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Basketball Definition

Basketball is a limited contact sport played on a rectangular court. While most often played as
a team sport with five players on each side, three-on-three, two-on-two, and one-on-one competitions
are also common. The objective is to shoot a ball through a hoop 18 inches (46 cm) in diameter and
10 feet (3.048 m) high that is mounted to a backboard at each end of the court. The game was
invented in 1891 by Dr. James Naismith.
A team can score a field goal by shooting the ball through the basket being defended by the
opposition team during regular play. A field goal scores three points for the shooting team if the player
shoots from behind the three-point line, and two points if shot from in front of the line. A team can also
score via free throws, which are worth one point, after the other team is assessed with certain fouls.
The team with the most points at the end of the game wins, but additional time (overtime) is
mandated when the score is tied at the end of regulation. The ball can be advanced on the court by
passing it to a teammate, or by bouncing it while walking or running (dribbling). It is a violation to lift,
or drag, one‘s pivot foot without dribbling the ball, to carry it, or to hold the ball with both hands then
resume dribbling.
The game has many individual techniques for displaying skill—ball-handling, shooting, passing,
dribbling, dunking, shot-blocking, and rebounding. Basketball teams generally have player positions,
the tallest and strongest members of a team are called a center orpower forward, while slightly
shorter and more agile players are called small forward, and the shortest players or those who
possess the best ball handling skills are called a point guard or shooting guard. The point guard
directs the on court action of the team, implementing the coach‘s game plan, and managing the
execution of offensive and defensive plays (player positioning).
Basketball is one of the world‘s most popular and widely viewed sports. The National Basketballl
Association (NBA) is the most popular and widely considered to be the highest level of professional
basketball in the world and NBA players are the world‘s best paid athletes by average annual salary
per player. Outside North America, the top clubs from national leagues qualify to continental
championships such as the Euroleague and FIBA Americas League. The FIBA Basketball World
Cup and Men‘s Olympic Basketball Tournament are the major international events of the sport and
attract top national teams from around the world. Each continent hosts regional competitions for
national teams, like EuroBasket and FIBA AmeriCup.
The FIBA Women‘s Basketball World Cup and Women‘s Olympic Basketball Tournament feature top
national teams from continental championships. The main North American league is
the WNBA (NCAA Women‘s Division I Basketball Championship is also popular), whereas strongest
European clubs participate in the EuroLeague Women.
BASKETBALL HISTORY

Inventor of the game

The game of basketball as it is known today was created by Dr.


James Naismith in December 1891 in Springfield, Massachusetts,
to condition young athletes during cold months. It consisted of
peach baskets and a soccer style ball. He published 13 rules for the
new game. He divided his class of eighteen into two teams of nine
players each and set about to teach them the basics of his new
game. The objective of the game was to throw the basketball into
the fruit baskets nailed to the lower railing of the gym balcony.
Every time a point was scored, the game was halted so the janitor
could bring out a ladder and retrieve the ball. After a while, the
bottoms of the fruit baskets were removed. The first public
basketball game was played in Springfield, Massachusetts, on
March 11, 1892.

The first basketball game


The first basketball court:springfield college On December 21, 1891, James Naismith published rules
for a new game using five basic ideas and thirteen rules. That day, he asked his class to play a match
in the Armory Street court: 9 versus 9, using a soccer ball and two peach baskets. Frank Mahan, one
of his students, wasn‘t so happy. He just said: ―Harrumph. Another new game‖. However, Naismith
was the inventor of the new game. Someone proposed to call it ―Naismith Game‖, but he suggested
―We have a ball and a basket: why don‘t we call it basketball?‖[5] The eighteen players were John G.
Thompson, Eugene S. Libby, Edwin P. Ruggles, William R. Chase, T. Duncan Patton, Frank Mahan,
Finlay G. MacDonald, William H. Davis and Lyman Archibald, who defeated George Weller, Wilbert
Carey, Ernest Hildner, Raymond Kaighn, Genzabaro Ishikawa, Benjamin S. French, Franklin Barnes,
George Day and Henry Gelan 1–0.[6] The goal was scored by Chase.[7] There were other differences
between Naismith‘s first idea and the game played today. The peach baskets were closed, and balls
had to be retrieved manually, until a small hole was put in the bottom of the peach basket to poke the
ball out using a stick. Only in 1906 were metal hoops, nets and backboards introduced. Moreover,
earlier the soccer ball was replaced by a Spalding ball, similar to the one used today.
Basketball Rules
In January 15, 1892, James Naismith published his rules for the game of "Basket Ball" that he
invented:[1] The original game played under these rules was quite different from the one played today
as there was no dribbling, dunking, three-pointers, or shot clock, and goal tending was legal.

1. The ball may be thrown in any direction with one or both hands.
2. The ball may be batted in any direction with one or both hands.
3. A player cannot run with the ball. The player must throw it from the spot on which he catches it,
allowance to be made for a man who catches the ball when running at a good speed if he tries
to stop.
4. The ball must be held in or between the hands; the arms or body must not be used for holding
it.
5. No shouldering, holding, striking, pushing, or tripping in any way of an opponent. The first
infringement of this rule by any person shall count as a foul; the second shall disqualify him
until the next basket is made or, if there was evident intent to injure the person, for the whole
of the game. No substitution shall be allowed.
6. A foul is striking at the ball with the fist, violation of rules three and four and such described in
rule five.
7. If either side makes three consecutive fouls, it shall count a goal for the opponents
(consecutive means without the opponents in the mean time making a foul).
8. A goal shall be made when the ball is thrown or batted from the grounds into the basket and
stays there (without falling), providing those defending the goal do not touch or disturb the
goal. If the ball rests on the edges, and the opponent moves the basket, it shall count as a
goal.
9. When the ball goes out of bounds, it shall be thrown into the field of play and played by the first
person touching it. In case of dispute the umpire shall throw it straight into the field. The
thrower-in is allowed five seconds. If he holds it longer, it shall go to the opponent. If any side
persists in delaying the game, the umpire shall call a foul on that side.
10. The umpire shall be the judge of the men and shall note the fouls and notify the referee when
three consecutive fouls have been made. He shall have power to disqualify people according
to Rule 5.
11. The referee shall be judge of the ball and shall decide when the ball is in play, in bounds, to
which side it belongs, and shall keep the time. He shall decide when a goal has been made
and keep account of the baskets, with any other duties that are usually performed by a
scorekeeper.
12. The time shall be two fifteen-minute halves, with five minutes rest between.
13. The side making the most points in that time is declared the winner.
The original rules of basketball are on display to the public at the University of Kansas.
Basketball Terminologies
A

Airball: A shot at the basket that misses everything and doesn't touch the rim, backboard or net.

Alley-Oop: When one player jumps and catches a pass from another player and simultaneously
dunks the ball or shoots it in before landing.

And One: When a player gets fouled while shooting and the ball goes in. The player then gets
one free throw.

Assist: A statistic that occurs when a player passes the ball to someone who scores after
receiving the pass. The passing player earns an assist in the stat sheet.

Backboard: The rectangular piece of wood or fiberglass the rim is attached to.

Backdoor: An offensive action in which a player without the ball cuts behind a defender and
toward the basket.

Bank Shot: When a player shoots the ball and it bounces off the backboard and into the hoop.

Block (action): A statistic that occurs when a defensive player stops an offensive player from
making a shot by blocking the ball with his or her hand(s).

Block (area of court): The area just outside of the key in which the rectangular blocks are
painted. Also referred to as the post.

Box Out: When a shot goes up, players use this technique, which involves widening their stance
and arms and using their body as a barrier to get in better rebounding position.

Carry: This penalty, which results in a turnover, occurs when a player holds the ball excessively
at the apex while dribbling.

Charge: This penalty, which results in a turnover, occurs when an offensive player with the ball
runs into a stationary defensive player and knocks him or her over.

Double Dribble: This penalty, which results in a turnover, occurs when a player dribbles the ball
with both hands. It also occurs when a player dribbles, stops dribbling, and then begins to dribble
again.

Elbow: The area of the court where the free throw line meets the side of the key or paint.
F

Fast Break: An offensive action where a team attempts to advance the ball and score as quickly
as possible after a steal, blocked shot or rebound.

Flop: When a player attempts to draw a foul on an opposing player by acting, fabricating or over-
exaggerating the extent of contact.

Free Throw: A free shot given to a player after a foul or a technical foul. The player shoots from
the 15-foot free throw line while the rest of the players line up along the outside of the key.

Key: The painted area that makes up the free throw lane. Also referred to as the paint.

Lay-Up: A shot taken close to the hoop, usually when a player is moving toward the basket.

Man-to-Man: A defensive strategy in which each player on the defensive team guards one person on
the opposing team.
N

NBA
The National Basketball Association, the largest professional league in the United States,
also with one team in Canada.
NCAA
The National Collegiate Athletic Association, the primary governing body for intercollegiate
sports in the United States. Also used to describe national tournaments operated by this body,
especially the Division I men's and women's tournaments. An unrelated body with the same
name exists in the Philippines.
Nellie Ball
An unconventional offensive strategy developed by NBA head coach Don Nelson. It is an
offense that relies on 2 things: 1. Smaller, more athletic players who can create mismatches by
outrunning their opponents. 2. A strong emphasis on three-point shooting, which is generally a
staple of the offense. A true center is not needed to run Nellie Ball, although this strategy is
most effective against teams that do not have the athleticism or shooting ability to keep up with
the fast pace of the offense.
NFHS
The National Federation of State High School Associations, the body that sets rules for
high school sports in the U.S., including basketball.

