Badminton
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Badminton
Basic Rules of Badminton
- Players spin a racquet or toss a coin to
determine who gets serve or side.
- Men's singles and all doubles are played
to 15 points, women's singles are played to 11 points, and a
one-game match of any type is played to 21 points.
- Length of the game can be extended by setting
when the score is tied near the end of the game. In a 15
point game, when the score is tied at 14, the set to win is three
(raising the winning score to 17).
- The shuttle must be hit underhand into the
service court diagonally opposite the server.
- In singles, the shuttle must land in the
long, narrow court (tall and skinny). In doubles, it must land
in the short, wide court (short and fat).
- In singles, when the server's score is even
they must serve from the right side and when the server's score
is odd they must serve from the left side.
- In doubles, once the serve has been returned,
the full court is used.
- In doubles, the first serve is always started
from the right court whenever a team acquires the serve from
its opponents.
- The server will alternate service courts
each time a point is made until the serve is lost.
Service faults
- The shuttle does not cross the net.
- The shuttle lands in the wrong court.
- The shuttle is above the server's waist when
hit.
- The shuttle is hit in an overhand motion.
- The server is outside the service court.
- The server steps on the line during the serve.
- The server misses the shuttle when serving.
Receiving Faults
- The receiving player is not standing in the
correct service court.
- The receiving player moves before the serve
is made.
Faults that Can Be Committed During Rallies
- The shuttle falls outside the playing court.
- A player and/or partner hits the shuttle
more than once before returning it over the net.
- A player touches the net with their body
or racquet.
- A player reaches over the net to play the
shuttle.
- Resting the shuttle on the strings or carrying
the shuttle.
- A let occurs when a point does not
count and must be replayed.
A let occurs when:
- Serves are taken out of turn
- Serves are taken before the receiver is ready
Court diagrams: Badminton
court, formations, serving
boundaries
Common Badminton Terminology
- Shuttle or bird
The "ball" used for play. Shuttlecock is the full name.
- Match Usually
composed of a best of 3 games
- Fault A violation
of the playing laws that concludes a rally.
- Let A halting
of play that results in a replay of a rally.
- Clear The high
lob shot hit to the opponent's back boundary area.
- Drop The soft
shot angled down just over the opponent's side of the net.
- Smash The hard
hit down-angled shot.
Skill cues
Grip
- Shake hands with racket and pull the trigger.
"V" w/thumb and index finger.
Serve
- Forehand grip, forward stride and knees flexed
- Take racket back waist high, cock wrist on
short serves and uncock wrist on long serves
- Release shuttle on forward swing and follow
through. Contact below waist.
Overhead clear
- Drop racket arm behind shoulder, cock your
wrist, and weight on back foot.
- Shift weight to front foot.
- Contact in front of body with racket face
open and follow through down.
Underhand clear
- Make a semicircle pattern with racket face
open.
- Shift weight from back to front foot.
- Follow through high.
- Imagine your scooping ice cream
Smash
- Same cues as overhead clear. Scratch your back.
- Tighten grip and reach high. Contact shuttle in front of forward foot.
- Contact with a closed racket face and follow
through.
Drop shot
- The same mechanics as overhead
clear and smash.
- Contact shuttle with a square or flat racket face
in front of the body.
- Slow the speed of the racket before contact.
- Follow through slightly so shuttle barely
clears the net and drops in the front court.
Web site
USA Badminton www.usabadminton.org
The Intl. Badminton Federation
www.intbadfed.org
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Basketball
Basketball Positions
- Team players include a center,
two guards, and two forwards.
- The center is usually the tallest
player. He or she often takes the jump ball and is responsible
for rebounding the close-range shots.
- Guards are
usually the best ball handlers. They advance up the court by
dribbling and passing. The point guard sets up a team's
offensive pattern like a quarterback.
- Forwards are
responsible for shooting and rebounding missed shots.
- Extra players on the bench can substitute
for the players on the court.
Basketball Rules
- The ball is put into play at the beginning
of the game by a jump ball in the center circle by two opposing
players.
- An offensive player may not remain in the
free-throw lane (the area between the endline, free throw line,
and free throw lane lines) for more than 3 seconds during play.
- If two opponents are holding the ball,
or if an offensive ball handler traps a defensive player for
more than 5 seconds, the ball is awarded out of bounds to the
team who did not have possession last.
