Final Sports Rule List

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Games include:

• Throwball
• Table Tennis
• Badminton
• Volly ball
• Chess
• Ludo
• Tug of War
• Arm Wrestling

THROWBALL

• The ball is thrown within three seconds after being caught, only
from above the shoulder line and only with one hand. The players
have to catch the ball with both hands and return it by one hand
only.
• The ball that is to be served should be released from above the
shoulder/shoulder line of the player.
• The service ball should not touch the net.
• Double touches are not allowed for receiving the service ball.
• The players should serve the ball after the whistle is blown and
within 5 seconds.
• Players are not allowed to shift the ball from right to left or left
to right else, penalty points are given.
• In the entire match, there are two time-outs of 30 seconds in each
set. Two players cannot catch the ball simultaneously, or the team
loses points.
• The referees decision s final.
BADMINTON

1. Coin toss initiates a game. Depending on who wins the toss,


they will either serve or receive first OR choose which side of the
court they wish to be on. Whoever loses the toss has the remaining
option. It reminds me of a game on the playground - but it's a bit
more serious!
2. A player should never touch the net with his racquet or body
while playing.
3. It is not permitted to carry or rest the shuttlecock on the racquet.
4. The shuttlecock should not be hit over the net.
5. For a serve to be valid, it must cross the court (diagonally).
6. Until the shuttlecock is struck by the server, a player cannot
touch any lines on the court. It is always best to strike the
shuttlecock below the waist during the serve.
7. When a player wins a rally, they get a point added to his score.
8. During a rally, a player wins when his shuttlecock touches the
floor of the opponent's side of the court or when his opponent
commits a fault. Failing to hit the shuttlecock over the net or
landing outside the court's boundary is the most common fault.
9. A shuttlecock can only be struck once by each side before it
crosses the net. If the shuttlecock is hit, it cannot be struck again in
a new movement or shot.
10. Shuttlecocks that hit the ceiling are counted as faults.

VOLLYBALL
A volleyball game consists of two teams of six players each,
separated by a net. The six volleyball court positions are setter,
middle blocker, outside hitter, opposite hitter, libero and serving
specialist. To start, flip a coin to determine which team serves the
ball first.
• Only 6 players on the floor at any given time: 3 in the front row
and 3 in the back row.
• Points are made on every serve for the winning team of the rally
(rally-point scoring).
• Players may not hit the ball twice in succession (a block is not
considered a hit).
• Ball may be played off the net during a volley and on a serve.
• A ball hitting a boundary line is in.
• A ball is out if it hits an antennae, the floor completely outside
the court, any of the net or cables outside the antennae, the referee
stand or pole, or the ceiling above a non-playable area. • It is legal
to contact the ball with any part of a player’s body.
• It is illegal to catch, hold or throw the ball.
• A player cannot block or attack a serve from on or inside the 10-
foot line.
• After the serve, front-line players may switch positions at the
net.
• Matches are made up of sets; the number depends on level of
play.

LUDO

In their turn, each player rolls 2 dice and may move 2 different
pieces if they want to.
• All players start with a piece at stake.
• It is mandatory to draw a piece from home every time you roll a
or the sum of the dice is (for example + ). o If you get and , you
can take two pieces out in the same turn. o You cannot take a piece
out of your home if you already have2 pieces on the exit square.
• If the player rolls a double (same number on both dice) they will
repeat the turn.
• If the player rolls 3 consecutive doubles they will be penalized
and the last piece moved will be sent home. This does not apply if
this piece is in colored squares of the home column (before the
finishing square). Anytime a six is rolled, the player gets an extra
roll after his move. If a six is rolled three times in a row, the player
loses his turn.
TABLE TENNIS

• GAMES ARE PLAYED TO 11 POINTS. ...


• ALTERNATE SERVES EVERY TWO POINTS. ...
• TOSS THE BALL STRAIGHT UP WHEN SERVING. ...
• THE SERVE CAN LAND ANYWHERE IN SINGLES. ...
• DOUBLES SERVES MUST GO RIGHT COURT TO RIGHT
COURT. ..
. • A SERVE THAT TOUCHES THE NET ON THE WAY OVER
IS A “LET” ...
• ALTERNATE HITTING IN A DOUBLES RALLY. The ball rests
freely on the open palm of the hand. The hand holding the ball
must be above the level of the table. The ball should be projected
upwards (at least 16 cm).