NIT
The National Invitation Tournament, a postseason tournament for NCAA Division I men's
basketball teams that do not qualify for the NCAA Tournament Founded in 1938, a year before
the NCAA Tournament, it is closely identified with New York City; all games were originally
held at the third Madison Square Garden, and to this day the semifinals and final are held
at today's Madison Square Garden. In its early years, it was considered more prestigious than
the NCAA Tournament, but this changed starting in the 1950s. The tournament has been
directly operated by the NCAA since 2006.
O

offensive foul
A foul committed by an offensive player.
one-and-one
(NCAA men's and NFHS) A free-throw attempt which, if made, allows the player a second free-
throw attempt This also existed in NCAA women's play, but was removed starting with the
2015–16 season. See also bonus.
one trillion
A box score showing one minute played and zero for all other statistics, resulting in a one
followed by twelve zeros – the conventional American rendering of "one trillion."
outlet pass
A pass thrown by a rebounder to start a fast break
over-and-back
Violation called when the offense fails to bring the ball from the backcourt to the frontcourt
within eight seconds after gaining possession
over the back
a foul committed by a player who tries to rebound the ball by pushing, moving or climbing on a
player's back who is already in position to rebound the ball

overtime
when the score is tied at the end of regulation play, the teams play a five-minute overtime
period.
P

pack
To roughly hit down a ball that an opposing player has just released for a shot.
pack-line defense
A man-to-man defensive system in which one player pressures the ball and the other four
"pack" down within an imaginary "line" extending to about 2 feet (60 cm) inside the three-point
arc, with the intent of preventing dribble penetration. The system, derived from a number of
other man-to-man systems, was developed by Dick Bennett, and has been popularized in the
21st century by coaches including his son Tony, Chris Mack, and Sean Miller.
paint
the key.
palming
Specifically referring to the habit of an offensive player to hold the ball at the apex of its bounce
while dribbling, usually by gripping the ball firmly in the dribbling hand In organized play this is
always considered a dribbling penalty, often called a carry or double dribble. In non-organized
play this is typically considered rude and is generally discouraged by the defensive players.
pass
To throw the ball to a teammate.
penalty
once a team reaches a set number of team fouls in a playing period, varying by governing
body, the fouled team gets free throws instead of possession of the ball. The fouling team is
"over the limit." See also bonus and double bonus.
Performance Index Rating
A player rating originally used by Liga ACB to determine weekly and season MVPs; later
adopted by the Euroleague Company to determine the same awards in the Euroleague and
Eurocup. No longer used to determine season MVPs in the Euroleague and Eurocup, but still
used for weekly awards, and also used by many other European domestic leagues. It is
calculated from statistics available in standard European box scores as follows:
Add the following statistics—points, assists, rebounds, blocks, steals, fouls drawn, free throws
made, 2-point field goals made, 3-point field goals made.
Subtract turnovers, own shots blocked, fouls committed, free throw attempts, 2-point field goal
attempts, and 3-point field goal attempts.
perimeter
the area outside the key but well inside the three-point arc.
Philippine Basketball Association
or colloquially known as PBA is a basketball league in the Philippines. It is the second oldest
professional basketball league in the world after NBA.

pick and roll


an offensive play in which a player sets a screen (pick) for a teammate handling the ball and
then slips behind the defender (rolls) to accept a pass.
pivot
The pivot center, or to lightly pick up one foot and spin with the next to avoid traveling.
pivot foot
The foot that must remain touching the floor to avoid traveling.
player control foul
player with the ball crashes into a defender; incorrectly referred to as a charge.
pocket pass
A skillful pass through a narrow gap in the defense, especially to complete a pick and roll play.
point forward
A forward with strong ballhandling and passing skills who can be called on to direct the team's
offense.
points in the paint
Field goals made in the painted area below the free-throw line
post up
To go in or near the key, turn so that you are facing away from the basket but towards a
teammate who has the ball, and try to establish position to receive a pass.
prayer
A shot that has very little probability of being made.
Princeton offense
an offensive basketball strategy which emphasizes constant motion, passing, back-door cuts,
picks on and off the ball, and disciplined teamwork. Used and perfected at Princeton
University, it's an offense designed for a unit of 5 players who can each pass, shoot and
dribble at an above average level.
Q

quadruple-double
Double-digit figures in four positive statistical categories (example: 10 points, 11 rebounds, 12
assists, 13 steals)
R

Rainbow Shot
A perfect high shot arc on a shot that goes in, usually resulting from a fluent shooting motion
and usually on a long shot attempt.
Rebound
(v) To obtain the ball after a missed field goal attempt (n) An act of rebounding.
Rejected
To have one's shot blocked.
Rimshot
a toss in which the ball hits the rim of the basket
Rip a C
A motion used while chinning the ball to create space during a pivot between an offensive
player and a defensive player. Pivot towards the defender and rips the ball in a C-shape away
from the pressure to create a passing lane.
Run
An interval in which one team heavily outscores the other.

Rock
the ball
Run and Gun
A combined offensive and defensive system devoted to increasing the pace of the game. On
offense, the ball is moved upcourt as fast as possible, with the goal of taking the first shot
available (often a three-pointer). The defense uses full-court pressure in an attempt to cause
turnovers. See also Grinnell System.
S

screen, set a screen


(v) To attempt to prevent a defender from guarding a teammate by standing in the defender's
way. The screening player must remain stationary; a moving screen is an offensive foul. (n)
The tactic of setting a screen. Also called a "pick".
secondary break
An offensive phase after a fast break is initially stopped, but before the opponent can enter into
its set defense.
set shot
A shot taken without leaving the floor.
shot clock
A timer designed to increase the pace (and subsequently, the score) by requiring a shot to be
released before the timer expires; if the ball does not touch the rim or enter the basket, it
results in a loss of possession for the shooting team. The time limit is 24 seconds in the NBA,
WNBA, and FIBA play, and 30 in NCAA play for both sexes. See also airball.
sixth man (or sixth woman)

1. A player who does not start, but is generally the first person off the bench, and
often has statistics comparable to those of starters.
2. A superfan who believes that his fervent support of a team will have a direct
influence on the outcome of a game that that team may be involved in.

stretch four
a power forward capable of "stretching" a defense with his or her outside shooting ability.
swingman
A player capable of playing either shooting guard or small forward
swish
A shot which goes through the net without hitting the rim or backboard.However, there is
some disagreement as to whether a swish can occur after a ball hits the backboard. Also
known as a hoopie in the PA are. (v) To swish the ball in such a manner.
splash
Occurs when someone makes a Nothing-but-net, and the net hangs over the rim as a result
stripe
The free throw line

technical foul
A foul assessed for unsportsmanlike non-contact behavior and for some procedural violations
(for example, having too many players on the floor or calling timeout when none remains).
Penalized by loss of possession after a free throw which may be taken by any member of the
opposing team Frequently abbreviated as "technical" or "T

three-point field goal


A shot, worth three points, attempted with both feet behind the three-point line.
three-pointer
A three-point field goal
trey
A three-point field goal
three-point play

1. A play in which a shooter is fouled while making a two-point shot and then
makes the resulting free throw. See also and one.
2. (rarely) When a shooter is fouled while taking but missing a three-point shot and
then makes all three free throws.
toilet bowl
When the ball hits the rim on a certain angle and then circles around it, can go in or out.
transition defense
The portion of a team's defensive play conducted when the other team has first gained
possession and is moving up the court, before both teams have established positions. Includes
defense against fast breaks See also half-court defense
transition offense
The portion of a team's offensive play conducted when first obtaining possession from the
other team and moving up the court, before both teams have established positions.
Includes fast breaks See also half court offense
travel
To move one's pivot foot illegally or to fall to the floor without maintaining a pivot foot (exact
rules vary — see Traveling (basketball)) or to take 3 steps without dribbling the ball.
triangle offense
An offensive strategy with the goal of exchanging three (sometimes all five) positions, creating
spacing among players and allowing each one to pass to four teammates The triangle
offense's most important feature is the sideline triangle created by the center, who stands in
the low post, the forward at the wing, and the guard at the corner. Meanwhile, the other guard
stands at the top of the key and the weak-side forward is on the weak-side high post, together
forming the "two-man game." Every pass and cut has a purpose, and everything is dictated by
the defense.
triple-double
Double-digit figures in three positive statistical categories (example: 12 points, 14 rebounds, 10
assists)
true road game
Term used in U.S. college basketball to refer to games played by a particular team on an
opponent's home court, or sometimes a larger venue in that opponent's home area in which
the opponent controls ticket sales. This distinction has been drawn in the 21st century because
of an increasing number of early-season events—both individual games and tournaments—at
neutral sites.
turnover
A loss of possession
U
UCLA High Post Offense
The UCLA High Post Offense is an offensive strategy used by John Wooden, the legendary
head coach at UCLA. Due to the school's immense success under Wooden's guidance, this
offense has become one of the most popular offensive tactics in basketball. Elements of it are
commonly used on all levels of the game, including the NBA.
ULEB
The organization that operated the Euroleague and Eurocup before handing responsibility to
the Euroleague Basketball Company It is a cooperative organization of European professional
basketball leagues; the name is a Frenchacronym for "Union of European Leagues of
Basketball".
unsportsmanlike foul
(FIBA) an egregious foul, involving excessive physical contact, fouling with no intention to
make a play on the ball, or fouling an opponent on a breakaway from behin Roughly equivalent
to the NBA's flagrant-1
Up and down
A travelling violation when the ball carrier jumps vertically into the air and does not get rid of it
before landing

V
Vertical Jump
The act of raising one's center of gravity higher in the vertical plane solely with the use of one's
own muscles; it is a measure of how high an individual or athlete can elevate off the ground
from a standstill.
violation
An infraction of the rules other than a foul, such as traveling or a three-second violation.
V-cut
A move where a player moves to the player defending him/her, then quickly turns and receives
the ball.Used to fake the defender
W

wing

1. An area located on either side of the court, outside the 3-second lane, along an imaginary
extension of the free-throw line.
2. A swingman, especially one who generally operates from the above area on offense.
WNBA
The Women's National Basketball Association, the largest professional basketball league for
women in the United States.
WNIT
The Women's National Invitation Tournament, a tournament for NCAA Division I women's
teams, with both preseason and postseason versions The preseason version was founded in
1994, and the postseason version was founded in 1998. The latter includes teams that do not
qualify for the NCAA Tournament. Before the 1998–99 season, both events were known as
the National Women's Invitational Tournament, inheriting the name of a similar postseason
event that operated from 1969 to 1996. Despite the name, the WNIT has no relation to
the men's NIT—it is not operated by the NCAA, and was never under the control of any of the
bodies that ran the men's NIT before 2006.
Z

zone defense
A defense in which each player is responsible for an area of the court. See also man-to-man
defense.
Volleyball Definition

Volleyball is a team sport in which two teams of six players are separated by a net. Each team tries
to score points by grounding a ball on the other team's court under organized rules. [1] It has been a
part of the official program of the Summer Olympic Gamessince 1964.