Violations include:
- Sending the ball out of bounds
- Double dribbling
(dribbling with two hands or picking up dribble then dribbling
again)
- Running with the ball
- Kicking the ball
- Interfering with the basket (goaltending)
- Stepping on the line during the throw-in
- Taking more than 5 seconds for a throw-in
- Staying in the free-throw lane for more than
3 seconds
- Keeping the ball in backcourt for more than
10 seconds
Some personal fouls include:
- Holding, pushing, tripping, or charging
- Contact with a shooting player
- Rough Play
- A player fouled while shooting is awarded
2 free throws if the shot misses or 3 free throws if missed and shot behind the 3-point line.
- If the fouled offensive player is not shooting,
the team gets possession out of bounds nearest where the foul
occurred.
Court Diagram

Common Basketball Terminology
- Assist A
pass to a player that directly leads to a basket
- Backcourt The
half of the court that is farthest from the basket for the offense
- Frontcourt The
half of the court that is the closest basket for the offense
- Pivot A circular
movement around one foot to change directions
Skill cues
Triple threat position
- Feet shoulder-width apart with left foot
forward and right foot back for right handed and right foot forward
and left foot back for left handed.
- Ball next to right hip for right handed and
left hip for left handed
- From this position you can pass, dribble,
or shoot
Passing
a. Chest
- Fingers on side of ball and thumbs behind
ball
- Step forward and snap wrist
- Follow through with palms out and thumbs
down
b. Bounce
- Hold ball similar to chest pass
- Step forward and snap wrist
- Bounce ball 1/2 to 3/4 of the distance between
passer and receiver
Dribbling
- Contact with fingertips
- Dribble at waist level
- Keep the head up
Shooting
a. Lay-up
- Approach at an angle (approx. 45 degrees)
- Take off with opposite foot and drive shooting
knee up
- Aim for top corner of box
b. Set shot
- Place shooting hand underneath ball and non-shooting
hand to side
- Hold ball on finger tips
- Balance-Non-shooting foot forward and shooting
foot back with knees bent
- Elbow in make an "L"
- Eyes on target
- Follow through with wrist snap (imagine reaching
for cookie jar or a goose's neck)
Web site
National Basketball Assoc. (NBA) www.nba.com
Women's National Basketball Assoc.
(WNBA) www.wnba.com
International Basketball Federation
(FIBA) www.fiba.com
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Pickleball
Basic Rules of Pickleball
- The serve must be hit underhand and each
team must play the first shot off the bounce.
- The double bounce rule states that after the ball has bounced once on each side,
both teams can hit the ball before it bounces.
- To volley a ball means to hit the ball
without letting the ball bounce.
- No volleying is permitted within the 7-foot
non-volley zone, preventing players from executing smashes from
a position within this 7-foot zone on both sides of the net.
- A team scores points only when serving.
- A game is played to 11 points and a team
must win by at least 2 points.
- Points are lost by hitting the ball out of
bounds, hitting the ball into the net, stepping into the non-volley zone and
volleying the ball, or violating the double bounce rule.
Specific Rules of Pickleball
The serve
- Players must keep one foot behind the back
line when serving.
- The serve is made underhand.
- The paddle must pass below the waist.
- The server must hit the ball in the air on
the serve; he or she is not allowed to bounce the ball, then hit it.
- The serve is made diagonally cross-court
and must clear the non-volley zone.
- Only one serve attempt is allowed, except
in the event of a "let".
- At the start of each new game, the first
serving team is allowed only one fault before giving up the ball
to the opponents.
- Thereafter, both members of each team will
serve and fault before the ball is turned over to the opposing
team.
Double-Bounce Rule
- Each team must play its first shot off the
bounce.
- The receiving team must let the serve bounce,
and the serving team must let the return of the serve bounce
before playing it.
- After the ball has bounced once on each side, the
ball can be either volleyed or played off the bounce.
Doubles Play
- If the receiving team faults, then a point
is scored by the serving team.
- When the first server faults,
the players will stay in the same court and the second partner will
serve.
- When the serving team wins a point, the players
will switch courts and the same player will continue to serve.
- When the second server faults,
it is the opposing teams serve.
- Players switch courts only after scoring a point.
