Transcript
Badminton
A badminton match comprises the best of three games. A coin is tossed before the first game, and the winner of the toss may serve first or pick an end of the court. Only the serving side can score. In Classic scoring format, the winning team needs 15 points in doubles and men's singles, or 11 in women's singles. In the new Rally Point scoring format that just recently adopted and used for major tournaments, the winning team needs 21 points to win the match.
unchanged and the service passes to the next player in turn. In singles, this is the opponent: in double it's either the partner or, if both players have just had a turn of serving, one of the opponents. In men's singles and doubles events, 15 points wins a game. However, if the score reaches 14-14, the side which first reached 14 can choose either to play to 15, or to set the game to 17 points. The final score will reflect the sum of the points won before setting plus the points gained in setting.
Simplified Rules
Court & Equipment Court Dimension: 44ft x 22ft (double) / 44ft x 17ft (single) Net Height: 5ft 1in on the sides / 5ft on the center of court
Scoring in women's singles is slightly different. 11 points wins a game and there is the option to set to 13 points at 10-10.
Rally A rally is won when a shuttle is hit over the net and onto the floor of the opponent's court.
And Finally... Players change ends at the end of a game and when the leading score reaches 8 in a game of 15 points (or 6 in a game of 11 points) in the third game. A five minute interval is allowed prior to any third game.
A rally is lost if the shuttle is hit into the net, or over the net but outside of the opponent's court. A rally is also lost if the shuttle touches the player's clothing or body, or if it is hit before it crosses over the net. Serving The service courts are slightly different for singles and doubles. A shuttle on the line is "in". The server and receiver stand in the diagonally opposite service courts (always right hand at the start of the game) but therefore players may move anywhere on their side of the net. The server must obey laws designed to force underhand delivery of the serve, and the receiver must stand still until the service is struck. Scoring Matches comprise of the best of three games. Each game starts at 0-0 (traditionally called "love-all"). Classic scoring Format If the serving side wins a rally, it scores a point, and serves again but from the alternate service court. If the receiving side wins the rally, the score remains
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Chinese YoYo
Crossing string spin the YoYo
Open string spin the YoYo
1. Place the Yo-Yo on the string between the sticks. The string should be in a V shape with the Yo-Yo on the ground.
1. Place the Yo-Yo on the string between the sticks. The string should be in a V shape with the Yo-Yo on the ground. 2. Ensure the Yo-Yo is always level on the ground and has one of the round ends facing you. Stand with your legs slightly apart and place the Yo-Yo slightly to the right of your body.
2. Swap the sticks between hands ensuring the right stick is passed in front of the left while swapping.
3. Have the right stick push the YoYo from right to left, YoYo should roll on the ground and spinning.
3. Ensure the Yo-Yo is always level on the ground and has one of the round ends facing you. Stand with your legs slightly apart and place the Yo-Yo slightly to the left of your body.
4. Pull both sticks up on the air and YoYo is about 1 foot high above the ground, raise the right stick quite sharply to right-up direction to start the spin, loosely raise the left stick to return.
4. Have the right stick lower than the left to start, raise the right stick quite sharply to rightup direction to start the spin, loosely raise the left stick to return. 5. Repeat the motion with right stick always pulling harder than the left stick so the spin is not neutralized..?
5. Repeat the motion with right stick always pulling harder than the left stick so the spin is not neutralized.
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Chinese Checkers
an adjacent peg and into a the vacant hole directly beyond it. Each hop may be over any coloured peg including the player's own and can proceed in any one of the six directions. After each hop, the player may either finish or, if possible and desired, continue by hopping over another peg. Occasionally, a player will be able to move a peg all the way from the starting triangle across the board and into the opposite triangle in one turn!
Preparation Chinese Checkers can be played by two, three, four or six players. Obviously, for the six player game, all pegs and triangles are used. If there are four players, play starts in two pairs of opposing triangles and a two player game should also be played from opposing triangles. In a three player game the pegs will start in three triangles equidistant from each other.
Pegs are never removed from the board. It is permitted to move a peg into any hole on the board including holes in triangles belonging to other players, even triangles not presently in use. However, once a peg has reached the opposite triangle, it may not be moved out of the triangle - only within the triangle.
Each player chooses a colour and the 10 pegs of that colour are placed in the appropriately coloured triangle.
Finishing
Objective
The first player to occupy all 10 destination holes is the winner.
The aim of the game is to be the first to player to move all ten pegs across the board and into the triangle opposite.
Debate has always arisen over the situation where a player is prevented from winning because an opposing player's peg occupies one of the holes in the destination triangle. Many game rules omit to mention this implying that it is perfectly legal to block opponents in this dubious fashion.
Play A toss of a coin decides who starts. Players take turns to move a single peg of their own colour. In one turn a peg may either be simply moved into an adjacent hole OR it may make one or more hops over other pegs. Where a hopping move is made, each hop must be over 3
Chinese Shuttlecock
Procedure:
The Shuttlecock (Chien-tsu)
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The Shuttlecock,, evolved from an ancient military exercise. Shuttlecock matches were popular in the time of the Han and Tʼang dynasties (207-906). After the Sung dynastic (960-1278 A.D.) the game was called Chien-tsu, the Chinese word for “arrow” which sounds the same as the word for “shuttlecock.”
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The shuttlecock consists of a small, weighted circular base with feathers or tassels at one end. It is generally kicked with the toe, heel, instep and inner and outer side of the foot as well as the knee. The kick is from a jump rather than a stationary position. Two levels of the game are called the “Lesser Accomplishments,” which calls for kicking with one foot, and the “Greater Accomplishments,” which use both feet. Tricks require the use of other parts of the body. “Ivory Chopsticks” calls for catching the kicked shuttlecock between two fingers. This was a cold-weather game, since the vigorous exercise warmed the body. In 1975, the Taiwanese government included shuttlecock in the elementary school physical education program, which revived its popularity.
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The player tosses the shuttlecock into the air and then kicks it with her/his foot back into the air. Players continue this as long as they can without missing or allowing the shuttlecock to touch the ground. When players become fairly skillful, they kick the shuttlecock not only with the instep but with the knee, or sometimes alternating the heel and instep kicks.