The complete rules are extensive, but simply, play proceeds as follows: a player on one of the teams
begins a 'rally' by serving the ball (tossing or releasing it and then hitting it with a hand or arm), from
behind the back boundary line of the court, over the net, and into the receiving team's court. The
receiving team must not let the ball be grounded within their court. The team may touch the ball up to
3 times but individual players may not touch the ball twice consecutively. Typically, the first two
touches are used to set up for an attack, an attempt to direct the ball back over the net in such a way
that the serving team is unable to prevent it from being grounded in their court.
VOLLEYBALL HISTORY

Origin of volleyball

On February 9, 1895, in Holyoke, Massachusetts (United States), William G. Morgan,


a YMCA physical education director, created a new game called Mintonette as a pastime to be played
(preferably) indoors and by any number of players. The game took some of its characteristics
fromtennis and handball. Another indoor sport, basketball, was catching on in the area, having been
invented just ten miles (sixteen kilometers) away in the city of Springfield, Massachusetts, only four
years before. Mintonette was designed to be an indoor sport, less rough than basketball, for older
members of the YMCA, while still requiring a bit of athletic effort.
The first rules, written down by William G Morgan, called for a net 6 ft 6 in (1.98 m) high, a 25 ft
× 50 ft (7.6 m × 15.2 m) court, and any number of players. A match was composed of nine innings
with three serves for each team in each inning, and no limit to the number of ball contacts for each
team before sending the ball to the opponents' court. In case of a serving error, a second try was
allowed. Hitting the ball into the net was considered a foul (with loss of the point or a side-out)—
except in the case of the first-try serve.
After an observer, Alfred Halstead, noticed the volleying nature of the game at its first exhibition
match in 1896, played at the International YMCA Training School (now called Springfield College),
the game quickly became known as volleyball (it was originally spelled as two words: "volley ball").
Volleyball rules were slightly modified by the International YMCA Training School and the game
spread around the country to various YMCAs

Refinements and later developments


Japanese American women playing volleyball, Manzanar internment camp, California, ca. 1943

The first official ball used in volleyball is disputed; some sources say that Spalding created the first
official ball in 1896, while others claim it was created in 1900. The rules evolved over time: in the
Philippines by 1916, the skill and power of the set and spike had been introduced, and four years
later a "three hits" rule and a rule against hitting from the back row were established. In 1917, the
game was changed from 21 to 15 points. In 1919, about 16,000 volleyballs were distributed by
the American Expeditionary Forces to their troops and allies, which sparked the growth of volleyball in
new countries.
The first country outside the United States to adopt volleyball was Canada in 1900. An international
federation, the Fédération Internationale de Volleyball (FIVB), was founded in 1947, and the first
World Championships were held in 1949 for men and 1952 for women. The sport is now popular
in Brazil, in Europe (where especially Italy, the Netherlands, and countries from Eastern Europe have
been major forces since the late 1980s), in Russia, and in other countries including China and the
rest of Asia, as well as in the United States.

A nudist/naturist volleyball game at the Sunny Trails Club during the 1958 Canadian Sunbathing
Association (CSA) convention in British Columbia, Canada

Beach volleyball, a variation of the game played on sand and with only two players per team, became
a FIVB-endorsed variation in 1987 and was added to the Olympic program at the 1996 Summer
Olympics. Volleyball is also a sport at the Paralympics managed by theWorld Organization Volleyball
for Disabled.
Nudists were early adopters of the game with regular organized play in clubs as early as the late
1920s. By the 1960s, a volleyball court had become standard in almost all nudist/naturist clubs.
Volleyball Rules

Basic Volleyball Rules for Playing the Game

 6 players on a team, 3 on the front row and 3 on the back row


 Maximum of three hits per side
 Player 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, the ceiling above a non-
playable area
 It is legal to contact the ball with any part of a players body
 It is illegal to catch, hold, or throw the ball
 If two or more players contact the ball at the same time, it is considered one play and either
player involved may make the next contact (provided the next contact isn‘t the teams 4th hit)
 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
 At higher competition, the officiating crew may be made up of two refs, line judges, scorer, and
an assistant score

Basic Volleyball Rules Violations


The following are some basic volleyball rules for violations.

The result of a violation is a point for the opponent.

 When serving, stepping on or across the service line as you make contact with the serve
 Failure to serve the ball over the net successfull
 Contacting the ball illegally (lifting, carrying, throwing, etc. )
 Touching the net with any part of the body while the ball is in play. Exception: If the ball is
driven into the net with such force that it causes the net to contact an opposing player, no foul
will be called, and the ball shall continue to be in play.
 When blocking a ball coming from the opponents court, contacting the ball when reaching over
the net is a violation if both:
1) your opponent hasn‘t used 3 contacts AND
2) they have a player there to make a play on the ball
 When attacking a ball coming from the opponents court, contacting the ball whenreaching
over the net is a violation if the ball hasn‘t yet broken the vertical plane of the net.
 Crossing the court centerline with any part of your body. Exception: if it‘s the hand or foot,
the entire hand or entire foot must cross for it to be a violation.
 Serving out of order.
 Back row player blocking (deflecting a ball coming from their opponent), when at the
moment of contact the back row player is near the net and has part of his/her body above the
top of the net (an illegal block).
 Back row player attacking a ball inside the front zone ( the area inside the 10 foot line), when
at the moment of contact the ball is completely above the net (an illegal attack).
Volleyball Terminologies

Ace: A serve that is not passable and results immediately in a point.


Assist: Passing or setting the ball to a teammate who attacks the ball for a kill.
Attack: The offensive action of hitting the ball. The attempt by one team to terminate the play by
hitting the ball to the floor on the opponents side.
Attack Error: An unsuccessful attack which does one of the following: 1. the ball lands out of bounds,
2. the ball goes into the net and terminates the play or goes into the net on the third hit, 3. the ball is
blocked by the opposition for a point or side out, 4. the attacker is called for a center line violation, or
5. the attacker is called for illegal contact(lift, double hit..) on the attack.
Block: A defensive play by one or more players meant to deflect a spiked ball back to the hitter's
court. It may be a combination of one, two or three players jumping in front of the opposing spiker and
contacting the ball with the hands.
Block Error: An unsuccessful block which does one of the following: 1. the ball is deflected off the
blockers and goes out of bounds, 2. the ball goes into the net and terminates the play, 3. the blocker
reaches over the net interfering with the opponents ability to play the ball-providing they have one
contact left, 4. the blocker commits a net violation or center line violation.
Ball Handling Error: Any time the official calls a double hit, a thrown ball or a lift.
Campfire: A ball that falls to the floor in an area that's surrounded by two, three, four or more players.
At the instant after the ball hits the floor, it appears as if the players are encircling and starting a
campfire.
Centerline: The boundary that runs directly under the net and divides the court into two equal halves.
Dig: Passing a spiked or rapidly hit ball. Slang for the art of passing an attacked ball close to the
floor.
Dink: A legal push of the ball around or over blockers.
Double Hit: Successive hits or contacts by the same player. (Illegal)
Down Ball: A ball that is hit overhand and driven over the net with topspin while the player remains
standing.
Floater: A serve which does not spin or rotate and therefore moves in an erratic path. This is similar
to a knuckle ball pitch in baseball.
Free Ball: A ball that will be returned by a pass rather than a spike.
Held Ball: A ball that comes to rest during contact resulting in a foul.
Jump Serve: A serve that is started by the server tossing the ball into the air and jumping into and
hitting the ball in its downward motion.
Joust: When 2 opposing players are simultaneously attempting to play a ball above the net.
Kill: An attack that results in an immediate point or side out.
Off-Speed Hit: Any ball spiked with less than maximum force but with spin.
Overlap: Refers to the position of the players in the rotation prior to the contact of the ball when
serving.
Pancake: A one-handed defensive technique where the hand is extended and the palm is slid along
the floor as the player dives or extension rolls, and is timed so that the ball bounces off the back of
the hand.
Power Tip: A ball that is pushed or directed with force by an attacking team.
Quick: A player approaching the setter for a quick inside hit.
Quick Set: A set usually 2' above the net in which the hitter is approaching the setter and may even
be in the air, before the setter delivers the ball. This type of set requires precise timing between the
hitter and setter.
Reception Error: A serve that a player should have been able to return, but results in an ace.
Roof: A ball that when spiked is blocked by a defensive player such that the balls deflects straight to
the floor on the attackers side.
Rotation: The clockwise movement of player around the court and through the serving position
following a side out.
Serve: Used to put the ball into play.
Service Error: An unsuccessful serve in which one or more of the following occurs: 1. the ball fails to
clear the net, 2. the ball lands out of bounds, or 3. the server commits a foot fault.
Setter: the player who has the 2nd of 3 contacts of the ball who 'sets' the ball with an overhand pass
for a teammate to hit. The setter is like the quarterback in football - they run the offense.
Side Out: Occurs when the receiving team successfully puts the ball away against the serving team,
or when the serving team commits an unforced error, and thus the receiving team gains the right to
serve.
Six Pack: Occurs when a blocker gets hit in the head or face by a spiked ball.
Spike: Also hit or attack. A ball contacted with force by a player on the offensive team who intends to
terminate the ball on the opponent's floor or off the opponent's blocker.
Stuff: A ball that is deflected back to the attacking team's floor by the opponents blockers. A slang
term for block.
Wipe: When a hitter pushes the ball off the opposing block so it lands out of bounds.
Badminton Definition

Badminton is a racquet sport played using racquets to hit a shuttlecock across a net. Although it may
be played with larger teams, the most common forms of the game are "singles" (with one player per
side) and "doubles" (with two players per side). Badminton is often played as a casual outdoor activity
in a yard or on a beach; formal games are played on a rectangular indoor court. Points are scored by
striking the shuttlecock with the racquet and landing it within the opposing side's half of the court.

Each side may only strike the shuttlecock once before it passes over the net. Play ends once the
shuttlecock has struck the floor or if a fault has been called by the umpire, service judge, or (in their
absence) the opposing side.[1]

The shuttlecock is a feathered or (in informal matches) plastic projectile which flies differently from the
balls used in many other sports. In particular, the feathers create much higher drag, causing the
shuttlecock to decelerate more rapidly. Shuttlecocks also have a high top speed compared to the
balls in other racquet sports. The flight of the shuttlecock gives the sport its distinctive nature.