- A ball landing on any line is in.
Skill cues
Grip,
Ready position, Forehand, and backhand similar to tennis cues
Serve
a. Lob
- Foot placement- one foot in front of baseline,
other foot in back of baseline
- Toss- drop the ball then swing the paddle
- Swing- like tossing horseshoes, follow through
b. Drive
- Foot placement- one foot in front of baseline,
other foot in back of baseline
- Toss- ball held waist high and out in front,
wrist in cocked position
- Swing- drop the ball then swing the paddle
with arm stiff
- Follow through- paddle finishes on edge,
shoulder level
Volley
- Paddle held at eye level and in front of
you
- Step and punch with little or no backswing
- Contact ball in center of racquet
Drop
- Slide racquet under ball
- Paddle face is open to give ball underspin
Smash
- Contact in front of body with paddle face
tilted toward floor
Court diagram

Web site
U.S. Pickleball Assoc. www.usapa.org
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Flag
Football
Players
- A team generally consists of
seven players, and the offensive team must have at least three
players on the line of scrimmage when the ball is put into play.
Any number of substitutions may be made at any time during a
stoppage of play.
Scoring
- Touchdown = 6 points
- Safety = 2 Points
- Conversion after touchdown =
1 point for running and 2 points for passing
Fumbled ball
- A fumbled ball at any time is
considered a dead ball and belongs to the team that committed
the fumble.
- The down and point to be gained
remains the same.
- A fumbled forward pass is ruled
as an incomplete pass.
Downed ball
- In flag football, the ball is
downed or the player is tackled when his or her flag is detached from
the belt or the ball carrier loses his or her flag.
- If a player loses his or her
flag when they are carrying the ball, then all the defense must
do is tag the ball carrier.
First Down
- Each team has four chances to
move the ball from one cone to the next.
- If a team is not successful
at moving the ball from one zone to the next in four downs, the
ball is awarded to the opponents on the spot where the last stoppage
of play occurred.
Passing
- All players on both teams are
eligible to catch passes.
- Forward passes may be thrown
from any point back of the line of scrimmage.
- Lateral passes may be thrown
anywhere on the field.
Field
Diagram
Skill cues
Throwing
- Stand sideways
- Grip Grab
top of ball like making the letter "C" and finger pads
hold laces
- Step with opposite foot
- Make an "L"
- Index finger responsible for
spin
- Follow through with arm next
to opposite hip
Catching
a. Above
the waist
- Make a triangle with thumb and
index finger
- Thumbs in
- Tuck ball in
b. Below
the waist
- Touch pinkies
- Thumbs out
- Tuck ball in
Blocking
- Sit on heels/sit on a chair
- Arms crossed and elbows in
- Mirror the opponent
Hiking
- Feet shoulder width and sit
on heels
- One hand below the other
- Follow through with hands behind
thighs
Punting
- Grab end of ball with laces
up
- Point ball slightly inward and
down
- Step into kick and focus on
laces
- Imagine kicking a fish in the
belly
Web site
Flag Football www.flagfootball.com
National Football League (NFL)
www.nfl.com
Canadian Football League (CFL)
www.cfl.ca
National Collegiate Athletic Assoc.
(NCAA) www.ncaafootball.net
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Softball
Softball
Fielding Positions
- Pitcher
- Catcher
- First Base
- Second Base
- Third Base
- Short stop
- Left Fielder
- Center Fielder
- Right Fielder
- Extra Fielder (Slow Pitch)
General Rules
- Each team is allowed three outs
when at bat.
- An out can occur several
ways:
- A ball is caught before touching
the ground
- A ground ball is caught and
thrown to first base before the batter gets there
- A baserunner is not touching
a base and is tagged by a fielder holding the ball
- A fielder holding a ball touches
a base with a runner advancing to it, and runners are on the
previous bases which is called a force out.
- A player leaves a base and does
not get back before a caught fly ball is thrown to that base
when the pitcher gets three strikes on the batter.
- A strike is a ball swung at
and missed, a ball hit into foul territory (except on the third
strike), or a ball not swung at but within the strike zone.
- Batters may also advance to
first base if hit by pitched ball, or by receiving a walk (not
swinging at four pitches outside the strike zone).
Batting
- Each batter gets four balls
and three strikes (a ball is a pitch out of the strike zone,
a strike is a pitch in the strike zone).
