jagadjanani

Archery

Object of the Game

Competitive archery – that is, archery that involves archers aiming arrows at a target – has various forms, but all have the same aim: to shoot your arrows as close to the center of the target as possible. In the Olympics competitors aim at a target from a distance of 70 meters, and rounds include a ranking round where the overall scores determine the athletes’ rankings prior to a head to head elimination format.

Players & Equipment

While clearly only one archer holds a bow at once, both individual and team competitions are undertaken. Archers must, of course, have a bow, which is described by the World Archery Federation (WA) as “an instrument consisting of a handle (grip),riser (no shoot-through type) and two flexible limbs each ending in a tip with a string nock.”The bowstring may have any number of strands as long as it fits the bow, and an adjustable arrow rest and a bow sight may also be used. There is little restriction over the types of arrows used, other than those that may cause undue damage to targets,though the maximum diameter of the arrow shaft should not exceed 9.3mm and the diameter of the tips should not exceed 9.4mm. The athletes’ arrows should all be marked with his or her name or initials on the shaft and all arrows used by a competitor in a particular round (or “end”) should be identical. Finger protection (including tape or gloves) may be used, as are chest protectors, arm guards and other such accessories that offer no explicit advantage other than of a protective or comfort-enhancing nature. The target itself varies in size –those used in Olympic archery events measure 122cm in diameter – but all contain 10 concentric rings which represent the different scoring sectors. The outermost two rings (called one ring and two ring) are white, three and four are black, five and six are blue, seven and eight are red and nine and ten – the innermost rings – are gold. Ten ring also has an inner ring (known as “inner 10” or “X ring”) which is sometimes used to decide ties.

Rules

Archers must adhere to all official rules in terms of the equipment they use in the performance of their sport, with the main emphasis being on them using no equipment or accessories that would give an unfair advantage over an opponent.

  • The maximum time permitted to shoot an end of three arrows is two minutes, and four minutes for an end of six arrows.
  • Athletes may not raise the bow arm until the signal to start is given and penalties can be given – in the form of points forfeits – if the bow is drawn after the official practice has been closed.
  • An arrow cannot be re-shot under any circumstances. The arrow may be considered not to have been shot if it falls from the bow or misfires, or if the target blows or falls over. Extra time would be given in such circumstances.
  • An arrow that rebounds or hangs from the target will still score based on the mark it makes on the target face. Arrows that stick – Robin Hood-style – in the nock of another shall score the same as the arrow in which they are embedded.
  • Athletes can be disqualified, have points deducted or be banned from competition for various breaches of rules, based on the severity of the offense.
  • If equipment is damaged, appeals can be made to the judge for such equipment to be replaced or fixed, and any time allowances will be at the judge’s discretion.


Scoring

Scoring in archery is very simple: you just add up the number of points based on where your arrows hit the target. The highest score for a single arrow is 10 for hitting the inner gold ring, while the least (for hitting the outer white ring) is one point. Arrows missing the target altogether do not score at all.In Olympic competition athletes must shoot 72 arrows in 12 phases, with the overall cumulative score deciding their ranking. They then go into a head to head knockout competition where they must simply score more than their opponent. Tournaments vary in format and the number of arrows competitors must shoot and the distance to the target.

Winning the Game

As mentioned it would depend on the specifics of the tournament in which the archer is competing, but in an archery competition the winner is either the person who has the highest cumulative total score after a set number of arrows, or the one who has successfully overcome all opponents faced in a knockout scenario. In the event of a tied score the archer with the highest number of 10s (including inner 10s) is declared the victor. If that number is also equal the one with the greater number of inner 10s is the winner. Alternatively – or subsequently – a shoot-off can be used to separate the competitors who have tied.

Athletics

Men's Athletics

Modern day men's athletics includes the following activities:

  • 100 meters
  • 200 meters
  • 400 meters
  • 800 meters
  • 1500 meters
  • 5000 meters
  • 10,000 meters
  • Marathon
  • 110 meters hurdles
  • 400 meters hurdles
  • 3000 meters steeplechase
  • 4 × 100 meters relay
  • 4 × 400 meters relay
  • 20 kilometers race walk
  • 50 kilometers race walk
  • High jump
  • Pole vault
  • Long jump
  • Triple jump
  • Shot put
  • Discus throw
  • Hammer throw
  • Javelin throw
  • Decathlon
Women's Athletics

Modern day women's’ athletics include:

  • 100 meters
  • 200 meters
  • 400 meters
  • 800 meters
  • 1500 meters
  • 5000 meters
  • 10,000 meters
  • Marathon
  • 100 meters hurdles
  • 400 meters hurdles
  • 3000 meters steeplechase
  • 4 × 100 meters relay
  • 4 × 400 meters relay
  • 20 kilometers race walk
  • Pole vault
  • Long jump
  • Triple jump
  • Shot put
  • Discus throw
  • Hammer throw
  • Javelin throw
  • Heptathlon
Scoring

The only events in athletics that have any sort of scoring (in the traditional sense of the word) are decathlon and heptathlon. Because these are multi activity events, competitors are awarded points for their performance in each event. At the end of the competition, the athlete with the most amount of points is awarded the gold medal.With all other events, there are no points. Everyone is ranked on how fast they ran/walked, height or length they jumped or how far they threw.

Winning

For running and walking events, this involves completing the race in the quickest time possible. For throwing events, it involves throwing the furthest and, in jumping events, it involves jumping further or higher than your competitors (depending upon the particular event). In athletics, winners are given a gold medal, those who are second are given a silver medal and bronze medals are given to those who come third. Those athletes finishing outside of the top three are not awarded.

Rules of Athletics

Each individual discipline has its own specific set of rules and competitors are expected to abide by these to ensure that the competition is fair.

Badminton

Object of the Game

The object of badminton is to hit the shuttlecock over the net and have it land in the designated court areas. If your opponent manages to return the shuttlecock then a rally occurs. If you win this rally i.e. force your opponent to hit the shuttlecock out or into the net then you win a point. You are required to win 21 points to win a set with most matches being best of 3 sets. Points can be won on either serve.

Players & Equipment

There are two forms of badminton, singles and doubles (it’s also possible to play mixed doubles). Each player is allowed to use a stringed racket (similar to a tennis racket but with the head being smaller) and a shuttlecock. The shuttlecock is made up of half round ball at the bottom and a feather like material surrounding the top. You can only really hit the bottom of the shuttlecock and as gravity comes into play will always revert the ball side facing down. You may only hit the shuttlecock once before it either hits the ground or goes over the net. The court measures 6.1m wide and 13.4m long. Across the middle of the rectangular court is a net which runs at 1.55m. Running along each side of the court are two tram lines. The inside lines are used as the parameter for singles matches whilst the outside line is used for a doubles match.

Scoring

A point is scored when you successfully hit the shuttlecock over the net and land it in your opponent’s court before they hit it. A point can also be gained when your opponent hits the shuttlecock into either the net or outside the parameters.

Winning the Game
To win a game you must reach 21 points before your opponent. If you do so then you will have won that set. If the scores are tied at 20-20 then it comes down to whichever player manages to get two clear points ahead. If the points are still tied at 29-29 then the next point will decide the winner of the set. Winning the overall game will require you to win 2 out of the 3 sets played.

Rules of Badminton
  • A game can take place with either two (singles) or four (doubles) players.
  • An official match has to be played indoors on the proper court dimensions. The dimensions are 6.1m by 13.4m, The net is situated through the middle of the court and is set at 1.55m.
  • To score a point the shuttlecock must hit within the parameters of the opponent's court.
  • If the shuttlecock hits the net or lands out then a point is awarded to your opponent.
  • Players must serve diagonally across the net to their opponent. As points are won then serving stations move from one side to the other. There are no second serves so if your first serve goes out then your opponent wins the point.
  • A serve must be hit underarm and below the server's waist. No overarm serves are allowed.
  • Each game will start with a toss to determine which player will serve first and which side of the court the opponent would like to start from.
  • Once the shuttlecock is ‘live’ then a player may move around the court as they wish. They are permitted to hit the shuttlecock from out of the playing area.
  • If a player touches the net with any part of their body or racket then it is deemed a fault and their opponent receives the point.
  • A fault is also called if a player deliberately distracts their opponent, the shuttlecock is caught in the racket then flung, the shuttlecock is hit twice or if the player continues to infract with the laws of badminton.
  • Each game is umpired by a referee on a high chair who overlooks the game. There are also line judges who monitor if the shuttlecock lands in or not. The referee has overriding calls on infringements and faults.
  • Let may be called by the referee if an unforeseen or accidental circumstance arose. These may include the shuttlecock getting stuck in the bet, the server serving out of turn, one player was not ready or a decision which is too close to call.
  • The game has only two rest periods coming in the form of a 90 second rest after the first game and a 5 minute rest period after the second game.
  • If the laws are continuously broken by a player then the referee holds the power to dock that player of points with persisting fouls receiving a forfeit of the set or even the match.

Basketball

Object of the Game

The object of basketball is to throw the ball (basketball) into a hoop to score points. The game is played out on a rectangular court and depending on which section of court you successfully throw a ball into the basket will depend on how many points are scored. The ball can be moved around by dribbling or passing the ball. At the end of the game the team with the most points is declared the winner.

Players & Equipment

Each team is made up of 12 players with only 5 allowed on the court at any time. The positions are broken up into Point Guard, Defensive Guard, Center, Offensive forward and Defensive Forward. Each player will then take up a position on the court but are allowed to move around as they please. The court is rectangular shaped and measures 91 feet long and 50 feet wide. There is a halfway line in which a small circle is found in the center; this is where the game starts with a tip off (the ball is thrown in the air by the referee and a player from each team tries to win possession for their team). At each end of the court are two baskets both 10 feet in height. A three point arc is the outside ring, whilst in the middle of that is the key which includes a free throw line. All that is needed to play is a court and basketball. Teams must wear matching strips with some players choosing to wear gum shields and face masks for protection. The game is split up into 4 twelve minute quarters. In between the 2 nd and 3rd quarter is a 15 minute half time interval.