The game developed in British India from the earlier game of battledore and shuttlecock. European
play came to be dominated byDenmark but the game has became very popular in Asia, with recent
competitions dominated by China. Since 1992, badminton has been a Summer Olympic
sport with five events: men's singles, women's singles, men's doubles, women's doubles, and mixed
doubles. At high levels of play, the sport demands excellent fitness: players require aerobic
stamina, agility, strength, speed, and precision. It is also a technical sport, requiring good motor
coordination and the development of sophisticated racquet movements.
Badminton History
Games employing shuttlecocks have been played for centuries across Eurasia. but the modern game
of badminton developed in the mid-19th century among the British as a variant of the earlier game
of battledore and shuttlecock. ("Battledore" was an older term for "racquet".) Its exact origin remains
obscure. The name derives from the Duke of Beaufort's Badminton House in Gloucestershire, but
why or when remains unclear. As early as 1860, a London toy dealer named Isaac Spratt published a
booklet entitled Badminton Battledore – A New Game, but no copy is known to have survived.[ An
1863 article in The Cornhill Magazine describes badminton as "battledore and shuttlecock played with
sides, across a string suspended some five feet from the ground".

The game may have originally developed among expatriate officers in British India, where it was very
popular by the 1870s. Ball badminton, a form of the game played with a wool ball instead of a
shuttlecock, was being played in Thanjavur as early as the 1850s and was at first played
interchangeably with badminton by the British, the woollen ball being preferred in windy or wet
weather.

Early on, the game was also known as Poona or Poonah after the garrison town of Pune, where it
was particularly popular and where the first rules for the game were drawn up in 1873. By 1875,
officers returning home had started a badminton club in Folkestone. Initially, the sport was played
with sides ranging from 1 to 4 players, but it was quickly established that games between two or four
competitors worked the bestThe shuttlecocks were coated with India rubber and, in outdoor play,
sometimes weighted with lead. Although the depth of the net was of no consequence, it was preferred
that it should reach the ground.

The sport was played under the Pune rules until 1887, when J. H. E. Hart of the Bath Badminton Club
drew up revised regulations. In 1890, Hart and Bagnel Wild again revised the rules.The Badminton
Association of England (BAE) published these rules in 1893 and officially launched the sport at a
house called "Dunbar"in Portsmouth on 13 September. The BAE started the first badminton
competition, the All England Open Badminton Championships for gentlemen's doubles, ladies'
doubles, and mixed doubles, in 1899. Singles competitions were added in 1900 and an England–
Ireland championship match appeared in 1904.
Badminton Rules

Rules

 A player must wait until his opponent is ready before serving. If the opponent attempts a return
then he is ruled having been ready.
 The feet of both players must remain in a stationary position until the serve is made. Your feet
can not be touching the line at this time.
 It is not a fault if you miss the shuttle while serving.
 The shuttle cannot be caught and slung with the racket.
 A player cannot hold his racket near the net to ward off a downward stroke by his opponent or
to interfere with his racket.

Faults

 The shuttle, at the instant of being hit is higher than the servers waist or the head of the racket
is higher than the servers racket hand.
 The shuttle does not land in the correct service court.
 The server's feet are not in the service court or if the feet of the receiver are not in the court
diagonally opposite the server.
 The server steps forward as he/she serves.
 Any player balking or feinting his opponent before serve or during serve.
 A serve or shot that lands outside the court boundaries, passes under or through the net,
touches any other obstructions or a players body or clothing. The boundary and service lines
are considered in play.
 The shuttle in play is struck before it crosses the net to the striker's side of the net. You may
follow through over the net.
 A player touching the net or its supports with his body or racket while the shuttle is in play.
 Hitting the shuttle twice in succession by a player or team.

Scoring System

o A match consists of the best of 3 games of 21 points.


o Every time there is a serve – there is a point scored.
o The side winning a rally adds a point to its score.
o At 20 all, the side which gains a 2 point lead first, wins that game.
o At 29 all, the side scoring the 30th point, wins that game.
o The side winning a game serves first in the next game.

Interval and Change of Ends

o A 1 minute interval between each game is allowed.


o In the third game, players change ends when the leading score reaches 11 points.
Singles

o At the beginning of the game (0-0) and when the server‘s score is even, the server serves from
the right service court. When the server‘s score is odd, the server serves from the left service
court.
o If the server wins a rally, the server scores a point and then serves again from the alternate
service court.
o If the receiver wins a rally, the receiver scores a point and becomes the new server. They
serve from the appropriate service court – left if their score is odd, and right if it is even.

Doubles

o A side has only one ‗set‘.


o The service passes consecutively to the players as shown in the diagram.
o At the beginning of the game and when the score is even, the server serves from the right
service court. When it is odd, the server serves from the left court.
o If the serving side wins a rally, the serving side scores a point and the same server serves
again from the alternate service court.
o If the receiving side wins a rally, the receiving side scores a point. The receiving side becomes
the new serving side.
o The players do not change their respective service courts until they win a point when their side
is serving.
Badminton Terminnologies

Alley - Extension of the court by l 1/2 feet on both sides for doubles play.

Back Alley - Area between the back boundary line and the long service line for doubles.

Backcourt - Back third of the court, in the area of the back boundary lines.

Balk - Any deceptive movement that disconcerts an opponent before or during the service; often
called a "feint."

Baseline - Back boundary line at each end of the court, parallel to the net.

Carry - An illegal tactic, also called a sling or throw, in which the shuttle is caught and held on the
racquet and then slung during the execution of a stroke.

Center or Base Position - Location in the center of the court to which a singles player tries to return
after each shot.

Center Line - Line perpendicular to the net that separates the left and right service courts.

Clear - A shot hit deep to the opponent‘s back boundar>Nine. The high clear is a defensive shot,
while the flatter attacking clear is used offensively.

Court - Area of play, as defined by the outer boundary lines.

Drive - A fast and low shot that makes a horizontal flight over the net.

Drop - A shot hit sohly and with finesse to fall rapidly and close to the net on the opponent‘s side.

Fault - A violation of the playing rules, either in serving, receiving, or during play (see common faults
listed below).

Flick - A quick wrist and forearm rotation that surprises an opponent by changing an apparently soft
shot into a faster passing one; used primarily on the serve and at the net.

Forecourt - Front third of the court, between the net and the short service line.

Hairpin Net Shot - Shot made from below and very close to the net with the shuttle rising, just
clearing the net, and then dropping sharply down the other side. The shuttle‘s flight approximates the
shape of a hairpin.

Halfcourt Shot - A shot hit low and to midcourt, used effectively in doubles against the up-and-back
formation.
Kill - Fast, downward shot that cannot be returned; a "putaway." Let - A legitimate cessation of play
to allow a rally to be replayed. Long Service Line - In singles, the back boundary line.1n doubles a
line 2 l/2 feet inside the back boundary line. The serve may not go past this line.

Match - A series of games (at U.S. Olympic Festival-‘93 it is three out of five), to determine a winner.
Midcourt - The middle third of the court, halfway between the net and the back boundary line.

Net Shot - Shot hit from the forecourt that just clears the net and drops sharply.

Push Shot - Gentle shot played by pushing the shuttle with little wrist motion, usually from net or
midcourt to the opponent‘s midcourt.

Racquet - Instrument used by playerto hit shuttlecock Weight:About3 ounces. Length: 27 inches.
Made of: Ceramic, graphite, or boron frame; beef-gut string. Cost: $60-$175 (unstrung).

Rally - Exchange of shots while the shuttle is in play.

Serve or Service - Stroke used to put shuttlecock into play at the start of each rally.

Service Court - Area into which the serve must be delivered. Different for singles and doubles play.

Short Service Line - The line 6 l/2 feet from the net which a serve must reach to be legal.

Shuttlecock - Official name for the object that players hit. Also known as "birdie." Weight: .17-.l9
ounces. Made of: 16 goose feathers attached to a corktip covered with goat skin. Cost: $1.50-$2.00.
Usually lasts for no more than two games. The heavier the shuttlecock, the faster it flies. Flies faster
in higher temperatures and at higher altitudes.

Smash - Hard-hit overhead shot that forces the shuttle sharply downward. Badminton‘s primary
attacking stroke.

Wood Shot - Shot that results when the base of the shuttle is hit by the frame of the racquet. Once
illegal, this shot was ruled acceptable by the International Badminton Federation in 1963.
Chess Definition

Chess is a two-player strategy board game played on a chessboard, a checkered gameboard with
64 squares arranged in an 8×8 grid. The game is played by millions of people worldwide. Each player
begins with 16 pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns.
Each of the six piece types moves differently, with the most powerful being the queen and the least
powerful the pawn. The objective is to checkmate the opponent's king by placing it under an
inescapable threat of capture. To this end, a player's pieces are used to attack and capture the
opponent's pieces, while supporting each other. In addition to checkmate, the game can be won
by voluntary resignation of the opponent, which typically occurs when too much material is lost or
checkmate appears inevitable. There are also several ways a game can end in a draw.
Chess is believed to have originated in India sometime before the 7th century. The game was derived
from the Indian game chaturanga, which is also the likely ancestor of the Eastern strategy
games xiangqi, janggi, and shogi. (A minority view holds that chess originated in China.) The pieces
assumed their current powers in Spain in the late 15th century; the rules were standardized in the
19th century.
The first generally recognized World Chess Champion, Wilhelm Steinitz, claimed his title in 1886.
Since 1948, the World Championship has been regulated by the Fédération Internationale des
Échecs (FIDE), the game's international governing body. FIDE also awards life-time master titles to
skilled players, the highest of which is grandmaster. Many national chess organizations have a title
system of their own. FIDE also organizes the Women's World Championship, the World Junior
Championship, the World Senior Championship, the Blitz and Rapid World Championships, and
the Chess Olympiad, a popular competition among international teams. FIDE is a member of
the International Olympic Committee, which can be considered as a recognition of chess as a sport;.
Several national sporting bodies (for example the Spanish Consejo Superior de Deportes) also
recognize chess as a sport. Chess was included in the 2006 and 2010 Asian Games. There is also
a Correspondence Chess World Championship and a World Computer Chess Championship. Online
chess has opened amateur and professional competition to a wide and varied group of players.
Since the second half of the 20th century, computers have been programmed to play chess with
increasing success, to the point where the strongest personal computers play at a higher level than
the best human players. Since the 1990s, computer analysis has contributed significantly to chess
theory, particularly in the endgame. The IBM computer Deep Blue was the first machine to overcome
a reigning World Chess Champion in a match when it defeated Garry Kasparov in 1997. The rise of
strong computer programs (called "engines") runnable on hand-held devices has led to increasing
concerns about cheating during tournaments.
There are many variants of chess that utilize different rules, pieces, or boards. One of
these, Chess960 (originally named "Fischerandom"), has gained widespread popularity as well as
some FIDE recognition.
Chess History