- The pitch must reach an arc
of between 6 to 12 feet from the ground in slow-pitch softball.
- For a pitch to be called a strike,
it must be between 6 to 12 feet at its peak and cross the home
plate between the batter's front knee and back shoulder. Anything
else will be called a ball.
Baserunning
- If the ball is caught off the
bat and the baserunner has left the base they were occupying,
they must return to that base before attempting to proceed. This is called tagging up.
Fielding
- When the fielding side makes
three outs, the team's switch sides.
- To force a runner out at a base,
the runner must be forced to the next base. For example, the
batter is forced to run to first base when they hit the
ball. If there is anyone on first base, he or she will be forced
to second.
- If a runner is not forced to
run, he or she must be tagged in order to be called out.
- The ball can be caught and an
out made if the ball is hit foul.
Field
Diagram
Skill cues
Throwing
- Grip Hold ball in pads of two fingers
- Make an "L"
- Step forward with opposite foot
and snap wrist
- Follow through
Catching
- Reach out with hands, pull ball
in
- Give with the ball and squeeze
- Watch ball go into the glove
Fielding
a. Ground
ball
- Stay low and behind the ball
- Put fingers of glove in dirt
- Keep palms up and pinkies together
- Bring glove and ball towards
body
b. Fly ball
- Glove out in front toward ball
- Stay behind the ball and fingers
toward the sky with thumbs touching
- Give with the catch and use
both hands
- See ball into glove
Hitting
a. Stance
- Sideways and slightly wider
than shoulder width
- Weight on balls of feet with
more on back leg
b. Arm Swing
- Think shoulder to shoulder (start
swing with chin on front shoulder, then finish swing with chin
on back shoulder)
c. Hip rotation
- Rotate back hip at pitcher
- Drive body through the ball
d. Focus of eyes
- Hit the middle of the ball
- Watch ball into catcher's mitt
e. Step
- Step 3 to 6 inches
- "Step to hit"
f. Follow Through
- Top hands roll over bottom hand
- Bat goes all around the body
Common Softball Terminology
- Base on balls Being awarded the right to go to first
base after being pitched four balls (also known as a walk)
- Batter's box The area within which a batter must stand
when hitting the ball
- Batting order The order in which individuals on a team
are scheduled to bat
- Double play Making two outs in one continuous play
- Error A mistake in fielding, throwing, or catching made
by the fielding team
- Force-out An out made at a base when the baserunner
need not be tagged
- Strike zone Slow pitch: The area over the plate that
is between the batter's highest shoulder and the knees
- Tag up To return to a base after taking a leadoff or starting
to advance to the next base
Web Site
USA Softball www.usasoftball.com
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Tennis
Serving
- The server delivers the ball
from behind the base line.
- Two tries are permitted for
each service.
Play
- If a player hits the ball before
it touches the ground and is standing outside the court, the
ball is still in play.
- A ball landing on the base line,
sideline, or service line is in.
- The ball is in if it hits
the top of the net and goes into the proper playing areas.
- A player must let the service
ball bounce before it is hit.
- A player may not reach across
the net to hit the ball, but may follow-through across the net.
Scoring
- Scoring is identical in singles
and doubles games.
- Tennis matches are scored in
points, games, and sets.
- The server's score is always
called first.
- The server continues the service
during the entire game.
- A player wins a point when his
or her opponent makes a fault.
- A fault occurs when:
- A player hits two serves out
or into the net which is called a double fault.
- A player hits the ball into
the net during a rally.
- A player hits the ball out of
the court lines.
Points
- No point = Love
- First point = 15
- Second point = 30
- Third point = 40
- Fourth point = Game
- Deuce = Each side has 3 points or 40 all. One side must
have two consecutive points after deuce to win a game.
- Advantage = The first point
after deuce.
- If the server wins the first
point after deuce, the score is called advantage server or
add-in.
- If the receiver wins the first
point after deuce, it is called advantage receiver or
add-out.
- A set in tennis is the
player who wins 6 games and is ahead by 2 games. Exceptions are
when the games are tied at 6-6 each, and players play a 12-point
tie-breaker. The set is scored 7-6 for the winner. A match
in tennis is 2 out of 3 sets for women and 3 out of 5 sets for
men.
