kick is awarded to the non-offending team at the centre of the half way line.

Sanction: Free Kick at the centre of the half way line.
Ball Goes Directly Into Touch
The ball must land in the field of play. If it is kicked directly into touch, a free kick is
awarded to the non-offending team at the centre of the half way line.
Sanction: Free Kick at the centre of the half way line.


Ball Goes Into the In-Goal
If the opposing team grounds the ball, or if they make it dead, or if the ball becomes dead by
going into touch-in-goal or on or over the dead ball line a free kick is awarded to the non-offending team at the centre of the half way line.

Sanction: Free Kick at the centre of the half way line.

Scrum - Definitions
A scrum is formed in the field of play when 3 players from each team, bound together in one
row for each team, close up with their opponents so that the heads of the front rows are
interlocked. This creates a tunnel into which a scrum half throws in the ball so that front row
players can compete for possession by hooking the ball with either of their feet.

Forming A Scrum
Number of players: 3.
A scrum must have 3 players from each team at all times. All 3 players must stay bound to
the scrum until it ends. Each front row must have three players in it, no more and no less.

Sanction: Penalty kick

Ending A Scrum
No player in the scrum may unbind to play the ball. The scrum ends when the referee
indicates that the ball is out.

Sanction: Penalty kick

How Penalty And Free Kicks Are Taken
Any player may take a penalty or free kick awarded for an infringement with any kind of
kick: punt, drop kick but not a place kick. The ball may be kicked with any part of the leg
from below the knee to the toe but not with the heel.

Penalty And Free Kick Options And Requirements
No delays. If a kicker indicates to the referee the intention to kick at goal, the kick must be
taken within thirty seconds of the penalty having been awarded. If the 30 seconds is exceeded
the kick is disallowed, a scrum is ordered at the place of the mark and the opponents throw in
the ball.


Tournament play rules
Group Play
Depending on how many teams make up the field, tournaments start with group round-robin
play. For instance, if 8 teams are in the field, they are divided into 2 groups of four. Each
team plays the other three in its group, receiving three points for a win, two for a tie, one for a
loss and zero for a no-show. A bonus of 1 point is given to the team that made 3 tries in a
game. Ex: Team A 5 tries 2 conversions, team B 3 tries. Team A would receive 3 points for
the win plus 1 bonus point for try more than 3 while team B receives 1 point for losing and 1
bonus point for 3 try.

Group Champions
Whichever team tallies the most points at the end of group play is declared the group
champion and advances to the semifinals against the winner of another group.
The two semifinal winners then play for the overall championship, with the semifinal losers
typically playing a consolation match.
Tie breakers
If in any case a total point tie is found in the grouping stage, the group 1st and 2ndare
determined by these orders.
1.  Total match won
2.  Total tries
3.  Head to head
MAY THE BEST GENTLEMEN WIN



0

Game Rules 101 (NETBALL)

Posted in

NETBALL
Players
1. Total players for 1 team are 12 (7 main players, 5 subs).

2. Shoes or boots may be worn. They shall be of lightweight material. Spiked
soles
are not allowed.

3. No sharp adornment or item of jewellery.

4. Fingernails shall be kept short.

Duration of the game
1.  The game shall consist of 2 half of 7 minutes each, with an interval of 2
minutes in between the first and second half. Teams shall change sides
after half time.

2.  Playing time lost for an accident or any other cause must be noted and
added to that half of the game. When a Penalty Pass or Shot is awarded
and not taken before the whistle is blown to end a half, the player shall be
allowed to take the penalty.

The Team
1. The game is designed for single sex (female) competition.

2. There shall be seven playing positions which shall be:
Goal Shooter (GS) Wing Defence (WD)
Goal Attack (GA) Goal Defence (GD)
Wing Attack (WA) Goal Keeper (GK)
Centre (C)

3. There shall be no limit to the number of substitutions which can be made in a
game.

Late arrivals
1.  No player arriving after the game has started is allowed to replace a
player who has filled the position of the late arrival.

2.   If a player has not filled the position of the late arrival, the late arrival
cannot enter the game.


Substitution
1. Substitution occurs when a player leaves the court and is replaced by another
player.

2. Substitution may be made:
(i) At an interval;
(ii) When play is stopped for injury or illness.
3. There is no limit to the number of substitutions which can be made by a team
provided that players used do not exceed the twelve named for the match.

The game

1. The game will be played as a league.

2. Points:
Win-2 points
Draw- 1 point
Lose- 0 point

Ball
1) Ball for the entire game will be provided by VSMU.

Start of the play
1. The Umpire shall blow the whistle to start and restart play.

2. The pass made by a Centre in response to the Umpire's whistle at the start and
restart of play shall be designated a Centre Pass.

3. Play shall be started and restarted after every goal scored, and after each
interval, by a Centre Pass taken alternately by the two Centers throughout the
game.