The history of chess can be traced back nearly 1500 years, although the earliest origins are
uncertain. The earliest predecessor of the game probably originated in India, before the 6th century
AD; a minority of historians believe the game originated in China. From India, the game spread
to Persia. When the Arabs conquered Persia, chess was taken up by the Muslim world and
subsequently spread to Southern Europe. In Europe, chess evolved into roughly its current form in
the 15th century.
The "Romantic Era of Chess" was the predominant chess playing style from the late 15th century to
the 1880s. Chess games of this period emphasized more on quick, tactical maneuvers rather than
long-term strategic planning. The Romantic era of play was followed by the Scientific, Hypermodern,
and New Dynamism eras. In the second half of the 19th century, modern chess tournament play
began, and the first World Chess Championship was held in 1886. The 20th century saw great leaps
forward in chess theory and the establishment of the World Chess Federation (FIDE. Developments
in the 21st century include use of computers for analysis, which originated in the 1970s with the first
programmed chess games on the market. Gaming appeared in the mid-1990s.
Chess remains a highly popular pastime among the general populace. A 2012 survey found that
"chess players now make up one of the largest communities in the world: 605 million adults play
chess regularly". Chess is played at least once a year by 12% of British people, 15% of Americans,
23% of Germans, 43% of Russians, and 70% of Indian people.

Chess Rules
The rules of chess (also known as the laws of chess) are rules governing the play of the game
of chess. While the exact origins of chess are unclear, modern rules first took form during the Middle
Ages. The rules continued to be slightly modified until the early 19th century, when they reached
essentially their current form. The rules also varied somewhat from place to place. Today, the
standard rules are set by FIDE (Fédération Internationale des Échecs), the international governing
body for chess. Slight modifications are made by some national organizations for their own purposes.
There are variations of the rules for fast chess, correspondence chess, online chess, and Chess960.
Chess is a two-player board game utilizing a chessboard and sixteen pieces of six types for each
player. Each type of piece moves in a distinct way. The goal of the game is to checkmate (threaten
with unescapable capture) the opponent's king. Games do not necessarily end with checkmate;
players often resign if they believe they will lose. A game can also end in a draw in several ways.
Besides the basic moves of the pieces, rules also govern the equipment used, time control, conduct
and ethics of players, accommodations for physically challenged players, and recording of moves
using chess notation. Procedures for resolving irregularities that can occur during a game are
provided as well.
Chess Terminologies

Action Chess: A game where each player only has 30 minutes to make all his moves.
Algebraic Notation: A method for writing moves down by using the names of the pieces and the
ranks and files. Replaced older Descriptive Notation (―P-K4" is now "e4") about 1970.
Amateur: In chess, a non-master. At the US Amateur, masters cannot play; at the US Amateur Team
tournaments, the team has to average below master rating. Note: in chess, amateurs can win money,
sometimes quite a bit, at tournaments like the World Open.
Attack: When you move a piece to a square where you could capture an opponent‘s piece NEXT
move.
Back Rank: The rank where a player sets up his major pieces (1st for White; 8th for Black)
Back-Rank Mate: A checkmate on the 1st or 8th rank with a Rook or Queen.
Battery: Lining up two pieces that move similarly, like a Queen and Rook or Queen and Bishop.
Blitz: Fast chess. Many blitz games are 5 minutes per player for the entire game.
Book: Besides the kind with a spine, a ―book‖ move is one that a player has learned to play in a
particular position in the opening (from a ―book‖ or other media) without the need to ―calculate‖.
Blunder: A bad move; primarily a move that turns a win into a loss or draw, or a draw into a loss.
Bughouse: A variant of chess with two players on each side – a player gets the pieces his partner
captures.
Bye: What you get when you can‘t play a round, but are still continuing to play in the tournament.
Byes don‘t count for ratings, but can be either 0 points, ½ point, or 1 point (in case you want to play,
but are the odd person available)
Capture: (or Take) not Kill – to remove a piece from the board via a legal move.
Castle: To move your unmoved King 2 squares toward an unmoved Rook and to move the Rook on
the other side of the King is the castling move.
Check: An attack on the King. You do not have to announce ―check‖.
Checkmate: An attack on the King where there is no way for your opponent to finish his turn and no
longer have the King attacked. To be checkmated.
CTD: Club Tournament Director
Desperado: A piece that is going to be captured anyway so it can "sacrifice" itself at the highest cost.
Discovery: An attack by a piece that was opened up via another piece‘s move.
Double Attack: An attack on two (or more) pieces by a single move
Doubled Pawns: Two pawns of the same color on the same file as a result of a capture
Doubled Rooks: Two Rooks forming a battery on a rank or file.
Draw: Any game that ends without either player winning, e.g. Stalemate, Lack of Mating Material, 50-
Move Rule, etc. The word ―tie‖ s not used.
En Passant: Capturing a pawn that moved 2 spaces with a pawn that could have captured it if it had
only moved 1 space, on the next turn only.
En Prise: Literally "in take" - able to be captured for free. A piece is en prise if it can be captured but
is not guarded.
Endgame: The part of the game where the King should come out and fight (with fewer pieces left on
the board). The ending phase of chess.
Expert: Someone with a US Chess Federation rating between 2000 and 2199.
Exchange: Trading pieces, usually of equal value. Also trading ("winning") a Rook for a Knight or
Bishop is to be "up the Exchange".
Fianchetto: To develop a Bishop on a long diagonal (b2 or g2 for White; b7 or g7 for Black).
FIDE: International Chess Federation
FIDE Master: Someone with the lowest International Chess Title
Fifty-Move Rule: A type of draw where both players make 50 moves consecutively without either
player advancing a pawn or making a capture.

File: The rows of a chess board going up and down, lettered a-h (lower case), with ―a‖ always on
White‘s left (and Black‘s right).
Five Minute/Blitz: A game where each player has five minutes to make all his moves.
Flag: The part of an analog clock that rises when the minute hand nears the hour and falls at the
hour. As a verb, "to flag" means to lose the game on time.
Forfeit: When a player doesn't show up for a game he is forfeit and loses.
Fork: A double attack, usually by a Knight or Pawn (thus looking like a ―fork‖ in the road), a common
chess tactic.
Grandmaster: Someone with the highest International Chess Title
Illegal Move: A move that either a) Moves a piece in an illegal manner, or 2) Results in an illegal
position.
International Master: Someone with the intermediate International Chess Title
Isolated Pawns: Pawns that have no other pawns of the same color on adjacent files
are isolated and "alone", lacking support by fellow pawns.
Knight: The chess piece that moves like an ―L‖, or the shortest move that is not a straight one.
LTD: Local Tournament Director.
Master: Someone with a US Chess Federation rating between 2200 and 2399.
Material: A way to determine piece value; or the winning of a pawn (or piece, or Exchange) means
winning "material".
NTD: National Tournament Director.
Open File: A file with no pawns of either color.
Patzer: A "fish" or weak chess player.
Piece: Any of the chessmen; a set of chess pieces. Sometimes non-pawns only, "pieces and
pawns".
Pin: An attack (by a Rook, Bishop or Queen) on a piece that cannot or should not move, because a
piece behind the attacked piece is worth even more. If the piece behind is a King, this is an ―absolute‖
pin and the pinned piece is not allowed to move, or it would put the King into check.
Ply: A half-move, or the move of one player. When both players move, that is two ply, or one full
move.
Promote: When a pawn reaches the other side of the board, the 8th rank, it can promote to a Queen,
Rook, Bishop, or Knight on the promoting square.
Rank: The rows of a chessboard going sideways, numbered 1st-8th starting from White‘s side as 1st.
Rating: A measure of skill. USCF Ratings range from roughly 0 (basically impossible to get this low -
no one ever has) to 3000; most scholastic beginners start around 400. Even if you lose all your
games in your first few tournaments you are still usually about 200.
Repetition: A type of draw where the same position is reached three times with the same player to
move. Does not require the same moves and can occur at any point in the game.
Scholar’s Mate: To mate on f7 (or, for Black, f2) with a Queen or a Bishop in 4 moves – usually a
very bad thing to try. When teaching about this, Dan calls this ―Dumb and Dumber‖.
Section: A part of a chess tournament where the players are paired together. Sections may be
divided by rating class, scholastic vs. non-scholastic, rated vs. unrated, Scholastic Level, etc.
Semi-Open File: A file with only one pawn, belonging to the opponent.
Senior Master: Someone with a US Chess Federation rating over 2399.
Skewer: Sometimes called an "x-ray" attack, a sort of inside-out pin. A move that attacks a piece of
value, but there is a piece behind it of equal or lesser value that will be captured anyway if the
attacked piece moves.
Skittles: Chess for fun or chess without a clock; a skittles room is where you go and play for fun while
waiting for your next formal pairing.
Stalemate: When the player to move isn‘t in check, but none of his pieces can move. This is a type of
draw - but not all draws are stalemantes.
Sudden Death: A final time control period where the game must be completed within a certain
amount of time, say 20 minutes on each player's clock.
Swiss System: A system of pairing tournaments whereby players are paired against opponents who
are doing about as well as they are. Wherever possible, players get about an equal number of games
with Black and White, and will not play the same opponent twice.
TD: Tournament Director
Team Tournament: A tournament where the players play in rating order, first board against first,
second against second, etc. The result is a team win, loss, or draw, depending on whether most of
the players win or lose (or half of them do).
Tempo: The ―time‖ invested in developing the pieces harmoniously. A pawn is said to be worth 3
tempi, or 3 turns.
Threat: A move which can win material, checkmate, or make progress next move if the opponent
does not stop it. Attacking an undefended piece is a possible threat.
Time Delay: The preferred way of using a clock at a USCF tournament; a digital clock is set to NOT
run for a defined number of seconds on each move.
Touch Move: The rule that says if you touch a piece you have to move it. If you let go of a piece you
have to leave it there, and if you purposely displace an opponent‘s piece, you have to take it.
USCF: United States Chess Federation.
Woodpusher: A duffer or weak chess player.
Zugzwang: The obligation to move, when any move at all will be bad.
Zwischenzug: An in-between move. For example, instead of re-capturing, a check may be given first.
Scrabble Definition
Scrabble is a word game in which two to four players score points by placing tiles bearing a single
letter onto a board divided into a 15×15 grid of squares. The tiles must form words which,
in crossword fashion, read left to right in rows or downwards in columns, and be defined in a
standard dictionary or lexicon.
The name is a trademark of Hasbro, Inc. in the United States and Canada; outside the United States
and Canada, it is a trademark of Mattel. The game is sold in 121 countries and is available in 29
languages; approximately 150 million sets have been sold worldwide and roughly one-third of
American and half of British homes have a Scrabble set. There are around 4,000 Scrabble clubs
around the world.