Scoring

There are three scoring numbers for basketball players. Any basket scored from outside the three point arc will result in three points being scored. Baskets scored within the three point arc will result in two points being scored. Successful free throws will result in 1 point being scored per free throw. The number of free throws will depend on where the foul was committed.

Winning the Game

Winning a game of basketball is pretty simple; score more points than your opponents in the allotted game time. If the scores are tied at the end then an extra quarter will be played until a winner is found.

Rules of Basketball
  • Each team can have a maximum of 5 players on the court at any one time. Substitutions can be made as many times as they wish within the game.
  • The ball can only be moved by either dribbling (bouncing the ball) or passing the ball. Once a player puts two hands on the ball (not including catching the ball) they cannot then dribble or move with the ball and the ball must be passed or shot.
  • After the ball goes into a team’s half and they win possession back the ball must then make it back over the half way line within 10 seconds. If the ball fails to do so then a foul will be called and the ball will be turned over.
  • Each team has 24 seconds to at least shoot at the basket. A shot constitutes either going in the basket or hitting the rim of the basket. If after the shot is taken and the ball fails to go in the basket then the shot clock is restarted for another 24 seconds.
  • The team trying to score a basket is called the offense whilst the team trying to prevent them from scoring is called the defense. The defense must do all they can to stop the offense from scoring by either blocking a shot or preventing a shot from being fired.
  • After each successful basket the ball is then turned over to the opposition
  • Fouls committed throughout the game will be accumulated and then when reached a certain number will eventually be awarded as a free throw. A free throw involves one player from the offensive team (the player fouled) to take a shot unopposed from the free throw line. Depending on where the foul was committed will depend on the number of free throws a player gets
  • Violations in basketball include traveling (taking more than one step without bouncing the ball), double dribble (picking the ball up dribbling, stopping then dribbling again with two hands), goaltending (a defensive player interferes with the ball traveling downwards towards the basket) and back court violation (once the ball passes the half way line the offensive team cannot take the ball back over the half way line).

Volleyball

Object of the Game

The object of volleyball is to hit the volleyball over the net (by only using your hands) running through the center of the court whilst trying to get it to bounce in your opponents half. The opposing team have to try and prevent the ball from bouncing before returning the ball. Games are played out in best of 3 or 5 sets and the team with most sets at the end of the game wins.

Players & Equipment

Each team has 6 players on a court at any one time. Substitutes can be used throughout the game. There are no professional mixed sex teams. Each player takes up a position in either the attacking zone (next to the net) or the defensive zone (at the back of the court). Three players are in each zone and rotate in a clockwise position after every point. The court is of a rectangular shape and measures 18m x 9m. Running across the court is a 2.43m high net with the ball measuring 8 inches in diameter and weighing between 9 and 10 ounces. Around the outlines of the court is an out of bounds area and if the ball were to bounce in these sections then a point would be awarded to the opposing team. Each team gets up to two timeouts per set of 30 seconds each. After each set the amount of timeouts resets back to two regardless of how many have been used previously.

Scoring

To score a point the ball must hit the ground within the outlined section in your opponents half. You can also score a point by your opponent failing to hit the outlined section within your half or your opponent hitting the ball into the net. A point can be scored off either teams serve. A player serving must do so from behind the base line and can use either an over or underarm action and hit with only the hand. Once the serve has been made the sever can join their team in-play and battle out the point. Each team is allowed to hit the ball three times before the ball must be returned. A player is not allowed to hit the ball twice in succession. If the ball hits the boundary line then the ball is deemed to be in-play. The defensive team can jump and try to block the ball returning to their side of the court. If a block attempt is made and the ball bounces in their opponents half then a point is awarded. If after the block the ball bounces out then a point is awarded to the opposing team. Each game is played to 25 points and must be two points clear. If the scores reach 24-24 then the game is played until one team leads by two.

Winning the Game

To win the game you must score more points than your opponents. The best of 3 or 5 sets are generally played and the winners will be the first team to reach the required number of sets.

Rules of Volleyball
  • Each team consist of 6 players and 6 substitutes. Players can be substituted at any time but if they are to return can only be swapped for the player that replaced them.
  • Each team can hit the ball up to three times before the ball must be returned. The defensive team can then try and block or return the ball again hitting it a maximum of three times.
  • Games are played up to 25 points and must be won by 2 clear points.
  • Violations will be called for the following:
    • Stepping over the base line when serving the ball.
    • Ball hits the net and fails to get over the net (If the ball hits the net and still goes over the net then this is perfectly legal).
    • Players are not allowed to carry, palm or run with the ball.
    • Players must not touch the net with any part of the body. If the net is said to have hit them rather than vice-versa, then this is ok.
    • The ball cannot travel under the net.
    • Players cannot reach over the net and hit the ball.

Boxing

Object Of The Game

Brutally enough the object of boxing could be stated as to concuss your fellow human being; a less barbaric sounding aphorism, to hit and not be hit, may be a preferred way to look at it, depending on your standpoint.

Players & Equipment

The exact specification of certain equipment varies according to the sanctioning body but the ring (ironically, of course, usually square) is generally around 16-25 feet (4.9-7.6m) along each side. The posts at the corner are 5ft above the level of the ring and the ring itself is usually about three or four feet off the ground on a raised platform. Boxers wear gloves and although there has been a long history of bear-knuckle boxing, hand protection dates to Ancient Greece. Modern gloves are usually 12oz, 14oz or 16oz and are designed to protect the hand and the opponent, although there are arguments that they actually increase brain injuries by facilitating a boxer receiving more damaging blows. Boxers are divided according to their weight with the different governing bodies having different weights and names for the groupings. Fighters only fight opponents of similar weights as physical size is so crucial to the contest.

Scoring

At professional level the bouts are scored by three ringside judges using a subjective method based on which boxer they felt won each individual round. If the match is undecided by knockout, retirement or disqualification then the judges’ scorecards are used. If all three judges agree the decision is unanimous, whilst if two think one fighter won it is a split decision. If two judges mark the fight level, or one does and the other two are divided, the fight is classed as a draw. It is, however, more common for a fight, especially at the heavier weights, to be stopped before the 12 rounds are up. A boxer is knocked out if they are floored and cannot get up within 10 seconds, whilst the referee may disqualify a fighter for certain foul play. The other method of winning is by a technical knockout or TKO. If a boxer is unwilling to continue, or is deemed unable to do so by either the referee or his corner team or medical staff then it is a TKO. This can also be awarded if a fighter is knocked down a defined number of times in a round (usually three).

Winning The Game

The winner is either as scored by the judges if the fight goes the distance or is decided by knockout, technical knockout or disqualification, as detailed above. In amateur bouts different methods are used, for example the referee may simply decide or ringside judges use electronic scoring to count the number of blows landed.

Rules of Boxing
  • In professional boxing, bouts take place over 12 three minute rounds with one minute rest between rounds.
  • The only method of attack is punching with a clenched fist and you may not strike below the belt, in the kidneys or the back of your opponents head or neck.
  • You cannot use the ropes for leverage.
  • You cannot hit an opponent when they are down.
  • A boxer hit with a low blow can take five minutes to recover.
  • If an unintentional foul (such as a clash of heads) ends the fight before four rounds are completed this is a “no contest”, from the fifth onwards the decision goes to the judge’s cards and is either a technical decision for either fighter or a technical draw.

Cricket

Object of the Game

The object of cricket is to score more runs than your opponent. There are three variations of the game (Test, One Day and Twenty 20) and each gives a certain timescale in which the game must be completed. To score a run you need to hit the ball with a cricket bat made from wood (usually English willow or Kashmir). Whilst one team bats the other bowls and fields. The aim is to bowl the opposing team out for as few runs as possible or restrict them to as few runs in the allocated time. After a team has lost all their wickets or the allotted time has expired then the teams will switch roles.

Players & Equipment

Each team consists of 11 players. These eleven players will have varying roles in the team from batsmen, bowlers, fielders and wicket keepers. Whilst each player may have a specialist role they can take up any role should they wish. Pitch sizes vary greatly in cricket but are usually played on a circular grass field with a circumference of around 200m. Around the edge of the field is what’s known as the boundary edge and is basically the line between being in play and out of play. In the center of the pitch will be the wicket. The wicket will have two sets of three stumps at either end and they must be 22 yards apart. At each end of the wicket is known as the crease and a line is drawn about 2 yards across the wicket from the stumps. The bowler will bowl the cricket ball from one end whilst the batsmen will try and hit the ball from the other end.

Scoring

A run occurs when a batsman hits the ball with their bat and the two batsmen at the wicket manage to successfully run to the other end. The batsmen can run as many times as they like before being given out. If the ball crosses the boundary rope after it has bounced at least once from leaving the bat then 4 runs are given. If the ball goes over the boundary rope without bouncing then 6 runs are awarded to the batting team. Runs can also be scored when the bowler bowls a wide delivery (a ball that is too far away from the stumps), a no ball (where the bowler oversteps the front line on the wicket), a bye (where no one touches the ball but the two batsmen run anyway) and a leg bye (where the ball hits the batsmen’s leg or body and a run is taken).

Winning the Game

One team will bat first and one team will field first. The batting team will try and score as many runs as possible in the allotted time whilst the bowling team will try and contain them by fielding the ball. The teams then swap and the second team batting will try and outscore the runs their opponents scored first. If they fail they lose, if they succeed they win.