4. If, at a Centre Pass, the ball is still in the Centre's hands when the Umpire's
whistle is blown to signal the end of a quarter or half, that team will take the
pass after the interval.


Playing the ball
A Player may:
(i)  Catch the ball with one or both hands.
(ii)  Gain or regain control of the ball if it rebounds from the Goalpost.
(iii)  Bat or bounce the ball to another player without first having
possession of it. If a ball is thrown and accidently hits any part of
another player, causing the ball to rebound onto the ground or into
the air, it is not a bat or a bounce.
(iv)  Tip the ball in an uncontrolled manner once or more than once and
then:
a)  catch the ball
or
b)  direct the ball to another player
(v)  Having batted the ball once, either catch the ball or direct the ball to
another player.
(vi)  Having bounced the ball once, either catch the ball or direct the ball to
another player.
(vii)  Roll the ball to oneself to gain possession.
(viii)  Fall while holding the ball, but must regain footing and throw within
three seconds of receiving the ball.
(ix)  Lean on the ball to prevent going offside.
(x)  Lean on the ball on Court to gain balance.
(xi)  Jump from a position in contact with the Court and play the ball
outside the Court, provided that neither the player nor the ball makes
contact with the ground, or any object or person outside the Court
while the ball is being played.
A Player may not:
(i)  Strike the ball with a fist.
(ii)  Deliberately fall on the ball to get it.
(iii)  Attempt to gain possession of the ball while lying, sitting or kneeling
on the ground.
(iv)  Throw the ball while lying, sitting, or kneeling on the ground.
(v)  Use the Goalpost as a means of regaining balance or as a support in
recovering the ball going out of Court.
(vi)   Deliberately kick the ball, (if a ball is thrown and accidentally hits the
leg of a player it is not a kick).


Footwork
1.  A player may receive the ball with one foot grounded, or jump to catch
and land on one foot, and then:
(i)  Step with the other foot in any direction, lift the landing foot and
throw or shoot before this foot is re-grounded.
(ii)  Step with the other foot in any direction any number of times, pivoting
on the landing foot. The pivoting foot may be lifted but the player
must throw or shoot before re-grounding it.
(iii)  Jump from the landing foot onto the other foot and jump again but
must throw the ball or shoot before re-grounding either foot.
(iv)  Step with the other foot and jump but must throw the ball or shoot
before re-grounding either foot.
2.   A player may receive the ball while both feet are grounded, or jump to
catch and land on both feet simultaneously and then:
(i)  Step with either foot in any direction, lift the other foot and throw or
shoot before this foot is re-grounded.
(ii)  Step with either foot in any direction any number of times pivoting on
the other. The pivoting foot may be lifted but the player must throw or
shoot before re-grounding it.
(iii)  Jump from both feet onto either foot, but must throw or shoot before
re-grounding the other foot.
(iv)  Step with either foot or jump but must throw the ball or shoot before
re-grounding either foot.
3.  A player in possession of the ball may not:
(i)   Drag or slide the landing foot.
(ii)  Hop on either foot.
(iii)  Jump from both feet and land on both feet unless the ball has been
released before landing.


Obstruction
1.  An attempt to intercept or defend the ball may be made by a defending
player if the distance on the ground is not less than 0.9m (3 feet) from a
player in possession of the ball.
When the ball is received, this distance is measured as follows:
(i)   If the player's landing, grounded or pivoting foot remains on the
ground, the distance is measured from that foot to the nearer foot of
the defending player.
(ii)  If the player's landing, grounded or pivoting foot is lifted, the distance
is measured from the spot on the ground from which the foot was
lifted, to the nearer foot of the defending player.
(iii)  If the player is standing or lands on both feet simultaneously and
remains grounded on both feet, the distance is measured from
whichever is the nearer foot of that player to the nearer foot of the
defending player.
(iv)  If the player is standing or lands on both feet simultaneously and
either foot is lifted, the other foot is considered to be the grounded
foot from which the 0.9m (3 feet) distance is measured.
2.  From the correct distance, a defending player may attempt to intercept or
defend the ball:
(i)  by jumping upwards or towards the player with the ball, but if the
landing is within 0.9m (3 feet) of that player and that player is still
in possession of the ball, obstruction may occur; (Refer Rule 16.3
and Rule 16.6)
(ii)   if the player with the ball steps forward to lessen the distance of
0.9m (3 feet) between them.
3.  A player may be within 0.9m (3 feet) of an opponent in possession of the
ball providing no effort is made to intercept or defend the ball and there is
no interference with that opponent's throwing or shooting action.
4.  From the correct distance, a defending player may not attempt to intercept
or defend the ball by stepping towards an opponent with the ball or as a
result of falling off balance and obstructing.