How a Player Loses a Point
- A player's racquet or clothing
touches the net during a rally or point.
- He or she hits the ball on the
second bounce while trying to get it over the net.
- The ball touches the player
or his or her clothing during a rally before it bounces.
- The player plays the ball before
it passes over the net.
- The player fails to hit the
ball after the first bounce.
- The player fails to hit the
ball into the proper playing area.
Court Diagram

Common Tennis Terminology
- Let A serve that hits the top of the net but lands
in the correct service area.
- Ace A serve that is good and is not returned by the
receiver.
Skill cues
Grip
- Shake hands with racket. "V"
w/thumb and index finger.
Ready position
- Feet shoulder-width, knees bent.
- Stand on balls of feet, hands
in front and racquet up
Forehand stroke
- Turn and face towards sideline
- Racquet back to hip
- Wait for ball to drop to hip
height
- Look at ball, read it as it
comes to you
- Finish racquet on edge
Backhand stroke
- Turn and face toward sideline
- Grip-turn racquet clockwise
- Contact made in front of right
hip for right-handers and left for left-handers
- Wait for ball to drop to knee
height and swing through the ball
Volley
- In ready position, step and
punch
- Hand below ball
- Shoulders face net with wrist
and grip firm
- Racquet never goes behind front
shoulder
Serve
a. Toss
- Hold ball at shoulder level
- Toss ball 1 foot above release
position
- Extend arm fully
b. Execution
- Reach for ball
- Snap wrist
- Follow through with racquet
finishing by opposite calf
Web sites
United States Tennis Assoc. www.usta.com
Assoc. of Tennis Professionals
www.ATPtennis.com
Women's Tennis Assoc. www.wtatour.com
International Tennis Federation
www.itftennis.com/fl_index.html
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Track
and Field
Rules for High Jump
- The high jumper is permitted
three attempts to clear each height.
- Most jumpers use the style known
as the "Fosbury flop."
- The Fosbury flop was named for
its originator, American jumper Dick Fosbury, who used the style
to win the high jump in the 1968 Olympics.
- Jumpers may not:
- Take off from both feet.
- Dislodge the bar from its pegs.
- Touch the landing area beyond
the plane of the uprights without clearing the bar.
Skill cues for High Jump
- Start even with standards and
"J" approach
- Take off outside foot and drive
inside knee up
- Swing arms up, arch back, and
kick feet up
Rules for Relays
- Each equal distgance is called
a leg that is run by one of four teammates, the last of whom
is called the anchor.
- The most explosive runner should
be the starter of the race.
- The baton is passed in the exchange
zone (20 meters) only.
Skill cues for blind handoff
underhand
- Receiver's arm position- slam
door behind you and make a target
- Passer's arm position- hit receiver's
palm with underhand delivery
- The reciever should start a
slow jog and should be at full speed when handoff takes place.
- The passer should say go, hit,
or other cue to tell receiver to start jogging.
Rules for Long Jump
- One foot take-off
- May not step over the take-off
board
- Two foot landing
- Best of three jumps
- Exit to the rear of pit
Skill cues for Long
Jump
- Start w/takeoff foot and use
12-18 strides
- Last two steps: long then short
and drive up knee and opposite arm
- Arch back like a "C"
then close with hands touching feet
- Fall forward and exit rear of
pit
Rules for Shot Put
- Must put not throw
- Shot may not pass behind the
shoulder
- Body may not pass the "toe
board" or ring
- Best of three trials
Skill cues for Shot Put
- Hold shot on finger pads
- Face opposite direction of throw
- Start and explosion of glide
= step, glide, step, glide, step, release (swing hips like a
baseball swing). Finish with back foot in front and front foot
in back
- Release shot from the neck,
put not throw
Skill cues for Discus
- Holding the disc- carry a textbook
(relax fingertips on edge of discus)
- The wind- twist and shout (keep
body wound up until throw then swing hips like a baseball swing)
- Release- bowl the discus
Skill cues for Hurdles
- Lead leg straight or slightly
bent
- Reach for lead leg with opposite
lead hand and drive trail elbow back
- Trail leg- lead with knee and
hips parallel to hurdle
- Stand tall when foot touches
ground
Skill cues for Sprinting
- Stand tall
- Hammer nails behind you (don't
swing arms in front)
- Heels to buttocks
- Run on balls of feet
Web site
USA Track and Field www.usatrackandfield.org
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Volleyball
Volleyball Player Rotation
- Players rotate in a clockwise
position.