Rules of Cricket
  • Each team is made up of 11 players.
  • The bowler must bowl 6 legal deliveries to constitute an over.
  • A game must have two umpires standing at either end of the wicket. The umpires then must count the number of balls in the over, make decisions on whether the batsmen is out after an appeal and also check that the bowler has bowled a legal delivery.
  • A batsmen can be given out by either being bowled ( the ball hitting their stumps), caught (fielder catches the ball without it bouncing), Leg Before Wicket (the ball hits the batsmen’s pads impeding its line into the stumps), stumped (the wicket keeper strikes the stumps with their gloves whilst the batsmen is outside of their crease with ball in hand), hit wicket (the batsmen hits their own wicket), Handled ball ( the batsmen handles the cricket ball on purpose), timed out (the player fails to reach the crease within 30 seconds of the previous batsmen leaving the field), hit ball twice (batsmen hits the cricket ball twice with their bat) and obstruction ( the batsmen purposely prevents the fielder from getting the ball).
  • Test cricket is played over 5 days where each team has two innings (or two chances to bat).
  • The scores are then cumulative and the team with the most runs after each innings is the winner.
  • One Day cricket is played with 50 overs. Each team has 50 overs to bat and bowl before swapping and doing the previous discipline. The team with the most runs at the end of the game wins.
  • International games will have a further two umpires known as the third and fourth umpire. These are in place to review any decisions that the on field umpires are unable to make.
  • The fielding team must have one designated wicket keeper who is the only person allowed to wear pads and gloves on the field. The wicket keeper stands behind the opposite end to the bowler to catch the ball.

Diving

Object of the Sport

The object of the sport of diving is to score more points in a series of dives than the competition. After a series of dives, the person (or pair of divers if a pairs competition) with the most points are winners.

Players and Equipment

Apart from a diving board and swimming costumes, no special equipment is needed for diving apart from a diving board or a series of diving boards if competing.

Scoring

In most international competitions the judging panel consists of five or more judges. They each judge every dive and award it a score between 1 and 10.

  • 0: Completely Failed
  • ½ - 2: Unsatisfactory
  • 2½ - 4½: Deficient
  • 5 - 6½: Satisfactory
  • 7 - 8: Good
  • 8½ - 9½: Very good
  • 10: Excellent

When judging each dive, they look at five different elements it:

  • Starting Position: There are various starting positions for a dive and each diver will be judged on the execution of this starting position.
  • The Approach: The diver should move to the end of the board in a smooth motion showing good form.
  • Takeoff: Take offs should all show good balance and control and should initiate an acceptable distance from the platform or springboard.
  • Flight: The diver should have the proper body form through the flight of the dive, as well as the proper amount of rotation and revolution, depending upon the elements of the dive.
  • Entry: The angle of entry should be straight with the minimal amount of splash.

To reduce the subjectivity of diving scoring at major diving competitions, the highest and lowest scores are discarded and the middle three are then added together and then multiplied by the degree of difficulty of the dive which is determined by the complexity of the moves performed in the dive.

Winning the Competition

At the end of the competition, the competitor (or pair of competitors if a pairs competition) that has the highest scores is the winner of the competition.

Rules of Diving

The rules of diving are relatively straightforward, but differ slightly between the two main disciplines, springboard diving and platform diving.

Springboard Diving
  • Six dives should be completed by men, five by women
  • Dives can be performed of any difficulty level
  • One dive during the contest must come from each of five different categories (forward, back, reverse, inward, twisting)
  • Men may repeat one of the categories for their sixth dive, women may not
  • Each dive must be different, meaning no dive can be repeated
Platform diving & Synchronized Springboard
  • Men complete six dives, women complete five
  • For both men and women, the first two dives must have a difficulty level of 2.0
  • The remaining dives for both men and women can be of any difficulty level
  • Both men and women must complete dives from at least four different categories with at least one of the dives being forward facing

Hockey

Object of the Game

The object of hockey is to hit a ball with a stick into a goal. Every time the ball goes into the goal then a point is awarded to that team. The team with the most goals at the end of the game is awarded the winner. In the event of both teams scoring the same amount of goals then a draw is called.

Players & Equipment

Each team consists of 11 players. It’s split up into 1 goalkeeper and 10 outfield players. The outfield players will consist of defenders, midfielders and attackers. The amount of each position will vary depending on the formation that the team adopts. It’s not massively uncommon for a team to have no goalkeeper at the end of a game if they are trying to push for a win or a losing match. The pitch is 100 yards long and 60 yards wide. It has three lines running across the width of the pitch which are two 25 yard lines and a halfway line to signify to players the certain sections of the pitch. At each end the pitch will include a goal which is 4 yards wide. Around the goal is a 16 yard line which is the only section on the pitch that players are permitted to shoot from. A goal scored outside the 16 yard line will not be awarded and the ball turned over. A hard ball is used in hockey along with each player having a wooden stick. Only the flat side of the stick can be sued and a foul will be called for any player using the back. The stick can be turned around to hit the ball both ways. For protection players wear shin pads and gum shields. Goalkeepers wear a lot more padding due to the ball flying in their direction more often. A face mask, helmet, padded gloves, chest pad and leg guards are all part of the attire for a goalkeeper. Some players do wear eye and face masks as well.

Scoring

A goal is scored when a player hits the ball in between the goal posts and over the line from within the 16 yard area. The ball must be struck with the player's stick and any use of the body will be called an infringement. Goals can be scored from penalty corners which are awarded when a foul is committed in the 16 yard area. From a penalty corner the defending team all lined up on their goal line. The attacking team must all be outside the 16 yard area when one player hits the ball to them from 10 yards either side of the goal line. As the ball is played back a team mate stops the ball before another strikes at goal.

Winning the Game

The game is decided by the team with the most goals at the end of the game. Each game lasts for two 35 minute halves with a 5 minute rest in between. In the event of the scores being the same at the end of the 70 minutes then the game will end in a draw.

Rules of Field Hockey
  • Each team is made up of 11 players and 6 substitutes.
  • Every player has a hockey stick of which they can only use one side of the stick to hit the ball.
  • A goal is scored when the ball is successfully hit into the opponent’s goal from within the 16 yard area.
  • The ball must be passed or dribbled using the stick and no other body part is allowed to intentionally come into contact with the ball.
  • A foul or infringement is called when a player:
    • Purposely tries to hit the ball off another player with the intent of causing harm to that player.
    • Intentionally uses a body part to assist in moving or stopping the ball.
    • Hits the ball with the rounded side of their hockey stick.
    • Raise their stick above waist height.
    • Hit their stick off their opponents to interfere with play.

Football

Object of the Game

The aim of football is to score more goals than your opponent in a 90 minute playing time frame. The match is split up into two halves of 45 minutes. After the first 45 minutes players will take a 15 minute rest period called half time. The second 45 minutes will resume and any time deemed fit to be added on by the referee (injury time) will be accordingly.

Players & Equipment

Each team consists of 11 players. These are made up of one goalkeeper and ten outfield players. The pitch dimensions vary from each ground but are roughly 120 yards long and 75 yards wide. On each pitch you will have a 6 yard box next to the goal mouth, an 18 yard box surrounding the 6 yard box and a center circle. Each half of the pitch must be a mirror image of the other in terms of dimensions. Essentially the equipment that is needed for a soccer match is pitch and a football. Additionally players can be found wearing studded football boots, shin pads and matching strips. The goalkeepers will additionally wear padded gloves as they are the only players allowed to handle the ball. Each team will have a designated captain.

Scoring

To score the ball must go into your opponent’s goal. The whole ball needs to be over the line for it to be a legitimate goal. A goal can be scored with any part of the body apart from the hand or arm up to the shoulder. The goal itself consists of a frame measuring 8 feet high and 8 yards wide.

Winning the Game

To win you have to score more goals than that of your opponents. If the scores are level after 90 minutes then the game will end as a draw apart from in cup games where the game can go to extra time and even a penalty shootout to decide the winner. Players must use their feet to kick the ball and are prohibited to use their hands apart from goalkeepers who can use any part of their body within the 18 yard box (of which more can be found out in the next section).

Rules of Football (Soccer)
  • A match consists of two 45 minutes halves with a 15 minute rest period in between.
  • Each team can have a minimum of 11 players (including 1 goalkeeper who is the only player allowed to handle the ball within the 18 yard box) and a minimum of 7 players are needed to constitute a match.
  • The field must be made of either artificial or natural grass. The size of pitches is allowed to vary but must be within 100-130 yards long and 50-100 yards wide. The pitch must also be marked with a rectangular shape around the outside showing out of bounds, two six yard boxes, two 18 yard boxes and a center circle. A spot for a penalty placed 12 yards out of both goals and center circle must also be visible.
  • The ball must have a circumference of 58-61cm and be of a circular shape.
  • Each team can name up to 7 substitute players. Substitutions can be made at any time of the match with each team being able to make a maximum of 3 substitutions per side. In the event of all three substitutes being made and a player having to leave the field for injury the team will be forced to play without a replacement for that player.
  • Each game must include one referee and two assistant referee’s (linesmen). It’s the job of the referee to act as timekeeper and make any decisions which may need to be made such as fouls, free kicks, throw ins, penalties and added on time at the end of each half. The referee may consult the assistant referees at any time in the match regarding a decision. It’s the assistant referee’s job to spot offsides in the match (see below), throw ins for either team and also assist the referee in all decision making processes where appropriate.
  • If the game needs to head to extra time as a result of both teams being level in a match then 30 minutes will be added in the form of two 15 minute halves after the allotted 90 minutes.
  • If teams are still level after extra time then a penalty shootout must take place.
  • The whole ball must cross the goal line for it to constitute a goal.
  • For fouls committed a player could receive either a yellow or red card depending on the severity of the foul; this comes down to the referee’s discretion. The yellow is a warning and a red card is a dismissal of that player. Two yellow cards will equal one red. Once a player is sent off then they cannot be replaced.
  • If a ball goes out of play off an opponent in either of the side lines then it is given as a throw in. If it goes out of play off an attacking player on the base line then it is a goal kick. If it comes off a defending player it is a corner kick.
The Offside Rule in Football

Offside can be called when an attacking player is in front of the last defender when the pass is played through to them. The offside area is designed to discourage players from simply hanging around the opponent’s goal waiting for a pass. To be onside they must be placed behind the last defender when the ball is played to them. If the player is in front of that last defender then he is deemed to be offside and a free kick to the defending team will be called. A player cannot be caught offside in their own half. The goalkeeper does not count as a defender. If the ball is played backwards and the player is in front of the last defender then he is deemed to be not offside.