Scrabble History
In 1938, American architect Alfred Mosher Butts created the game as a variation on an earlier word
game he invented called Lexiko. The two games had the same set of letter tiles, whose distributions
and point values Butts worked out by performing a frequency analysis of letters from various sources,
including The New York Times. The new game, which he called "Criss-Crosswords," added the
15×15 gameboard and the crossword-style game play. He manufactured a few sets himself, but was
not successful in selling the game to any major game manufacturers of the day.
In 1948, James Brunot, a resident of Newtown, Connecticut – and one of the few owners of the
original Criss-Crosswords game – bought the rights to manufacture the game in exchange for
granting Butts a royalty on every unit sold. Though he left most of the game (including the distribution
of letters) unchanged, Brunot slightly rearranged the "premium" squares of the board and simplified
the rules; he also changed the name of the game to "Scrabble", a real word which means "to scratch
frantically". In 1949, Brunot and his family made sets in a converted former schoolhouse
in Dodgingtown, a section of Newtown. They made 2,400 sets that year, but lost money. According to
legend, Scrabble's big break came in 1952 when Jack Straus, president of Macy's, played the game
on vacation. Upon returning from vacation, he was surprised to find that his store did not carry the
game. He placed a large order and within a year, "everyone had to have one.‖
In 1952, unable to meet demand himself, Brunot sold manufacturing rights to Long Island-
based Selchow and Righter, one of the manufacturers who, like Parker Brothers and Milton Bradley
Company, had previously rejected the game. In its second year as a Selchow and Righter-built
product, nearly four million sets were sold.
Selchow and Righter bought the trademark to the game in 1972. JW Spears began selling the game
in Australia and the UK on January 19, 1955. The company is now a subsidiary of Mattel. In 1986,
Selchow and Righter were sold to Coleco, which soon after went bankrupt. Hasbro purchased the
company's assets, including Scrabble and Parcheesi.
/In 1984, Scrabble was turned into a daytime game show on NBC. Scrabble ran from July 1984 to
March 1990, with a second run from January to June 1993. The show was hosted by Chuck Woolery.
The show's tagline promotional broadcasts was, "Every man dies; not every man truly Scrabbles." In
2011, a new TV variation of Scrabble, called Scrabble Showdown, aired on The Hub cable channel,
which is a joint venture of Discovery Communications, Inc. and Hasbro.
Scrabble was inducted into the National Toy Hall of Fame in 2004.
Scrabble Rules
Notation system
In the notation system common in tournament play, columns are labeled with the letters "A-O" and
rows with the numbers "1-15". (On Scrabble boards manufactured by Mattel as well as on the Internet
Scrabble Club, rows are lettered while columns are numbered instead.) A play is usually identified in
the format xy WORD score or WORD xy score, where xdenotes the column or row on which the
play's main word extends, y denotes the second coordinate of the main word's first letter,
and WORD is the main word. Although unnecessary, additional words formed by the play are
occasionally listed after the main word and a slash. In the case where the play of a single tile forms
words in each direction, one of the words is arbitrarily chosen to serve as the main word for purposes
of notation.
When a blank tile is employed in the main word, the letter it has been chosen to represent is indicated
with a lower case letter, or, in handwritten notation, with a square around the letter. When annotating
a play, previously existing letters on the board are usually enclosed in parentheses.
Exchanges are often annotated by a minus sign followed by the tiles that were exchanged
alphabetically; for example, if a player holds EIIISTU, exchanging two I's and a U would typically be
denoted as "-IIU."
The image at right gives examples of valid plays and how they would typically be annotated using the
notation system.

Additionally, a number of symbols have been employed to indicate the validity of words in different
lexica:

 * means an illegal, or phony, word.


 # means a word valid in games using the British-originated word list (CSW12) only.
 $ means a word valid in games using the American-originated word list (TWL2) only.
 ! means a word judged to be offensive, and thus valid in tournament games only.

Sequence of Play
Before the game, a resource, either a word list or a dictionary, is selected for the purpose of
adjudicating any challenges during the game. The letter tiles are either put in an opaque bag or
placed face down on a flat surface. Opaque cloth bags and customized tiles are staples of clubs and
tournaments, where games are rarely played without both.
Next, players decide the order in which they play. The normal approach is for players to each draw
one tile: The player who picks the letter closest to the beginning of the alphabet goes first, with blank
tiles taking precedence over the letter 'A'. In most North American tournaments, the rules of the US-
based North American Scrabble Players Association (NASPA) stipulate instead that players who
have gone first in the fewest number of previous games in the tournament go first, and when that rule
yields a tie, those who have gone second the most go first. If there is still a tie, tiles are drawn as in
the standard rules.
At the beginning of the game, each player draws seven tiles from the bag and places them on his or
her rack, concealed from the other player(s).
Making a Play
The first played word must be at least two letters long, and cover H8 (the center square). Thereafter,
any move is made by using one or more tiles to place a word on the board. This word may or may not
use one or more tiles already on the board, but must join with the cluster of tiles already on the board.
On each turn, the player has three options:

 Pass, forfeiting the turn and scoring nothing


 Exchange one or more tiles for an equal number from the bag, scoring nothing, an option
available only if at least seven tiles remain in the bag
 Play at least one tile on the board, adding the value of all words formed to the player's cumulative
score
A proper play uses one or more of the player's tiles to form a continuous string of letters that make a
word (the play's "main word") on the board, reading either left-to-right or top-to-bottom. The main
word must either use the letters of one or more previously played words or else have at least one of
its tiles horizontally or vertically adjacent to an already played word. If any words other than the main
word are formed by the play, they are scored as well, and are subject to the same criteria of
acceptability. See Scoring for more details.
A blank tile may represent any letter, and scores zero points, regardless of its placement or what
letter it represents. Its placement on a double-word or triple-word square causes the corresponding
premium to be applied to the word(s) in which it is used. Once a blank tile is placed, it remains that
particular letter for the remainder of the game.
After making a play, the player announces the score for that play, then if the game is being played
with a clock, starts his or her opponent's clock. The player can change his play anytime his or her
clock is running, but commits to the play when he or she starts the opponent's clock. The player then
draws tiles from the bag to replenish his or her rack to seven tiles. If there are not enough tiles in the
bag to do so, the player takes all the remaining tiles.
If a player has made a play and has not yet drawn a tile, the opponent may choose to challenge any
or all words formed by the play. The player challenged must then look up the words in question using
a specified word source (such as OTCWL, the Official Scrabble Players Dictionary, or CSW) and if
any one of them is found to be unacceptable, the play is removed from the board, the player returns
the newly played tiles to his or her rack and the turn is forfeited. In tournament play, a challenge may
be to the entire play or any one or more words, and judges (human or computer) are used, so players
are not entitled to know which word(s) are invalid. Penalties for unsuccessfully challenging an
acceptable play vary in club and tournament play, and are described in greater detail below.
End of Game
Under North American tournament rules, the game ends when either

1. one player plays every tile on his or her rack, and there are no tiles remaining in the bag
(regardless of the tiles on his or her opponent's rack)
2. at least six successive scoreless turns have occurred and either player decides to end the
game
3. either player uses more than 10 minutes of overtime. (For several years, a game could not end
with a cumulative score of 0-0, but that is no longer the case, and such games have since
occurred a number of times in tournament play, the winner being the player with the lower total
point value on his or her rack.[20])
When the game ends, each player's score is reduced by the sum of his or her unplayed letters. In
addition, if a player has used all of his or her letters (known as "going out" or "playing out"), the sum
of the other player's unplayed letters is added to that player's score; in tournament play, a player who
goes out adds twice that sum, and his or her opponent is not penalized.
Examples
Plays can be made in a number of ways (in what follows, it is assumed that the word JACK has been
played on a previous turn; letters in parentheses represent tiles already on the board):

 Adding one or more letters to an existing word, e.g. (JACK)S, HI(JACK), HI(JACK)ING.
 "Hooking" a word and playing perpendicular to that word, e.g. playing IONIZES with the S hooked
on (JACK) to make (JACK)S.
 Playing perpendicular to a word, e.g. YEU(K)Y through the K in JACK.
 Playing parallel to a word(s) forming several short words, e.g. CON played under (JACK)
simultaneously forming (J)O and (A)N.
Any combination of these is allowed in a play, as long as all the letters placed on the board in one
play lie in one row or column and are connected by a main word, and any run of tiles on two or more
consecutive squares along a row or column constitutes a valid word.
Either on the first turn or on subsequent turns, words may read either left-to-right or top-to-bottom.
Diagonal plays are not allowed.