- Net height: 7'4 1/4"(F) 7'11 5/8"(M)
- Position of players in order of the serve:
- Right Back
- Right Front
- Center Front
- Left Front
- Left Back
- Center Back
- Position of players at net:
LF CF RF
LB CB RB
Basic Rules of Volleyball
- Each team has three hits to
attempt to return the ball.
- The volley continues until the
ball hits the playing court, goes out of bounds, or a team fails
to return it properly.
- When the serving team wins a
volley, it wins a point and the right to continue serving.
- During the rally a player
may not hit the ball twice in a row.
Fouls
- A player touches the net with
any part of the body or hands, or reaches over the net.
Errors
- A player hits the ball out of
the boundaries of the court.
Scoring
- Every time a team wins a rally
they are given a point.
- When the serving team fails
to score, it is side out and the receiving team becomes
the serving team.
- The game is played to 25 points
and you must win by two points.
Court diagram

Common Volleyball Terminology
- Ace Serve that results directly in a point.
- Dig Passing a spiked or powerfully hit ball.
- Match Winning 2 out of 3 games or 3 out of 5 games
- Pancake When player extends hand, palm down on
floor, so that ball bounces off the back of the hand.
- Side out When the receiving team wins the rally
- Spike A hard overhand hit with one hand over the net
- Foot fault Stepping completely over center line
or stepping on or over baseline on the serve
- Set A two-handed pass above waist level
- Bump/Forearm pass A two-handed underarm pass below waist
level
Skill cues
Serve
a. Underhand
- Step forward with opposite foot
- Swing arm straight back
- Contact at heel of hand
- Follow through
b. Overhand
- Step forward with opposite foot
- Swing arm back and make a "L"
- Contact with open hand at palm
- Follow through
Bump
- Ready position with hands on
table
- Contact with a flat platform
- Shoulders pointed at target
- Follow through (don't swing
arms above shoulders)
Set
- Hands above head
- Index and thumb form a triangle
- Extend arms and legs
- Line right shoulder parallel
to net
Spike
- Approach for Right handed- Left,
Right, Left, Feet together
- Approach for Left handed- Right,
Left, Right, Feet together,
- Arm
Motion Swing both arms up and take spike arm
back (think bow and arrow)
- Contact with open hand and snap
wrist
- Follow through
Web site
USA Volleyball www.usavolleyball.org
Federation de Intl. De Volleyball
(FIVB) www.fivb.ch
US Professional Volleyball (USPV)
www.uspv.com
Pro Beach Volleyball www.avp.com
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Team
Handball
General Rules
- Handball is a fast-paced game
involving two teams of seven players who pass, throw, catch,
and dribble a small ball with their hands while trying to score
goals.
- The game starts with a throw-off,
where a player stands with one foot on the center line and throws
the ball to a teammate behind the line, signaling that each team
may move into its opponent's side of the court.
- The throw-off is the method
of starting play after every goal, as well as the start of the
second half.
- Only the goalkeeper may enter
the goal area.
- Players may use any part of
their bodies except their lower legs and feet to stop, hit, catch,
or throw the ball.
- They may not touch the ball
twice in a row unless dribbling it, fumbling it, or passing it
from one hand to the other, meaning, in effect, they may not
throw it to themselves.
- Players can hold the ball for
only three seconds before passing, dribbling, or shooting.
- Players may take only three
steps after catching the ball. If players dribble, they may only
take another three steps.
Fouls and Penalties
- A free throw is awarded for
playing the ball illegally.
- Free throws are the right to
play the ball without interference. The person with
the free throw may try to shoot instead of pass.
- A player takes the free throw
on the spot where the offense occurred, unless it occurred inside
the free-throw line.
- A penalty throw is awarded for
illegal interference by a defender that prevents a shot at goal,
or a defender playing the ball back into the goal area and the
goal-keeper touching it.
Throw-ins, Goal Throws, and
Corner Throws
- If a ball that was last touched
by an offensive player of the defending goalkeeper goes over
the back line, the goalkeeper is awarded a goal throw-out to
a teammate.