Wrestling

Object of the Game

In Freestyle Wrestling, the main aim is to tackle an opponent and place their shoulders firmly on the mat for a couple of seconds – which is known as a “pin” or “fall” and will result in a victory. However, an athlete can also win a fight in a variety of other ways, which are explored in greater detail in the “Winning” section below.

Players & Equipment

Two performers participate in a Freestyle Wrestling match, which is contested on top of a large mat with eight sides. A circle is marked inside this octagon, and this is known as the fight circle. Participants are required to wear a variety of clothing items during an Olympic match. These include:

Uniform

A Freestyle Wrestling uniform is known as a singlet, and is often made of Lycra or spandex so it will fit tightly to the skin – offering maximum flexibility for the athlete and minimal grip for the opponent.

Wrestling Shoes

Freestyle Wrestler athletes also wear specially designed shoes for contests, which provide them with grip and mobility when they are competing on top of the large spongy mat. These shoes are usually built with rubber soles.

Blood Rag

Freestyle Wrestling athletes will also carry a blood rag with them into every fight. This is essentially a handkerchief, and can be used to wipe away any blood or sweat that may be compromising a performance or endangering an opponent.

Helmet

Like with Greco-Roman Wrestling, a fight helmet is optional in Freestyle Wrestling. Some wrestlers receive recommendations from their medical team to wear headgear in order to protect themselves, although many prefer the freedom of not having a helmet during a fight.

Scoring

There is a very specific points system used in Freestyle Wrestling, with the more complex and difficult moves scoring higher values than the simpler ones. Wrestlers are also awarded points for adopting an offensive approach and taking the fight to their opponent.

Takedown (2 - 5 points)

Takedowns can score anywhere between two and five points. These are moves that involve at least three points of contact (e.g. two arms, one knee) and vary in value depending on execution and style. For example, a high scoring takedown will be one that involves a strong throw from a standing position that lifts an opponent’s legs above their head.

Reversal (1 point)

A “reversal” is when a wrestler manages to outfox their opponent and turn a defensive position into an attacking one. One point is awarded to the wrestler who manages to achieve a reversal during the fight.

Exposure (2-3 points):

Exposure or the “danger position” can score a wrestler two or three points. This is when a wrestler puts his/her opponent on their back for a few seconds. The number of points scored will depend on the effectiveness, execution and length of the exposure move.

Penalty (1-2 points)

In Freestyle Wrestling, an athlete may also be penalized if they flee a hold, back away over the mat, or take a timeout when they are not forced to because of bleeding. If a wrestler persistently offends they will be cautioned. Three cautions can lead to disqualification. A wrestler is entitled to challenge cautions, which will either be upheld or overturned by the judges.

Out of Bounds (1 point)

If a wrestler places one foot outside of the designated fight area, their opponent will be awarded an “Out of Bounds” point.

Winning

There are numerous ways to win a match in Olympic Freestyle Wrestling. These include victory by pin, technical pin, judge's decision, default or disqualification.

By Pin

Most wrestlers attempt to win a fight by pin or fall. This involves locking an opponent’s shoulders down on the mat with control for one to two seconds. Once a pin is made, the referee will check with the judges for their verdict. If they concur with the referee, the fight will end and the athlete who made the pin will be crowned the victor.

By Technical Pin

A technical pin/technical fall victory is awarded to a wrestler who achieves a ten point lead over their opponent at any stage during the fight.

By Decision

If no pin or technical pin is achieved during a fight, the judges will check their scorecards to see which wrestler scored the most points throughout the contest. The highest scorer is declared the winner.

By Default

If a wrestler can no longer continue a fight due to injury or does not take part in the contest for any reason at all, they will forfeit the match and their opponent is awarded the victory by default.

By Disqualification

If a wrestler repeatedly breaks the rules and/or receives three cautions during a fight, they will be disqualified and their opponent will be handed the win.

Rules of Freestyle Wrestling
  • An athlete is forbidden from locking in a leg scissor move to the head, neck or body of their opponent. Scissor moves on the legs or arms are, however, permitted.
  • If a wrestler is considered to be passive, they will be placed on a thirty-second shot clock. If neither athlete manages to score any points during those thirty seconds, the opponent is awarded a point. The passive athlete will also be given a caution.
  • If a wrestler receives three cautions during a fight, they will be disqualified from the contest.

Handball

Object of the Game

The object of handball is to score more points than your opponent. A handball game lasts for a regulation 60 minutes. This is split into two periods of 30 minutes each with a 15 minute interval. For younger players, the period time can be reduced to 20 minutes.

Players & Equipment

The standard handball games feature 7 players on each side, six outfield players and one goalkeeper. A team will also have 7 substitutes, which can be used on a rolling basis and with no need to notify the referee. There is a semi-circle area around each goal area, sometimes referred to as the crease or the zone. There is also a dashed semicircle line which lies 9 meters from goal, which is the free throw line. The ball must be made from leather or synthetic material and it must be of a size to fit in the hand of a player. This means that there are three regulation sizes of handball. One for over 8s where the ball has a circumference of 50-52 cm, a II for women and males aged 12 to 16 where the ball has a circumference of 54-56cm and a III for males aged 16 and over, with a circumference of 58-60cm. A handball game can be played with a court, two goals and a ball. Official games will see teams wearing uniforms.

Scoring

A goal is scored in handball when the ball is thrown into the opponent’s goal.

Winning the Game

To win in handball you must score more than your opponent. If the handball game is drawn then there must be a winner; then periods of overtime with a maximum of 2 5 minute periods are played. If the scores are still level, a shoot-out is used to determine the result of the game.

Rules of Handball
  • A match consists of two periods of 30 minutes each.
  • Each team consists of 7 players; a goalkeeper and 6 outfield players.
  • Outfield players can touch the ball with any part of their body that is above the knee.
  • Once a player receives possession, they can pass, hold possession or shoot.
  • If a player holds possession, they can dribble or take three steps for up to three seconds without dribbling.
  • Only the goalkeeper is allowed to come into contact with the floor of the goal area.
  • Goalkeepers are allowed out of the goal area but must not retain possession if they are outside the goal area.

Judo

Object of Judo

While there is a deep tradition of Eastern philosophy underpinning the martial art, as a competitive sport the aim is simply to beat your opponent, albeit with honour and grace. To win a bout a player must score more points than their opponent, with points being awarded for throws or holds, and penalties being given for various infringements.

Players & Equipment

Judo is competed on a mat – or tatami – measuring 14m x 14m, with a smaller 10m x 10m contest area marked within. Judokas must each wear a gi (traditional uniform originating from the kimono and other Japanese garments). The gi must be durable enough not to easily rip and the arms and legs must be no more than 5cm above the wrists and ankles respectively when the limbs are extended. A belt must be worn which is wrapped around the jacket and tied with the traditional knot.

Scoring

There are three types of score an athlete can achieve in a judo bout. Ippon is the best in that it results in immediate victory and can be achieved by throwing an opponent in such a way as to make them land on their back. Alternative methods of scoring ippon include trapping an opponent in an armhold or stranglehold to the extent that it forces them to submit or immobilizing an opponent on the floor for at least 25 seconds. The next best score is a waza-ari, which is a half point in that the award of two waza-ari in a bout is the same as ippon, and hence the winner is declared. Waza-ari is awarded for lesser throws than those scoring ippon, and for immobilizing the opponent for less than the time required to score ippon. The third, and holding the least weight, is yuko. These are awarded for short immobilizing holds and some less effective throws or locks. One score of waza-ari outscores any number of yuko, while even if an athlete has one score of waza-ari and many of yuko, one score of ippon by the other athlete would supersede them all. There are two types of penalties awarded in judo, shido – for minor rule infringements – and hansoku make – for major rule breaches, or for the accumulation of four shidos. Shido penalties are awarded for stalling tactics, prolonged periods of non-aggression, with the first penalty being a warning, the second giving a score of yuko to the opponent, the third a waza-ari and the fourth, ippon – hence the match. An award of hansoku made to an athlete automatically gives the match to the opponent, and – if for a major rules infringement rather than for four shidos – also results in expulsion from the tournament itself.

Winning the Match

Athletes, or judokas, win a match by either achieving ippon, gaining two scores of waza-ari (and hence ippon) or having accumulated more points than the opponent by the end of a bout. If the scores are identical at the end of a bout, a period of Golden Score ensues. In this overtime period, the first score of any kind wins an athlete the match. If the scores are still level at the end of this period the result is decided by Hantei, that is the majority decision of the referee and the two corner judges.

Rules of Judo
  • Judo matches take place on tatami (mats) measuring 14m x 14m, with a combat area of 10m x 10m marked out within it. Judokas (athletes) must bow before stepping onto the mat and must bow to each other before and after either practice or competition.
  • Judokas must wear the appropriate gi (uniforms), that is one that is no more than 5cm above the ankles and wrists and is tied with the correct style of knotted belt.
  • Bouts last five minutes (in international competition) and are won when one judoka is awarded an ippon. If no ippon is awarded, the player with the highest score at the end of the bout is declared the winner. If the score are level the match is decided by a period of Golden Score then – if still not resolved – the decision of the referee and corner judges.
  • Penalties are awarded for minor (shido) or major (hansoku make) infringements of the rules. Four shidos result in the award of ippon to the opponent, as does one hansoku make.
  • Judokas must not employ any of the outlawed techniques, including attacking joints (other than the elbow), punching or kicking opponents, touching the opponent’s face, or intentionally injuring the opponent in any way.