ARM WRESTLING

• Each match is officiated by two referees, one on each side so the


officials can see the competitors and their grip from both sides.
• There is no time limit to a match but a referee may call a halt to
the match if one or both competitors are in his opinion not in a fit
state to carry on.
• The competitors should approach the table, make themselves
comfortable and then grip their opponent's hand. The grip should
be palm to palm with the thumb knuckle visible. The competitors
other hands should grip their respective hand peg.
• Competitors can choose to start a match in the referee's grip or in
a strip but both competitors must agree to this.
• Once the referees are happy with the grip from both competitors,
the contest will begin. Each competitor should attempt to pin their
opponent’s arm onto the touch pad.
• Pressure should be in a sideways capacity to force their
opponent's hand to the touch pad. Back pressure in an attempt to
drag the opponent off toward the centre of the table is not allowed.
• The match is won when one competitor pins their opponent’s
hand onto the touch pad. At this point, if the head referee is happy
that it is a valid pin, they will shout ‘Stop!’ and indicate the inner
by immediately raising their arm.
• A valid pin is when any part of the competitors natural wirst
touches the touch pad
. • There are numerous fouls that can be committed in Arm
Wrestling. These include touching a part of your own body during
the match, crossing their shoulder into the opposition area,
dropping the shoulder below the height of the touch pad, foul
language, abuse or poor sportsmanship to name a few.
• Two warnings = one foul and two foul equals disqualification
meaning that their opponent immediately wins the match.
TUG OF WAR
• Each team in a Tug of War competition consists of eight people.
• There are various weight classifications in Tug of War, and the
mass of the eight people combined must not weigh more than that
determined by the category that they are placed in.
• The rope used should be of a circumference of approximately 11
cm and should be marked in the middle with a centre line as well
as two marks that should be placed 4m from the centre line.
• At the start of the pull, the centre line of the rope should be
immediately above line marked on the ground.
• Both teams pull the rope, the winner being the team who manage
to pull the mark on the rope closest to their opponents over the
centre line.
• The rope must be pulled underarm and nobody’s elbow must go
below the knee, otherwise a foul will be called.
• Matches are often a best of three pull, the winner winning two
out of the three pulls.

CHESS

Certainly! Here are the basic rules for playing chess:


1. *Objective*: The primary objective in chess is to checkmate
your opponent's king, meaning to place the king under attack in
such a way that it has no legal moves to escape.
2. *Setup*: The board consists of 64 squares arranged in an 8x8
grid. Each player starts with 16 pieces: one king, one queen, two
rooks, two knights, two bishops, and eight pawns. The pieces are
set up on the first two rows closest to each player.
3. *Movement*: - The king can move one square in any direction
(horizontally, vertically, or diagonally). - The queen can move any
number of squares in any direction (horizontally, vertically, or
diagonally). - The rook can move any number of squares
horizontally or vertically. - The bishop can move any number of
squares diagonally. - The knight moves in an L-shape: two squares
in one direction (horizontal or vertical) and then one square
perpendicular to that direction. The knight is the only piece that
can "jump" over other pieces. - Pawns move forward one square,
but on their first move, they have the option to move forward two
squares. Pawns capture diagonally, one square forward and to the
left or right.
4. *Capturing*: If a square is occupied by an opponent's piece, it
can be captured by moving onto that square with one of your own
pieces.
5. *Special Moves*: - *Castling*: This is a move involving the
king and one of the rooks. It is the only time in the game when
more than one piece moves during a turn. It is done by moving the
king two squares towards a rook on the player's first rank, then
moving the rook to the square over which the king crossed.
Castling is not allowed if the king or the rook has already moved
or if there are any pieces between the king and the rook. - *En
passant*: If a pawn moves two squares from its starting position
and lands adjacent to an opponent's pawn, the opponent's pawn has
the option to capture the pawn "en passant" (in passing) as if it had
only moved one square. - *Pawn promotion*: When a pawn
reaches the opponent's back rank (the opposite side of the board), it
can be promoted to any other piece except a king.
6. *Check and Checkmate*: - If a player's king is under threat of
capture (but can still escape), it is said to be in check. The player
must make a move to remove the threat of check. - If a player's
king is in check and there is no legal move that player can make to
escape check, then it is checkmate, and the game ends with that
player losing.
7. *Draw*: - Draws can occur by: - Stalemate: When a player is
not in check but has no legal moves to make. - Insufficient
material: When neither player has enough pieces to force a
checkmate. - Threefold repetition: When the same position occurs
three times with the same player to move and all possible moves
are the same. - Fifty-move rule: If in the last fifty moves by each
player, no pawn has been moved and no capture has been made, a
player can claim a draw.

AREESHA KHAN ,
GENERAL COORDINATOR SPORTS SOCIETY

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