- If a defender touched it last,
the attacking team gets a corner throw.
Additional rules
- Goalkeepers may defend the goal
with any part of their bodies, including their feet.
- All lines on the court are considered
in play.
Court diagram

Skill cue for Jump
shot and Goalie
Web site Web site address
USA Team Handball www.teamhandball.org
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STREET
HOCKEY
Street hockey is a game similar
to ice hockey except it is played on a basketball court. Many
skills are developed and used in street hockey. Hand and eye coordination
is one of the most important. Teamwork is very important in this
game. It is extremely important to develop the passing coordination
between team members if your team is going to be successful.
Team
Two teams of six players each
play the game. These players are two stationary forwards, two
stationary guards, a center forward, and a goalie. The forwards
must stay in their offensive half of the court (the half of the
court containing the goal they are trying to hit into). The guards
must stay in the defensive half of the court (the half of the
court they are protecting). The center may play on both halves
of the court (offense and defense). The goalie should play in
front of the goal he/she is protecting. The goalkeeper is the
only player allowed in the goal area.
Play
The game begins with a "bully."
A bully is two opponents facing each other in the center of the
court with the puck on the ground between their sticks. They each
hit the ground and each other's sticks, alternately, three times.
Goal
A goal is scored when a player
hits, sweeps, or pushes the puck into the goal. If the puck bounces
off of a teammate or opponent into the goal, it counts. The puck
may bounce off a player's feet, but no one is allowed to kick
it through the goal. Each goal counts as one point.
Goalie
Only the goalie is allowed to
catch the puck. When the goalie catches or stops the puck, he/she
must be given room to hit it to a teammate. He/she may leave the
goal box to hit the puck.
Out of bounds
If the puck goes over the endline
and is touched last by the attacking team, it is a free shot by
the goalie from within his goalie box. If the defending team touches
the puck last, it is put into play from the corner by the attacking
team. If the puck goes across one of the sidelines, the other
team puts it into play with a pass from the spot where it went
out of bounds.
Halftime
When half the period is over,
a half-time will be declared. The two teams will change ends of
the court. Any player that was a defensive player or goalie must
become an offensive player or center. Any offensive player or
center must become a defensive player or goalie. Any team not
complying with this rule will forfeit the game.
Rules and penalties
- A free hit is taken on the spot
where the foul occurred.
- A player other than the goalie,
catches, throws or carries the puck.
- A player raises the head of
the stick above the waist on a backswing or follow-through called
high stick. Repeated "high sticks" will mean
five minutes in the penalty box.
- A player charges, elbows, hacks
at the puck, pushes, trips, or hooks another player's stick.
Common Hockey Terminology
- Crease Area in front of goaltender
- Hat trick Scoring three or more goals in one game
- Power play Occurs when a team has a one or two person
advantage because of opponent's penalties.
- Save A shot blocked by the goaltender
- Slapshot Hitting the puck with the blade of the
stick after a full backswing
Web site
National Hockey League www.nhl.com
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Swimming
Breathing
- breathe out: below the surface
- breathe in: above the surface
Sculling
- sweep up & out, then sweep
down & in
- change the angle of the hands
Skill cues for elementary
backstroke
a. kick (whip kick)
- bend & separate knees about
hip-width
- heels down
- rotate feet out
- whip legs together
b. stroke
- Chicken hands slide along the sides until the
armpit
- Airplane point fingers out, then extend arms out
- Soldier press palms and arms toward feet
c. breathing
- Inhale when arms are at side
- Exhale when pressing arms toward
feet
Skill cues for freestyle
(front crawl)
a. kick
- flutter
- boiling action with water
- lateral
b. stroke
- hand pitched out entering in
front of shoulders
- elbow high
- S-shape pattern: up & out, down & in, down &
back
c. breathing
Skill cues for breastroke
a. kick (see elementary backstroke)
b. stroke
- from glide position:
- outsweep with palms out
- insweep with elbows in toward
the chest
- shoot hands forward and extend
arms to glide
Pattern is Breathe, Kick,
Glide
Skill cues for sidestroke
a. kick
- scissors kick: similar to kick
when treading water
b. stroke
- top hand: bring toward the chest
with palm out then thrust foward
- bottom hand: bring in front
of shoulder with palm down then push backward
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