Kabaddi

Object of the Game

The overall object of the game is to simply score more points than the opposition team within the allotted time. To do this, each team must attempt to score points by both attacking and defending. When attacking, the offensive team sends across a raider into the opposition’s half who must touch one or more members of the opposition to score a point. When defending, the objective is to capture the raider by wrestling them to the ground or simply by preventing them returning to their own half by the time their breath is up.

Players & Equipment

Kabaddi is played by two teams that both consist of twelve players each. However, only seven players per team are allowed on the field of play at any one time. The Kabaddi playing surface measures 13m x 10m and is separated into two halves by a white line, one team occupying each half. It can be played on a wide range of surfaces from a dedicated clay court to spare ground where a playing surface has been chalked out. Unlike so many other popular sports and games, Kabaddi is a game that genuinely needs no special equipment, clothing or accessories, ensuring it is a game that is open to everyone.

Scoring

Scoring in Kabaddi is relatively simple. Teams score one point for each opponent that they put out of the game. Putting an opponent out (and thus scoring a point) is done in different ways. When attacking, this is done by the raider touching opposition members, putting them out. When defending, it is done by preventing the raider returning to their own half. Bonus points are also available in Kabaddi. The raider can earn an extra point by successfully touching the bonus line in the opposition’s half. Three bonus points are available to a team when all of their opponents are declared out and a point is also available if any part of an opposing team member’s body goes outside of the boundary. Winning the Game At the end of the match, the team with the most points is declared the winner. If at the end of the game both teams have the same amount of points, then the game is deemed to be a draw.

Rules of Kabaddi
  • Each team shall consist of no more than 12 players with only 7 taking to the field at any one time.
  • Because of the physical nature of Kabaddi, matches are categorized in age and weight categories.
  • There are six officials looking after each Kabaddi match. The officials comprise of a referee, a scorer, two assistant scorers and two umpires.
  • The duration of the match is two halves of 20 minutes with a half time break of 5 minutes.
  • At the start of a Kabaddi match, there is a coin toss with the winner having the choice as to whether to have the first raid or not. In the second half of the match, the team that did not raid first shall begin the second half with a raid.
  • To win a point when raiding, the raider must take a breath and run into the opposition’s half and tag one or more members of the opposing team and then return to their own half of the pitch before inhaling again.
  • To prove that another breath hasn’t been taken, the rider must continue to repeatedly yell the word ‘Kabaddi’. Failure to do this, even for just a moment, means that the rider must return to their own side of the court without points and the opposite team is awarded a point for a successful defense play.
  • The team being raided is defending, and the players must prevent the raiders from tagging them and returning back over the halfway line. Whilst in defense, a team may score a point by successfully preventing the raider returning to their own half after tagging them. Raiders may only be grabbed by their limbs or torso, not by their hair, clothes or anywhere else, and defenders are not permitted to cross the centerline.
  • Each team will take turns in raiding and defending. Following halftime, the two teams switch sides of the court and the team who defended first in the first half begin the second half by raiding.
  • The game continues in this way until the time is up, the team with the most points at the end of the match is declared the winner.

Karate

Object of Karate

The object of Karate is to defeat your opponent by utilizing punches, kicks and throws to score points. At the end of a Karate kumite, the competitor with the most points is declared the winner (or before the end if they reach and eight point lead over their opponent). As well as being a combative physical activity, Karate is highly skilled and tactical, and all competitors are required to have a high level of skill, experience, speed and dexterity to be successful in Karate competition.

Players & Equipment

Competitors are placed into categories according to their weight and maybe their age in the case of junior competitions. All competitors in Karate kumite competitions are required to wear a traditional Karate suit known as a gi and this should be plain and without stripes or embroidery. Instead of wearing the belt colour that signifies their rank, one contestant wears a red belt and the other a blue belt to help distinguish them. Other prescribed pieces of equipment are:

  • A gum shield
  • Body protection (and extra chest protection for females)
  • Shin pads
  • Foot protectors

Groin guards can be worn but are not mandatory.

Scoring

Scoring in Karate competitions is relatively simple. Scoring is limited to the following areas of the opponent's body:

  • Head
  • Face
  • Neck
  • Chest
  • Abdomen
  • Side
  • Back

A score is awarded when one fighter performs a technique that conforms to the following criteria and the blow lands on a relevant scoring area of their opponent’s body:

  • Good form
  • Vigorous application
  • Good timing
  • Accurate distance
  • Awareness
  • Sporting attitude

Fighters can score one, two or three points for attacking techniques: Ippon (three points) is awarded for:

  • A jodan kick (kick to upper level)
  • Any scoring technique performed on a fallen or thrown opponent

Waza-ari (two points) is awarded for:

  • Chudan (mid level) kicks

Yuko (one point) is awarded for:

  • Chudan or Jodan Tsuki (mid or upper level punch)
  • Jodan or Chudan Uchi (mid or upper level punch)
Winning the Match

A Karate match can be won in a number of ways:

  • By having more points than your opponent at the end of the fight.
  • By extending a lead of eight points immediately ends the match
  • If you render your opponent unable to carry on
  • If your opponent is disqualified.

If the amount of points are equal at the end, then the referee and the three judges consult and decide a winner between them.

Rules of Karate
  • Karate Kumite matches take place on a matted square of 8m x 8m with an additional 1m on all sides that is called the safety area.
  • Once the referee and judges have taken their places, competitors should exchange bows.
  • The fight starts when the referee shouts “SHOBU HAJIME!”
  • Both fighters should attempt scoring techniques (punches, kicks and throws) on their opponent. These are classified as Yuko, Waza-ari and Ippon and are one, two and three points respectively.
  • If the referee deems a scoring technique may have been used, the referee shouts YAME and the contestants, judges and referee all resume their original positions.
  • The judges will then indicate their opinion by means of a signal and if a score is to be awarded, the referee identifies the contents and the area that they attacked and then awards them the relevant socire (Yuko, Waza-ari or Ippon) and then restarts the bout by shouting “TSUZUKETE HAJIME!”
  • If one competitor establishes a clear lead of eight points during a match, then the referee calls a halt to the bout and declares them the winner.
  • If no competitor establishes a clear lead of eight points during the fight, then the fighter who has the most points is declared the winner.
  • In the event of the points being level, the referee and the judges will decide who is the winner of the bout.
  • Fights can end earlier if one competitor is knocked down and is not in a position to carry on or if one fighter is disqualified.

MMA (Mixed Martial Arts)

Object of MMA

The object of the sport is to defeat your opponent utilizing striking, throwing and grappling techniques. Although in the early years of MMA and particularly the UFC fighters tended to concentrate on one martial art and tended to be solely strikers and grapplers, nowadays most fighters recognise the need to cross-train to be successful in MMA. That means fighters will often have a base style such as Brazilian Jiu Jitsu but will also incorporate wrestling, Thai boxing and western boxing training to give them an all round fight game. Such a mix of styles in which you take the strengths of each is essential to being successful in modern MMA and consistently winning matches.

Players & Equipment

MMA is contested by two people in a cage or a ring. It is generally thought of as an adult only sport but there are more and more juniors training in MMA and they compete in competitions. However, because MMA can be a dangerous sport, matches are generally not full contact, strikes to the face are not allowed and nor are any forms of joint locks that could be dangerous to growing bones. In adult competition, the following weight classes apply:

  • Super Heavyweight over 265 pounds
  • Heavyweight over 205 to 265 pounds
  • Light Heavyweight over 185 to 205 pounds
  • Middleweight over 170 to 185 pounds
  • Welterweight over 155 to 170 pounds
  • Lightweight over 145 to 155 pounds
  • Featherweight over 135 to 145 pounds
  • Women's Bantamweight over 125 to 135 pounds
  • Bantamweight over 125 to 135 pounds
  • Flyweight over 115 pounds to 125
  • Strawweight up to 115 pounds

The ring/cage used in MMA must be between 20 square feet and 32 square feet. Because mixed martial arts is the ultimate one-on-one combat sport, no other equipment is used apart from MMA gloves, lightweight padded gloves that allow movement of the fingers whilst also protecting the hands when punching.

Scoring

In mixed martial arts matches, scoring is done in the same way as many other combat sports such as boxing. Three judges sit around the ring and score each round, giving the winner of the round in their judgment 10 points and the loser 9 points. In rounds where there is a clear winner, the loser may only receive 8 points. If the match lasts the whole duration then the judges scorecards are added up and the winner announced. If the judges scorecards indicate that both scores are equal, then the match is declared a draw.

Winning the Match

MMA matches can be won in one of a number of ways:

  • Knockout - When one fighter causes their opponent to lose consciousness due to striking
  • Decision - If the fight lasts all of its rounds, then the outcome of the match is decided by judges, the winner being the fighter with the most points.
  • Submission - This is when one fighter places their opponent into a hold and then the opponent ‘taps out’ or, if they refuse to and the hold continues, they may lose consciousness and the referee ends the fight immediately.
  • Technical knockout (TKO) - This is when a fight is ended by the referee, the fighter’s corner or a doctor. Reasons can include a fighter unable to defend themselves or if continuing the fight could put the fighter’s health at risk.
  • Forfeit - A fighter can forfeit the match before the fight if they are injured and unable to fight.
  • No contest - If both fighters continually break the rules of if one fighter is injured unintentionally by an illegal action, a no contest can be called
Rules of MMA (Mixed Martial Arts)
  • Matches shall consist of three rounds, each of which should last no more than five minutes.
  • Fights shall take place in a ring or cage that measures between 20 square feet and 32 square feet.
  • To ensure a fair fight, competitors may only fight those fighters that are in the same weight category.
  • When the contest begins, fighters should use legal strikes grappling and throwing techniques in an attempt to defeat their opponent.

