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Tchoukball

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Tchoukball HISTORY • Tchoukball was invented by Hermann Brandt, a Swiss Physician who was trying to create a sport that did not have the aggressiveness of team sports. • He believed that "The objective of all physical activities is not to make champions, but make a contribution to building a harmonious society". • His aim was to develop a team sport which did not involve the horrific injuries which he viewed as plaguing other sports. • Today, Tchoukball is no longer just another new team game to be regarded with doubt and suspicion. • It is being played in most parts of the world with much energy, and enthusiasm, varying levels of skill, but above all with a great deal of enjoyment. PLAYING AREA GAME RULES • A team must throw the ball off one of the rebound surfaces located at either end of the court. • During this time, the other team must place itself in a position to catch the ball after the rebound AND before it touches the ground. • If the ball touches the ground, the attacking team scores a point. • If the defending team catches the ball, the game carries on. • The defending team then becomes the attacking team. • Each team can make a maximum of 3 passes before it must take a shot on the rebound surface • Each player may take a maximum of 3 steps • The handball can be thrown at either rebound surface • The ball can not be dropped or dribbled during play • Players can not stand in the D (located around the rebound surface) • Players may enter the D in the air but must release the ball before they land on the ground. • Once the ball has been thrown by one team the other must catch the ball before it hits the ground • There is no interfering with another teams passes or movement or attempt to catch the ball • Catching a rebound from your teams shot is not allowed. • Only 3 consecutive shots can be made at one rebound surface FAULTS A player commits a fault if they a) drop or dribble the ball on the ground f) prevent the free movement of the other team b) take more than three steps with the ball g) take the fourth consecutive shot at the net c) make a fourth pass to a teammate h) intercept a pass of the other team d) touches the ball with the body below the thigh i) throws the ball on the metallic part of the net e) step out of the limits of the field or into the forbidden zone ***After a fault, the ball is put back into play from where the foul was committed. At least one pass must be made before taking a shot on the rebounder. POINTS A player gives a point to the other team if they • miss the frame on their throw • cause the ball to land outside the boundary lines of the field • cause the ball to land in the forbidden zone • cause the ball to bounce back and hit themselves. • A player scores a point if they throw the ball off the rebound surface and it hits the ground in the field of play. • After a point is scored, the ball is put back into play from beside the frame with which the point was scored. This is done by the team that lost the point. POSITIONS • The players on the team are usually classified into: • The four wings (W), who because of their positions by the sides of each frame are the team’s main shotmakers. • The two center-frames (CF), who anchor the defense on their respective sides and are also expected to be shooters of last resort. • The center-center (CC), who is responsible for directing large-scale tactics. STRATEGY (positions during defense) • On defense, the two wings and center-frame will line up on the edge of the forbidden zone if the ball is moved onto their half of the court. • The defenders from the other half of the court will back them up as the second zone of defense, in case a rebound gets past the first three defenders. • The center-frame on the opposite court makes up the third zone, responsible for grabbing any extralong shots that escape even the second zone. • • The third zone also plays an important part in the transition game: if the team defends successfully and gains possession, the third-zone players are in position to take a downcourt pass toward the opposite frame. TECHNIQUE: • First-zone players are mostly concerned with low shots that land just outside the forbidden zone. • They have to be prepared to hit their knees and get their hands low under the ball as it comes in: • If the defender can get a hand on the ball but not catch it, he or she will at least try to knock the ball upwards for a teammate to catch. • Perhaps the toughest part of defense is staying mentally alert; as long as the ball is moving, the defender has to be moving too. • Tchoukball training includes a lot of practice at rapid changes in direction. OFFENSIVE STRATEGY PLACING THE SHOT • The frame’s upward angle presents a challenge for shooters. Overhand shots from beyond the arc tend to come out at chest-to-waist level and are relatively easy to catch: • A hard underhand shot with lots of topspin will come out at a high angle, possibly over the heads of defenders who have crowded the line. • Shots from an extreme side angle are tricky to make but are also hard to catch: Picture A The Flying Shot: The most satisfying shot in the game • On offense, you’re allowed to leap over the forbidden zone as long as you release the ball before you touch down. This makes the flying shot possible (Picture A) • Jumping gets you closer to the frame, and also higher above it, especially on an approach from the side. Picture B • From this angle you can make shots that come out low with a lot of speed and are hard for a defender to catch • A player can scan the positioned defenders, looking for an unguarded spot on the floor • if you have a teammate in position, you can always convert that flying shot into a flying pass, forcing the defense to scramble to counter the new scoring threat: (Picture B)