Scoring
The score for any play is determined this way:

 Each new word formed in a play is scored separately, and then those scores are added up. The
value of each tile is indicated on the tile, and blank tiles are worth zero points.
 The main word (defined as the word containing every played letter) is scored. The letter values of
the tiles are added up, and tiles placed on DLS and TLS are doubled and tripled in value,
respectively. Tiles placed on DWS or TWS squares double or triple the value of the word(s) that
include those tiles. In particular, the center square (H8) is considered a DWS, and the first play is
doubled in value.
 If any "hook" words are played (e.g. playing ANEROID while "hooking" the A to BETTING to make
ABETTING), the scores for each word are added separately. This is common for "parallel" plays
that make up to eight words in one turn.
 Premium squares apply only when newly placed tiles cover them. Any subsequent plays do not
count those premium squares.
 If a player makes a play where the main word covers two DWS squares, the value of that word is
doubled, then redoubled (i.e. 4× the word value). Similarly, if the main word covers two TWS
squares, the value of that word is tripled, then retripled (9× the word value). Such plays are often
referred to as "double-doubles" and "triple-triples" respectively. It is theoretically possible to
achieve a play covering three TWS squares (a 27× word score), although this is extremely
improbable without constructive setup and collaboration. Plays covering a DWS and a TWS
simultaneously (6× the word value, or 18× if a DWS and two TWS squares are covered) are only
possible if a player misses the center star on the first turn, and the play goes unchallenged (this is
valid under North American tournament rules).
 Finally, if seven tiles have been laid on the board in one turn, known as a "bingo" in North
America and as a "bonus" elsewhere, after all of the words formed have been scored, 50 bonus
points are added.
When the letters to be drawn have run out, the final play can often determine the winner. This is
particularly the case in close games with more than two players.
Scoreless turns can occur when a player passes, exchanges tiles, or loses a challenge. The latter
rule varies slightly in international tournaments. A scoreless turn can also theoretically occur if a play
consists of only blank tiles, but this is extremely unlikely in actual play.

Example
Suppose Player 1 plays QUANT 8D, with the Q on a DLS and T on the center star. The score for this
play would be (2 × 10 + 1 + 1 + 1 + 1) × 2 = 48 (following the order of operations).
Player 2 extends the play to ALI(QUANT) 8A with the A on the TWS at 8A. The score for this play
would be (1 + 1 + 1 + 10 + 1 + 1 + 1 + 1) × 3 = 51. Note that the Q is not doubled for this play.
Player 1 has DDIIIOO and plays OIDIOID 9G. The score for the word OIDIOID would be (2 × 1 + 1 +
2 × 2 + 1 + 1 + 1 + 2 × 2) = 14. Additionally, Player 1 formed NO and TI, which score 1 + 2 × 1 = 3
and 1 + 1 = 2 points respectively. Therefore, the sum of all the values of the words formed is 14+3+2
= 19. However, this is a seven-letter play, so 50 points are added, resulting in a total score of 69.
Player 1 now has a 117-51 lead.
The player with the highest final score wins the game. In case of a tie, the player with the highest
score before adjusting for unplayed tiles wins the game. In tournament play, a tie counts as 1/2 a win
for both players.

Acceptable words
Acceptable words are the primary entries in some chosen dictionary, and all of their inflected forms.
Words that are hyphenated, capitalized (such as proper nouns), or apostrophized are not allowed,
unless they also appear as acceptable entries; JACK is a proper noun, but the word JACK is
acceptable because it has other usages as a common noun (automotive, vexillological, etc.) and verb
that are acceptable. Acronyms or abbreviations, other than those that have acceptable entries (such
as AWOL, RADAR, LASER, and SCUBA) are not allowed. Variant spellings, slang or offensive terms,
archaic or obsolete terms, and specialized jargon words are allowed if they meet all other criteria for
acceptability; though archaic spellings (e.g. NEEDE for NEED) are generally not allowed. Foreign
words are not allowed in the English language Scrabble unless they have been incorporated into the
English language – for example, the words PATISSERIE, KILIM, and QI. Vulgar and offensive words
are generally excluded from the OSPD4, but are allowed in club and tournament play.
Proper nouns and other exceptions to the usual rules are allowed in some limited contexts in the spin-
off game Scrabble Trickster. Names of recognized computer programs are permitted as an
acceptable proper noun (For example, WinZIP).

There are two popular competition word lists used in various parts of the
world: TWL and SOWPODS (also referred to as "Collins" or "CSW"). The memorization of two-letter
words is considered an essential skill in this game.
OWL2 and OSPD5
The North American 2006 Official Tournament and Club Word List, Second Edition (OWL2) went into
official use in American, Canadian, Israeli and Thai club and tournament play on March 1, 2006 (or,
for school use, the bowdlerized Official Scrabble Players Dictionary, Fifth Edition (OSPD5)). North
American competitions use the Long Words List for longer words.
The OWL2 and the OSPD5 are compiled using four (originally five) major college-level dictionaries,
including Merriam-Webster (10th and 11th editions, respectively). If a word appears, at least
historically, in any one of the dictionaries, it will be included in the OWL2 and the OSPD5. If the word
has only an offensive meaning, it is only included in the OWL2. The key difference between the
OSPD5 and the OWL2 is that the OSPD5 is marketed for "home and school" use, with expurgated
words which their source dictionaries judged offensive, rendering the Official Scrabble Players
Dictionary less fit for official Scrabble play. The OSPD5, released in 2014, is available in bookstores,
whereas the OWL2 is only available through NASPA).

Collins Scrabble Words


In all other English-speaking countries, the competition word list is Collins Scrabble Words 2015
edition, known as CSW15. Versions of this lexicon prior to 2007 were known as SOWPODS. The
lexicon includes all allowed words of length 2 to 15 letters. This list contains all OWL2 words plus
words sourced from Chambers and Collins English dictionaries. This book is used to adjudicate at
the World Scrabble Championship and all other major international competitions outside of North
America.
Tournaments are also occasionally played to CSW in North America, particularly since
2010. NASPA officially rates CSW tournaments alongside OWL tournaments, using a separate rating
system.
Scrabble Terminologies

Alphagram: It is a group of letters alphabetically arranged.


Anagram: It is a word that is rearranged and spelled in another way forming another word but with
same set of letters.
Balancing your rack: It is to see to it that the number of vowels and consonants on your rack are
balanced in terms of numbers for you to have a better chance of scoring high on your next turn.
Bingo: It is about creating a word that will allow you to place all your letter tiles on the game board at
once and automatically received a 50 bonus points on top of your recent score.
Bingo-prone tiles: It is a group of letter tiles that are most likely to result for a bingo. It is usually
ranging from the set of three to six tiles you have on your rack.
Blank Bingo: It is a bingo that included a blank tile to create and connect the word.
Blocking: It is an act of creating and putting words that would hinder co-players to get a high score.
Bluffing: It is an act of intentionally using a phoney word which is a defense used by many experts
and very ethical to use.
Brailing: This is a violation wherein you tend to feel the surface of a tile while your hand is still inside
the bag of tiles in order to get the letter that you want or a blank tile.
Challenge: It is a call that your scrabble opponent make if your played word is unacceptable to
The Official Tournament and Club Word List (OWL). The player loses one turn is there is a challenge
made.
Challenge Slip: A sheet of paper that the words being challenged by your opponent is being listed.
Closed Board: It occurs when there are already limited places to play with either for high scoring or
bingo chances.
Coffee-Housing: This is prohibited in the game rules and just simply means distracting your
opponent through small talks and other ways just to mislead your co-player.
Contestant Score Card: It is a record of each players game status which include name, signature,
first player, final score, total number of wins and speed.
Count tiles: It is counting of tiles prior to playing the game and after you finished playing the game
and examine as to whether all tiles are completesumming up to 100 tiles.
Courtesy Rule: It is when the your opponent takes more than a minute to hold the play, then the
player can take new tiles but separate them from others until such time that the hold is reconciled.
Double-double: It is when you play with letters that cover two double word squares
Duplication: It is when you get more than one letter in your rack.
Endgame: It is when there are less than seven letter tiles to draw from the bag.
Exchanging Tiles: It is when a player trade of his/her turn in order to exchange her present letter
tiles to new tiles in which the player gets from the bag of letter tiles.
Extension Play: It is adding two or more letters from an existing word.
Fishing: It is to play only one to two tiles reserving the remaining tiles for a higher point score.
Hold: It is a call by an opponent for a challenging play.
Hook Letter: It is a letter that will spell a new word from the played word given on the game board.
Hot Spots: These refer to specific areas on the game board which have superb scoring opportunities.
Leave: It is a group of tiles left on the rack of letter tiles after a play before taking again new tiles.
Natural Bingo: It is a Bingo that does not use a blank tile.
Neutralize Clock: It is to stop the game clock.
New Word List: It is a word list superseded by The Official Tournament and Club Word List (OWL).
Nongo: It is a Bingo on your rack that was not played on the game board.
Open Board: It is a position of words on the game board that still has so many places to draw words
and gain higher scores.
Overdrawing: It is when a player has taken more than seven tiles on the bag.
Parallel Play: It is a word played parallel to another word.
Passing: It is done by a player if he or she does not want to play or exchange tiles in the course of
the play.
Phoney: It is any unacceptable word.
Power Tiles: There are ten power tiles which consist of the two blanks, the four S and the J, Q, X,
and Z.
Rating: The rating is the player's game standing in comparison with other players in the game.
Rounds. It refers to one game played.
Sand Timer: Some Scrabble Tournament utilized this timer to manage each player's turn to play.
Spread: It is the difference between the winning and losing score of the game.
Stems: These are five and six letter word combinations that are very much useful in making a bingo
more often. Some of those are as follows: STARE, STANE, RETINA, SATINE, SATIRE.
Team Game: This refers to the Scrabble Game played with at least three players and as many as six
to eight wherein only two sides compete with one rack each.
Total Spread: It refers to the total spread of the entire Scrabble Tournament.
Tournament clock: It refers to two clocks housed in one case.
Tracking: It is the process of keeping track of the letters played on the game board.
Triple-triple: It is when a player makes a play that covers two triple word squares.
Turnover: It happens when players play as many tiles as possible in order to draw as many new
tiles.
Two to make threes: It is a two letter word that takes a third letter that can be placed either in front
or back to form a three letter word.
Word Judges: They are special workers designated to adjudicate the players' challenges at clubs
and during tournaments.
Games of the Generals Definition

The Game of the Generals, also called GG as it is most fondly called, or simply The Generals, is
an educational war game invented in the Philippines by Sofronio H. Pasola, Jr. in 1970. Its Filipino
name is "Salpakan." It can be played within twenty to thirty minutes. It is designed for two players,
each controlling an army, and a neutral arbiter (sometimes called a referee or an adjutant) to decide
the results of "challenges" between opposing playing pieces, that like playing cards, have their
identities hidden from the opponent.
The game simulates armies at war trying to overpower, misinform, outflank, outmaneuver, and
destroy each other. It optimizes the use of logic, memory, and spatial skills. It simulates the "fog of
war" because the identities of the opposing pieces are hidden from each player and can only be
guessed at by their location, movements, or from the results of challenges. The game allows only one
side's plan to succeed, although a player may change plans during the course of the game. In
addition, there are two different ways of winning the game (see below). Certain strategies and tactics,
however, allow both sides the chance of securing a better idea of the other's plan as the game
progresses. Players can also speak or gesture to their opponents during matches, hoping to create a
false impression about the identity of their pieces or their overall strategy.