Attacks that are not allowed in MMA include:

  • Strikes to the groin
  • Eye gouging
  • Biting
  • Grabbing or striking the throat
  • Manipulating the fingers
  • Hair pulling
  • Head butts
  • Striking the back of the head
  • Intentionally throwing your opponent out of the cage
  • Attacking orifices
  • Fighters must listen to the referee at all times and comply immediately with his instructions.

Fights can be won in a number of ways:

  • Knockout
  • Submission
  • Decision
  • TKO
  • Forfeit
  • No contest
  • If the contest goes the distance, the three judges shall combine the points they have awarded competitors for each round to determine the winner. If the scores are tied, then the match shall be declared a draw.

Muay Thai

Object of Muay Thai

Muay Thai pits two competitors against each other in a boxing ring and the object of the sport is for one fighter to win the contest by knocking their opponent out, the opponent being stopped by the referee as unfit to carry on (technical knock out) or winning on points. Fighters utilise their fists, feet, shins, elbows and knees to try and win the fight as well as occasional clinch and grapple techniques. Despite the extreme physical and combative nature of the Muay Thai, it takes a lot of skill to become a proficient fighter and win matches at the higher levels of competition.

Players & Equipment

Under the World Muay Thai Council rules, to compete in a professional Muay Thai fight, a fighter must be over the age of 15 and must weigh at least 100 pounds. Fighters are all classified into weight divisions and when competing, there must not be more than 5 pounds difference in weight. The weight divisions are as follows (in pounds):

  • Super Heavyweight 209+
  • Heavyweight 209
  • Cruiserweight 190
  • Super Light Heavyweight
  • Light Heavyweight 175
  • Super Middleweight 168
  • Middleweight 160
  • Junior Middleweight 154
  • Welterweight 147
  • Junior Welterweight 140
  • Lightweight 135
  • Junior Lightweight 130
  • Featherweight 126
  • Junior Featherweight 122
  • Bantamweight 118
  • Junior Bantamweight 115
  • Flyweight 112
  • Junior Flyweight 108
  • Mini Flyweight 105

There is little equipment that is essential for Muay Thai competitors. All fighters must wear gloves sanctioned by the WMC and the correct weight for the respective weight classification must wear shorts at half-thigh length. A groin guard and mouth guard must also be worn and long hair is discouraged as are beards. All boxers must wear a Mongkol which is a sacred headband before the bout commences and each boxer may also wear a charm or inscribed cloth around their upper arm or their waist. No footwear is to be worn as fighters compete barefoot.

Scoring

Scoring in Muay Thai fights is relatively straightforward and is scored on a round by round basis. Basically, the fighter who is judged to have won the round is given 10 points and the loser is given 9, 8 or 7 judged on their performance in the round. When both boxers are deemed to have performed equally well in the round, then each fighter is awarded 10 points.

  • A 10:9 round is where one fighter is deemed to have won the round.
  • A 10:8 round is where one fighter is deemed to have won the round clearly.
  • A 10:7 round is where one fighter is deemed to have won the round clearly and their opponent has been on the canvas and received a count from the referee.

Boxers who receive a warning in a round lose one point.

Winning the Fight

A Muay Thai fight can be won in one of three ways:

  • Knockout: If one fighter knocks his opponent out, they are immediately declared the winner.
  • Technical Knockout - Known as a TKO, this is the same as in boxing where the referee deems one fighter as not fit to carry on.
  • Points: At the end of the match, if neither competitor has managed to stop their opponent, then it goes to the judges scorecards. The fighter with the highest amount of points is judged to be the winner. If both fighters are on the same amount of points then the match is declared a draw.
Rules of Muay Thai
  • Muay Thai matches take place in a ring between 6.1m x 6.1m and 7.3m x 7.3m.
  • Competitors competing in a professional match should be over the age of 15 and their weight should be in the same weight category and not more than 5 pounds difference in weight.
  • Before every Thai Boxing match, each boxer is required to pay homage in accordance with the heritage of Muay Thai. This involves a ritual dance accompanied by music played by a Javanese tom-tom drum, a Javanese oboe and a small pair of cymbals.
  • Once homage has been completed, the bout is ready to begin and both fighters must shake hands before the bout begins to agree that they will compete in accordance with the rules and in a sportsmanlike manner.
  • Muay Thai bouts have 5 rounds of 3 minutes each, with a two minute rest period between each.
  • Once the bout begins, both fighters attempt to win the match by utilizing their fists, feet, elbows, knees and shins in an attempt to defeat their opponent.
  • The fight is won once one fighter knocks out their opponent, the referee stops the fight because they deem one fighter unfit to carry on or the fight goes the full distance and one fighter is declared the winner on points. Should the points totals be equal then the match is declared a draw.

Golf

Object of the Game

The object of the game is simple enough: to get your ball from the tee (the starting point of any hole) to the green and ultimately into the hole in as few shots as possible. “The hole” refers both to the physical hole marked by a flag into which the ball must be sunk and also the entire area from the tee to the green. This may be considered one unit of the course, with a standard course consisting of 18 separate holes played in turn.

Players & Equipment

Golf is usually played individually, with a professional tournament generally consisting of around 80-160 players playing in groups of three or four, competing against each other. There are also team tournaments, the most notable being the Ryder Cup played between Europe and the USA. In this format 12 players from each side compete in a mixture of singles matches, played one against one, and doubles, two against two. The equipment used in golf is highly regulated, with exact specifications for almost everything, from the exact make and model of clubs that are allowed, to the size and shape of the grooves on their face (the surface with which the ball is hit), to the precise weight and aerodynamic capabilities of the ball. Due to the fast pace at which technology is improving this has been a difficult area for the governing body, the R & A, to regulate. Players are only allowed to carry and use 14 clubs during any one round and in addition to the clubs and ball the players normally wear a glove on their left hand (for right-handed players) and also use tees, small pegs, to elevate the ball for the first shot on any given hole. Confusingly the part of the course the first shot is made from is also called the tee and golf is unusual among ball games in not having a standardized pitch or playing area. Although all courses will have the same features, such as tees, greens, fairway and hazards, the exact layout and size varies, making each course unique, which is very much part of the game’s allure.

Scoring

The most common scoring method in golf is called stroke play, where the total number of shots a player takes to get the ball into each hole is added together. At amateur level this is usually over one round (set of 18 holes) whilst professionals normally play four rounds, starting on a Thursday and finishing a tournament on the Sunday. The score is expressed in terms of under or over par. Par is the number of shots a good golfer (someone playing off “scratch”, or a handicap of zero) would expect to complete a given hole in, with one always allowed for the tee shot and two putts (shots played on the smooth, prepared area around the hole called the green). Being under par is a good thing as you have completed the hole in fewer shots than expected. Apart from stroke play the other main scoring method is match play. Under this system whoever completes each hole in the least number of shots wins that hole or if it is level the hole is “halved”. The overall victor is the one who wins the most holes, with results normally expressed as “3 & 2” for example, meaning one player was three holes in front with only two left to play. In addition there are also Stableford, skins and other scoring methods but these are predominantly only used in amateur play.

Winning the Game

Most pro events, including all four of the game’s Majors (the biggest, most valuable, prestigious tournaments each year) use the stroke play system. Events are held over four days and the winner is the player who completes 72 holes (four rounds of 18, almost always on the same course) in the fewest number of shots (also called strokes).

Rules of Golf
  • The ball must be hit using standard clubs from the start of each hole to the green and ultimately into the hole, which is marked by a flag.
  • Players strike the ball in turn with the furthest away from the hole going first. At the start of a new hole whoever took the least shots on the preceding hole shall go first.
  • The penalty for a lost ball is one stroke and this includes balls struck out of bounds (off that particular hole) or into water hazards. You have five minutes to search for your ball and the penalty is both stroke (one shot) if the ball is lost and additionally distance (you play again from your original starting point) if it goes out of bounds or into the water.
  • Players can only use up to 14 clubs.
  • Players cannot seek advice from anyone other than their partner or caddy.
  • The ball should be played as it is found – you must not move, break or bend anything fixed or growing, other than to assume your normal stance, to improve the lie of the ball, your line of site or your area of swing.
  • On the putting green a player can mark, lift and clean his ball so long as it is replaced exactly where it was. He or she may also repair ball marks or hole plugs but not spike marks that are on the putting line.

Polo

Object of the Game

The object of Polo is for a team to score more points than its opposition, thus winning the game. Each team attempts to move the ball into the opposition's half of the pitch with the aim of eventually hitting it through the goal to score. Each team of four is made up of attackers and defenders, but realistically all members of a polo team are expected to be flexible and make any play whether offensive or defensive and change position as necessary to benefit the team.

Players & Equipment

Each team is made up of four players, each one assigned a position which is displayed by the number worn on their kit.

  • Position 1 is known as an attacking offensive player, similar to a striker in soccer or forward in hockey. Hard and accurate hitters of the ball, their prime aim is to score but when defending, they also have the responsibility of looking after the opposition’s position 3 player.
  • Position 2 is an offensive player primarily, backing up the position 1 player in attack. However, they also have defensive responsibilities, often interchanging with the position 3 player when they attack.
  • Position 3 is very similar to the quarterback position and is usually a position that is filled by the best player in the team. It is an attacking position and players in this position must be able to hit the ball accurately upfield to the position 1 and 2 players.
  • Position 4 is a defensive position, tasked with defending the team’s goal. However, they do have offensive responsibilities and when successfully defending the goal, they are expected to move the ball forward accurately to the team’s offensive players.

In terms of equipment, the most obvious piece of equipment is a horse specifically bred for the game of Polo, known as Polo pony. Each player will need at least two to switch out between chukkas and these may be the player's own or they may be provided by their club. These horses will need a special saddle which will enable the player to be seated securely, control the horse and swing the mallet. Other essential pieces of equipment are a helmet, a polo stick, knee guards and a ball.