Contact
1.  No player may come into contact with an opponent in such a way that it
impedes the play of that opponent.
2.  In an effort to attack or defend or to play the ball a player shall not:
(i)  Move into the path of an opponent who is committed to a particular
landing position.
(ii)  Push, trip, hold or lean on an opponent or use other forms of physical
contact.
(iii)  Place a hand or hands on a ball held by an opponent, except that, if a
player places a hand or hands on a ball after it has been caught by an
opposing player, the Umpire may use the Advantage Rule to allow the
player in possession of the ball to continue play.
(iv)  Knock or remove the ball from the possession of an opponent.
(v)  While holding the ball push it into an opponent.
(vi)  Position so closely to an opponent that the Umpire considers that
player is unable to move without contacting.
Hand signals
Stepping - hands moving up and down
Obstruction - hands apart in front of body
Short Pass - hands close together in front of the body
Personal Contact - open hand slaps the other arm
Held Ball - any 3 fingers held up
Direction of Pass - arm pointed in the direction of play
Toss-Up - palm of hand moved vertically upwards
Hold time - make a T with the fingers of one hand against
the palm of the other
Offside - semi-circular action of one arm
Over a Third - semi-circular action of one arm
Breaking into the
Centre Third - semi-circular action of one arm
Goal Scored - arm raised high as whistle is blown
Advantage - high wave of arm held momentarily indicating
the direction of play.



0

Game Rules 101 (FUTSAL)

Posted in

Futsal Rules

(Males) Round Robin* ( top team advances to final;
2nd and 3rd place play semifinal to qualify for final)
Match: 5 vs 5
Max: 10 players/team

(Females) GROUPING (2 GROUPS)*
-2 top teams in grouping stage will advance to semi-final.
-Winner team in semi-final will advance to final stage.
Match: 5 vs 5
Max: 10 players/team

Courts Rules (Males)
Basically follow the Official FIFA Futsal 2012 Rules.
2 time-outs per quarter granted to each team (Each time-out will be one 1 minute.)
Each win will get 3 points, draws 1 point and 0 point if lose.

Court Rules
Basically follow the Futsal rules.
1.  There are 5 players, one of which must be a goalkeeper.

2.  Each team may have 7 substitutes with unlimited substitution.

3.  Substitution must take place at the Substitution Zone. The player being replaced must

be completely off the court before the replacement enters the court. The Referee need
not be informed.

4.  The team winning the toss must decide which way to run- a goal can be scored from
the kick off. The ball is in play when it is kicked and moves forward.

5.  When the ball passes over the touchlines the game is restarted by a kick in. The ball
must be stationary on the touchline and can be kicked into play in any direction. The
kicker must have both feet on the touchline or behind the touchline.

6.  Goal Clearances – When the ball passes over the goal line having last been played by
an attacker, the game is restarted by a goal clearance. This must be done by the
goalkeeper and the ball must be thrown directly out of the penalty area.

7.  If the ball hits the roof, a kick in is taken by the opposite team to where the ball hits
the roof.

8.  Goalkeepers cannot receive the ball by hands or feet after releasing the ball from their
possession unless it has been touched by the opposition or passed over the half way
line. This also applies to a goal clearance. Goalkeepers must release the ball within
four seconds of gaining control of the ball.

9.  At free kicks, kick-in, corner kicks, all opponents must be 5 meters from the ball and
the ball must be put into play within four seconds of taking possession of it.

10.  Fouls & Misconduct: Fouls resulting in a direct free kick are the same as outdoor
soccer with the following additions:
a.  Charges an opponent with the shoulder.
b.  Slides in a to play the ball when it is being played or attempted to being played by an
opponent except for a goalkeeper in his penalty area and he must not do it in a
careless or reckless way or use excessive force.
c.  Penalty mark is 6 meters and second penalty mark is 10 meters. The second penalty
mark is used if a team accumulates more than five fouls in a half.

11.   Accumulated Fouls:
a.  Those sanctions by a direct free kick.
b.  The first five fouls sanctioned by a direct free kick, in each half are recorded
c.  For these first 5 fouls, a defensive wall may be formed by the opposing team to
defend the kick.
d.  Beginning with the sixth foul the players of the opposing team may not form a wall to
defend the kick.
e.  The kick is taken from the second penalty mark unless the foul occurred beyond the
mark when the non offending team has the option to take the kick where the foul
occurred or from the second penalty mark of 10 meters.
f.  The player taking the kick must be identified and must kick the ball with the intention
of scoring. The ball cannot be passed to another player.
g.  The goalkeeper must remain in his penalty area and be 5 meters away from the ball.
h.  All other players must remain behind an imaginary line level with the ball and parallel
with the goal line. They must be five meters from the ball and may not obstruct the
player taking the kick.

12.    The decisions of the referees regarding facts connected with play, including whether
or not a goal is scored and the result of the match are final.
The ranking of each team in each group will be determined as follows:
a) Greatest number of points obtained in all group matches;
b) Goal difference in all group matches;
c) Greatest number of goals scored in all group matches