Scoring

Scoring is simple in Polo, and a point (known as a goal) is scored when the ball is hit into the goal. Unlike many other games that change halves at set periods such as halftime, in Polo, teams change field direction every time a goal is scored. It’s not known exactly why this is the case but it is thought that it stems from the past where pitches were traditionally on an East/West axis and teams would not want to spend extended periods of time with the sun or wind in their face.

Winning the Game

The team who have scored the most amount of goals and thus end up with the highest amount of points at the end of the game are deemed the winners. If the game is drawn, another chukka is played and the first to score wins. If nobody scores in this, another chukka is played in which the goalposts are widened and the first to score wins.

Rules of Polo
  • Polo is played on a Polo field that is 300 yards long and 200 yards wide, although this may be just 160 yards wide if it is a boarded pitch.
  • The goalposts have a width of 8 yards and are open at the top.
  • Each Polo match shall consist of 4 chukkas (plays), each one lasting 7 minutes of actual play.
  • The game shall start when the umpire throws the ball in between the two teams. This is how play is restarted after a goal is scored too.
  • When a goal is scored, the teams change ends, which helps to equalise any ground or weather advantages.
  • Players may challenge opposition team members by ‘riding them off’, which is where a payer rides their pony alongside their opponent’s and attempts to move them away from the ball or even take them out of play. Player may also ‘bump’ the opposition, which is a physical manoeuvre akin to the body check in hockey. Players may also hook an opponent’s stick when they are attempting to hit the ball.
  • Polo is overseen by two mounted umpires who consult each other on decisions. Should they disagree, they can seek the opinion of the match referee also known as the ‘third man’.
  • Following a foul, a free hit may be awarded towards goal.
  • The team with the most amount of goals at the end of the match is declared the winner.

Rowing

Object of the Game

The objective of rowing is simple: the boat that reaches the finish line first is declared the winner of the race. Reaching the finish line in the quickest possible time requires an astonishing amount of physical and mental strength, high levels of stamina and seamless synchronization when competing in team events.

Players & Equipment

All participating athletes in rowing competitions have a different role to play, and the number of players and piece of equipment can vary depending on the type of rowing of event in question.

Boats & Players

Rowing races adopt different names depending on the number of people participating and the type of boat being used. The main events held at the Olympics include:

  • Single Scull: One athlete in a “scull” boat with two oars (one in each hand)
  • Double Scull: Two athletes in a “scull” boat with two oars each (one in each hand)
  • Quadruple Scull: Four athletes in a “scull” boat – all with two oars each (one in each hand)
  • Coxless Pairs: Two athletes in a boat that has no “coxswain” (a person who sits in the stern to facilitate steering); Each athlete has one sweep oar each
  • Coxed Pairs: Two athletes in a boat that has a coxswain present. Both athletes have one sweep oar each
  • Coxless Fours: Like Coxless Pairs, only with four athletes instead of two
  • Coxed Fours: Like Coxed Pairs, only with four athletes instead of two
  • Eights: Eight rowers who all have one sweep oar each with the boat steered by a coxswain
Oars

Different types of oars are used for different races. Despite the varying designs, the vast majority of rowing oars have a long, thin body with a thick paddle-like molding at the end. Larger, thicker “sweep oars” are used for coxless and coxed rowing events.

Steering

In sculling races, athletes are required to use their oars to steer the boat in a particular direction. In coxed races, the coxswains control the steering through rudder. When there is no coxswain present, the crew will control the boat with a rudder cable attached to the toes.

Rowing Tank

A lot of rowing athletes will train for Olympic races by practicing their rowing in a Rowing Tank. These artificial chambers contain water that can be completely controlled in terms of tempo and aggressiveness, enabling athletes to practice in a wide variety of different conditions. Rowing Tanks also prove extremely useful when bad weather makes training impossible, allowing rowers to work on their technique and build their physique regardless of the poor outdoor conditions.

Scoring

There is no point scoring involved in rowing. It is merely a case of working alongside teammates to function as a unit and propel the boat through the water at the highest speed possible in order to reach the finish line in the quickest time.

Winning

The winner of a rowing race is the individual or team that reaches the finish line first. In the modern Olympics, all races are held over 2000 meters, including men’s and women’s events. In order to win a rowing competition outright, an athlete/team must advance through a series of “heats” in order to progress through the tournament. The first three boats to cross the finish line in the final will receive the gold, silver and bronze medals.

Rules of Rowing

Competitive rowing involves a number of rules that athletes must adhere to in order to avoid being disqualified. These include:

  • Lane Changing: There are six separate lanes in an Olympic rowing event, with one lane assigned to each boat. Athletes and teams are actually allowed to move across from one lane to another if they desire – provided they do not impede or obstruct another boat whilst doing so.
  • False Starts: Boats must not leave the starting line until the firing gun goes off. Athletes/teams are allowed one “false” start (i.e. setting off before they are permitted to do so). If they do this twice, however, they will be disqualified from the race.
  • Olympic Medal Winners: The gold, silver and bronze Olympic games medals are awarded to the boats that finish in the top three of the final race, which has six teams/athletes competing.

Rugby

Object of the Game

The object of the game is score more points than your opponents in the 80 minute time frame allotted for each rugby match. The team with the greater number of points at full time is announced as the winner. Games may end as a draw. The team with the ball must move the ball up the field in ‘phases of play’. The ball can never be passed forwards but players can run forwards with the ball or kick the ball forward to chase it down. The opposing team needs to stop the attacking team by tackling and trying to retain the ball.

Players & Equipment

Each rugby team will consist of 15 players. The team is split into two groups known as forwards and backs. There are 8 forwards (positions include Hooker, Prop, Second Row, Flanker and Number Eight) and 7 backs (positions include Scrum Half, Fly Half, Inside Center, Outside Center, Wingers and a Full Back). The pitch is split up into three sections; one main playing area which must not exceed 100 meters and two dead goal areas which can range from 10 to 20 m. The pitch must then be equal to 70 meters wide. The goal posts are in an ‘H’ shape and are roughly 5 to 6 meters apart with no restrictions on height. Studded boots can be worn along with gum shields, head guards, shoulder pads and shin pads. Each team must wear the same coloured jerseys with matching shorts and socks.

Scoring

Points can be scored by one of four ways:

  • A try is awarded when a player places the ball down in their opponent’s dead ball area behind the goal. 5 points are awarded.
  • A conversion is a free kick that the team is awarded after a try to earn 2 bonus points. A successful kick needs to pass between the upper posts and top bar on the goal.
  • A penalty kick will gain a team 3 points and is awarded to a team when the opposing team causes an infringement.
  • A drop goal can be kicked out of the hand as long as the ball bounces first and can earn a team 3 points.
Winning the Game

To win the game you must score more points than your opponent within 80 minutes. Points can be scored via any of the methods mentioned above.

Rules of Rugby
  • The game is broken down into two 40 minute halves with a 10 minute rest period in between. The game carries no stoppage time and will end exactly in 80 minutes.
  • Each team can start with 15 players and up to 7 substitutes. Players that have left the field are only allowed to return if they have been treated for an injury.
  • The field must be roughly 100 meters long and 70 meters wide with a minimum of a 10 meter dead ball area. The H shaped goal needs to be 6 meters wide with no restrictions on height.
  • The field consists of the following markings; half way line, 5 meter line, 22 meter line, 10 meter line and dead ball line. Also included is a center spot for restarting the game after a try, penalty or drop goal has been scored.
  • The game must have one referee and two touch judges. It’s the referee’s job to time keep, make decisions throughout the game and keep order on the field. The two touch judges can assist the referee with decisions and also notify the referee when players are in touch (out of playing boundaries).
  • The game will stop if a player is fouled, the ball goes out of play or a try or drop goal is scored.
  • The defending team must tackle a player by grabbing a hold and pulling them to the floor. A tackle cannot be made above shoulder height and doing so will cause the referee to award a foul.
  • Once the ball goes into touch a line out is called. Up to 7 players can enter a line out and any of these players can be lifted in order to catch the ball being thrown in. Both teams can compete to win the ball.
  • A successful conversion, penalty or kick at goal only occurs when the player manages to kick the ball through the top section of the goal. If a player is unsuccessful the ball is still in play until it crosses one of the playing fields boundaries.
  • Attacking players must remain behind the ball whilst active or run the risk of being called offside. Players not interfering with play can be in front of ball but must get back behind the ball before then again interfering with play.

Squash

Object of the Game

The object of the game is hit the ball off the back wall until you manage to make your opponent fail in returning the ball. Every time you do so you will receive a point. Points make up sets, which in turn determine the winner of the match.

Players & Equipment

Squash is played between two people in a box like room. All that is needed is a squash racket (similar to a tennis racket but smaller head size) and a squash ball. The squash ball is around 2 and a half inches in diameter and made from rubber. There are 5 different speeds of squash ball ranging from super slow (competition standard) to fast (more beginner standard). The ball is generally pretty low bouncing, especially the super slow balls, which make it tough to return the ball. There are many lines on a squash court. The first line is out line that runs across the top of the back wall and down the sides of the side wall. Any ball hitting outside this area is deemed out and a point is awarded to your opponent. A board runs along the bottom of the back wall which is technically the ‘net’. If the ball hits into the board then it is deemed a foul. 3 feet above the board is the service line. All serves must hit above this line for it to be a legitimate serve. The back of the court is split into two rectangular sections where a player must start from before each point. A service box is in each section and a player is required to have at least one foot in whilst they serve or are waiting to receive the serve.

Scoring

Scoring a point can come one of 4 ways: the ball bounces twice before your opponent hits the ball, the ball hits the back board (or net), the ball goes outside the outline or a player causes interference purposely to prevent their opponents from getting the ball. There are two methods of scoring Squash. The first is called ‘PAR’ where you play first to 11 points and you can score a point from either yours or your opponents serve. The second is a more traditional style where you play first to 9 points but can only score points off your own serve. The 11 point PAR scoring system is now the official scoring system in professional ranks and the majority of amateur games.

Winning the Game

In order to win the game you need to reach the required amounts of sets determined before the start of the match. Most sets are best of 5 games, so the first to that number wins.

Rules of Squash
  • Games can be played by either two (singles) or four (doubles) players at one time.
  • You must hit the ball with your racket within the boundaries on the back wall.
  • The ball can hit the side wall at any time as long as at some point it hits the back wall.
  • A let is called when a player accidently gets in their opponents way and is unable to get out the way.
  • A foul is called if the player purposely tries to get in the way of their opponent.
  • If a game gets to 10-10 then a player must win by two clear points to win that game.
  • You cannot hit the ball twice and you cannot carry the ball.
  • When serving one foot must be within the service box; the same goes for your opponent.
  • Upon returning a serve you may hit the ball on the volley or after it bounces.
  • The speed of balls are determined by number and colours of small spots on the ball:
    • Double Yellow = Extra Super slow for competitions
    • Yellow = Super slow
    • Green or White = Slow
    • Red = Medium
    • Blue = Fast

Table Tennis (Ping Pong)

Object of the Game

As of 2001 the aim of the game is to score 11 points (it was previously 21) by outmaneuvering your opponent into either hitting the ball into the net, hitting it off the table or missing it completely. Matches are normally contested as best of five, seven or nine games: that is to say, the first person to reach 11 points in three, four or five games respectively.

Players & Equipment

In singles play it is a game of one against one, whilst doubles pits two against two, although it is also possible to play two against one in informal situations (family holidays for instance!). Here we shall focus on singles rules. Little equipment is needed to play ping pong, which is unsurprising given it was originally an improvised game played on a table using books for both the net and the bats! Officially the game is played using a 40mm diameter, white (or sometimes orange) table tennis ball weighing 2.7g; rackets (official term) that are normally called bats (UK) or paddles (USA) and are red on one side and black on the other; and a table measuring 2.74m (9ft) long, 76cm (30 inches) high and 1.52m (5ft) wide. The table is usually blue or green and has a 15.25cm (6 inch) net across its width, bisecting its length.

Scoring

Scoring is done by forcing your opponent into hitting the ball long or wide of the table or otherwise into the net or by playing a shot which they are unable to hit at all. When serving, your opponent wins the point if you fail to make a valid serve – one that bounces on your side of the table, then clears the net (if it hits the net it is a let and the player reserves) and bounces on their side. Volleying the ball is not allowed, nor is obstructing it, whilst a double hit will also result in the awarding of the point to your opponent. Note that in table tennis the edges of the table (the lines) are “in” but the side is not.

Winning the Game

The winner of the match is the first to reach the allotted number of games, normally three, four or five. To win a game you must reach 11 points, although if the scores become level at 10-10 it is then the first player to lead by two points that is awarded the game.

Rules of Table Tennis (Ping Pong)
  • Ping pong is played over a pre-agreed number of games and the first to 11 points wins each game.
  • The toss of a coin or another form of lot-drawing determines which of the players shall serve first.
  • Each table tennis player serves twice in turn and serves must be made from an open palm, the ball tossed six inches then struck so it bounces on the service side, clears the net, then bounces on the receiver’s side.
  • Points are decided as described above and games must be won by two clear points. At 10-10 each player serves once only, in turn, until one player establishes a two point lead and wins the game.
  • After each game the players rotate both the end of the table from which they are playing as well as who serves and receives the ball first.
  • In the deciding game of a match the player's swap ends after either player reaches five points.

Taekwondo

Object of Taekwondo

In Taekwondo competition, the object is to land kicks and punches upon the scoring zones of your opponent. These are the torso and the head and both kicks and punches must be accurate and powerful, as light tapping kicks are not counted by scorers (or electronic scoring systems in major competitions). At the end of the three rounds of the match, the player with the most points is declared the winner, but the match can end early by one player knocking the other player out. All Taekwondo practitioners, whether competitors or not, are at all times expected to uphold the five tenets of Taekwondo. These are courtesy, integrity, perseverance, self-control and indomitable spirit.

Players & Equipment

In Taekwondo competition, fighters compete against other fighters of the same sex. They are also placed into weight categories to ensure that fights are as evenly matched as possible. In junior competitions, there may also be age categories too. The white taekwondo uniform that competitors wear is often called a gi, but technically that is the Japanese name for a martial arts uniform and the proper Korean term is a dobok. A coloured belt is tied round the middle of the dobok and the color signifies the grade of the practitioner. The belt system goes from white for beginners through to yellow, green, blue, red and then black for more experienced practitioners. Black belts then receive their ‘dan’ grades as they progress further in their experience and expertise. In a Taekwondo match, each competitor wears several pieces of protective equipment and these are:

  • Head guard
  • Chest (trunk) protector
  • Groin guard
  • Forearm guards
  • Hand protectors
  • Shin guards
  • Mouth guard
Scoring

Scoring in a Taekwondo match is simple. A player gets:

  • One point for a basic attack to the opponent’s torso
  • Two points for a spinning kick to the opponent’s torso
  • Three points for a kick to the head

In major competitions, electronic scoring systems are used that are placed within each player’s chest protector and are adjusted to take into account the weight category of the fight. For head kicks (and fights where electronic scoring is not used), a panel of 4 judges push a button when they see a scoring point. When at least 3 judges agree, then a point is awarded.

Winning the Match

Once a Taekwondo match is over (at the end of the 3 x 2 minute rounds), the winner is the fighter that has the most points. If both fighters have the same amount of points, then an extra round is fought called the golden point round. In this round, the first fighter to score a point is declared the winner. Taekwondo matches can be won earlier if one fighter knocks the other out or if one fighter is disqualified for a rule breach.

Rules of Taekwondo
  • Taekwondo matches should be contested by competitors of the same sex and in the same classified weight category.
  • The competition area is a mat that measures 8 meters squared.
  • Taekwondo matches are contested over 3 x 2 minute rounds with a rest of 1 minute between rounds.
  • Each fighter attempts to knockout their opponent or score points by landing blows on their opponent’s torso or head. Kicks are allowed to both to the torso and head, whilst punches are only allowed to the body. Below the waist is not a permitted target.
  • If a fighter and their coach think that a point has been missed or that a mistake has been made, they can make a protest. A video replay is then looked at by judges and a decision is made.
  • Fighters can lose points by the way of penalties. These can be incurred by actions such as:
    • Punching to the face
    • Attacking with the knee
    • Attacking below the waist
    • Stepping out of the ring with both feet
    • Turning your back on your opponent
    • Pushing, holding or grabbing your opponent
    • Feigning injury
  • The match is won by the fighter who knocks their opponent out or who has the greater number of points at the end of the three rounds.
  • If the match is a draw, a golden point round is fought, with the fighter landing the first scoring point being declared the winner.

Tennis

Object of the Game

The game of tennis played on a rectangular court with a net running across the center. The aim is to hit the ball over the net landing the ball within the margins of the court and in a way that results in your opponent being unable to return the ball. You win a point every time your opponent is unable to return the ball within the court.

Players & Equipment

A tennis match can be played by either one player on each side – a singles match – or two players on each side – a doubles match. The rectangular shaped court has a base line (at the back), service areas (two spaces just over the net in which a successful serve must land in) and two tram lines down either side. A singles match will mean you use the inner side tram line and a doubles match will mean you use the outer tram line. A court can be played on four main surfaces including grass, clay, hard surface and carpet. Each tournament will choose one surface type and stick without throughout. All that is required in terms of equipment is a stringed racket each and a tennis ball.

Scoring

You need to score four points to win a game of tennis. The points are known as 15 (1 point), 30 (two points), 40 (three points) and the fourth would result in the winning point and the end of that game. If the scores went to 40-40 this would be known as deuce. When a game reaches deuce the player must then win by two clear points. Winning the Game To win the game you must win a certain amount of sets (best of three for women’s matches and best of 5 sets for men’s matches). Winning a set is simply the first player to reach 6 games but have to be clear by at least 2 games. If your opponent wins 5 games you must win the set 7-5. If the set goes to 6-6 then a tie break is played and it’s simply the first player to 7 points.

Rules of Tennis
  • The game starts with a coin toss to determine which player must serve first and which side they want to serve from.
  • The server must then serve each point from alternative sides on the base line. At no point must the server’s feet move in front of the baseline on the court prior to hitting their serve.
  • If the server fails to get their first serve in they may take advantage of a second serve. If they again fail to get their second serve in then a double fault will be called and the point lost.
  • If the server clips the net but the ball goes in the service area still then let is called and they get to take that serve again without penalty. If the ball hits the net and fails to go in the service area then out is called and they lose that serve.
  • The receiver may stand where they wish upon receipt of the serve. If the ball is struck without the serve bouncing then the server will receive the point.
  • Once a serve has been made the amount of shots between the players can be unlimited. The point is won by hitting the ball so the opponent fails to return it in the scoring areas.
  • Points are awarded in scores of 15, 30 and 40. 15 represent 1 point, 30 = 2 and 40 = 3. You
  • need 4 points to win a game. If a game lands on 40-40 it’s known as deuce. From deuce a player needs to win 2 consecutive points to win the game. After winning one point from deuce they player is on advantage. If the player wins the next point they win the game, if they lose it goes back to deuce.
  • To win the set a player must win 6 games by 2 or more. The opening sets will go to a tie break if its ends up 6-6 where players play first to 7 points. The final set will not have a tie break and requires players to win by two games with no limits.
  • If a player touches the net, distracts his opponent or impedes in anyway then they automatically lose the point.
  • The ball can hit any part of the line for the point to be called in, outside the line and the ball is out.
  • The balls in a tennis match are changed for new balls every 6 games
  • A player loses a point if they fail to return the ball in either the correct areas on the court, hits the net and doesn’t go into opponent’s area or fails to return the ball before it bounces twice in their half.