Games of the Generals History


This game was invented by Sofronio H. Pasola, Jr. with the inspiration of his son Ronnie Pasola.
Pasolas first tried the Game of the Generals on a chessboard. Even then, the pieces had no
particular arrangement.
There were no spies in the experimental game; but after Ronnie Pasola remembered the James
Bond movies and Mata Hari, he added the Spies. Making the pieces hidden was the idea of the
Pasolas after remembering card games.
The Game of the Generals' public introduction was on February 28, 1973. After the game was made,
it angered many Filipino chess players thinking that Pasola was trying to denigrate or supplant chess.
Games of the Generals Rules

OBJECT OF THE GAME:


The objective of the game is to eliminate or capture the Flag of your opponent. You may also win by
successfully maneuvering your own Flag to the opposite end of the board. THE PIECES

The player's set of pieces or soldiers with the corresponding ranks and functions consists of the
following 21 pieces:

PIECES FUNCTIONS
Five (5)-Star NO. OF PIECES Eliminates any lower ranking officer,the private & the
One (1)
General flag.

One (1)
Four (4)-Star Eliminates any lower ranking officer,the private & the
General flag.
One (1)
Three (3)-Star Eliminates any lower ranking officer,the private & the
One (1)
General flag.

One (1)
Two (2)- Star Eliminates any lower ranking officer,the private & the
General flag.
One (1)
One (1) — Star Eliminates any lower ranking officer,the private & the
One (1)
General flag.

One (1)
Colonel Eliminates any lower ranking officer,the private & the
flag.
One (1)
Lt. Colonel
Eliminates any lower ranking officer,the private & the
One (1)
Major flag.

One (1)
Captain Eliminates any lower ranking officer,the private & the
flag.
One (1)
1sI Lieutenant
Eliminates any lower ranking officer,the private & the
Two (2)
2nd Lieutenant flag.

Sergeant Eliminates any lower ranking officer,the private & the


Six (6) flag,
SPY
One (1) Eliminates any lower ranking officer,the private &-the
flag.
PRIVATE
Eliminates the private & the flag.
FLAG
Eliminates all officers (from the rank of Sergeant up to
the five (5) Star General & the flag.)

Eliminates the spy & the flag.

The flag can be eliminated by any piece including the


opposing flag; a flag eliminates the opposing flag when it
takes aggressive action by moving into the same
square occupied by the other flag,

NOTE: If both soldiers are of equal ranks, BOTH are eliminated.

PREPARING FOR BATTLE:


Spread out the board as illustrated in Figure A. Arrange your respective sets of pieces on the first
three (3) rows on your end of the board with the printed sides facing you. (See Figure A). There is no
predetermined place for any piece. You are therefore free to arrange the pieces according to your
strategy of style of play. Note that as you arrange your pieces on the first three (3) rows, you will find
six (6) vacant squares. This is to allow for maneuvering and freedom of movement when play begins.

MOVEMENT:
1. Any player makes the first move. Players move alternately.
2. A player is allowed to move only one piece at a time.
3. A move consists of pushing a piece to an adjacent square, either forward, backward or sideward. A
diagonal move or a move of more than one square is illegal. (See Figure B)

CHALLENGING:
1 As the game progresses, challenges are made resulting in the elimination of soldiers. A "challenge"
is made when a soldier moves into the same square occupied by an opposing soldier. When a
challenge is made the following rules of elimination apply:

a. A higher ranked soldier eliminates from the board a lower ranked soldiers.
b. If both soldiers are of equal, both are eliminated.
c. A spy eliminates any officer starting with the rank of 5-star General down to the Sergeant.
d. The Flag can be eliminated or captured by any piece including the opponent's Flag.
e. Only a Private can eliminate the Spy.
f. The Flag that moves into the same square occupied by the other Flag wins the game.

2. For maximum interest and suspense, a natural party (arbiter) is present to preside over a challenge
for both players. As arbiter, he is not allowed to reveal to either player the ranks of any piece whether
engaged in challenges or not. In case of a challenge, the arbiter quietly removes the outranked piece
and gives it back to the player who has lost it. Care must be made that the eliminated piece is not
shown to the opponent. (Note: Official tournament games are conducted with an arbiter.)
3. When playing without an arbiter, every time there is a challenge both players must declare the
ranks of the two opposing pieces concerned, after which, the outranked player removes his piece
from the Board.

HOW THE GAME ENDS:


1. The game ends:
a. When the Flag is eliminated or captured.
b. When a Flag reaches the opposite end of the board.
c. When a player resigns.
d. When both players agree on a drawn position.

2. A Flag reaching the opposite end of the board may still be eliminated by an opposing piece
occupying a square adjacent to the one reached by the Flag. In order to win, the Flag should at least
be two squares or two ahead of any opposing piece.
Game of the Generals Terminologies

No. of
Pieces Function
Pieces

General of the Army (Five Eliminates any lower-ranking officer, the Private, and
1
Stars) the Flag.

Eliminates any lower-ranking officer, the Private, and


General (Four Stars) 1
the Flag.

Lieutenant General (Three Eliminates any lower-ranking officer, the Private, and
1
Stars) the Flag.

Eliminates any lower-ranking officer, the Private, and


Major General (Two Stars) 1
the Flag.

Eliminates any lower-ranking officer, the Private, and


Brigadier General (One Star) 1
the Flag.

Colonel (Three Magdalo 7-Ray Eliminates any lower-ranking officer, the Private, and
1
Suns) the Flag.

Lieutenant Colonel (Two Eliminates any lower-ranking officer, the Private, and
1
Magdalo 7-Ray Suns) the Flag.

Major (One Magdalo 7-Ray Eliminates any lower-ranking officer, the Private, and
1
Sun) the Flag.

Captain (Three Magdalo Eliminates any lower-ranking officer, the Private, and
1
Triangles) the Flag.
1st Lieutenant (Two Magdalo Eliminates any lower-ranking officer, the Private, and
1
Triangles) the Flag.

2nd Lieutenant (One Magdalo


1 Eliminates the Sergeant, the Private, and the Flag.
Triangle)

Sergeant (Three Chevrons) 1 Eliminates the Private, and the Flag.

Private (One Chevron) 6 Eliminates the Spy, and the Flag.

Eliminates all officers from the rank of Sergeant up to


Spy (Two Prying Eyes) 2
5-Star General and the Flag.

Eliminates the opposing Flag as long as it takes the


Flag (Philippine Flag) 1
aggressive action against the enemy Flag.
Laro ng Lahi Definition

Traditional Filipino Games or Indigenous games in the Philippines (Tagalog: Laro ng Lahi) are
games commonly played by children, usually using native materials or instruments. In the Philippines,
due to limited resources of toys for Filipino children, they usually invent games without the need of
anything but the players themselves. Their games' complexity arises from their flexibility to think and
act.
Laro ng Lahi was coined and popularized by the Samahang Makasining (Artist Club), Inc. (commonly
known "Makasining") with the help of National Commission for Culture and the Arts and being used
by the other Philippine Local Government Unit, other organizations and other institution. Imparting of
these Filipino games to the youth is one of the main objectives of the organization. The Makasining
also created time based scoring for five selected games
(Patintero, Syatong, Dama, Lusalos and Holen).
Agawan Base

There are two teams with two bases. How many players on each team depends on the players. There
are two bases which each team claims as their own. The goal is to tag the other team's base without
getting tagged. If you're tagged, you're transferred to the other team and must be rescued. There are
several variations in which the rules are changed, in some, you can connect other items on the base
so you can easily touch the base.There are usually set points, such as first team to tag the other team
5 times wins. You can tag other people who has touched their base before you and are on the
opposite team. If they've touched their base after you've touched your base, they can tag you, and
you can't tag them.

Agawang sulok
- catch and own a corner - The it or tagger stands in the middle of the ground. The players in the
corners will try to exchange places by running from one base to another. The it should try to secure a
corner or base by rushing to any of those when it is vacant. This is called "agawan base" in some
variants, and "bilaran" in others
Araw-Lilim
- sun and shade - The it or tagger tries to tag or touch any of the players who is in direct contact with
the light.

Bahay-Bahayan
A role-playing game where children act as members of an imaginary family, sometimes to the extent
that one of them becomes the family "pet." They then act out various household situations such as
dinner, going to mass, and the like.

Bahay-Kubo
A hand-clapping game generally involving 4 people. They are split into two pairs, a pair having 2
people facing each other, and all members from both pairs facing the center (the two pairs being
perpendicular to each other). Each pair then does a hand clapping "routine" while singing the "bahay
kubo." At the middle of the song, each pair exchanges "routines" with the other.

- heaven and earth - One "It" chases after players who are allowed to run on level ground (lupa) and
clamber over objects (langit). The "It" may tag players who remain on the ground, but not those who
are standing in the "langit" (heaven). The tagged player then becomes "It" and the game continues.
Lawin at Sisiw ("Hawk and Chicken")
Picture
This game is played by 10 or more players. It can be played indoors or outdoors.

One player is chosen as the 'hawk' and another as the 'hen'. The other players are the 'chickens'. The
chickens stand one behind the other, each holding the waist of the one in front. The hen stands in
front of the file of chickens.

The hawk will 'buy' a chicken from the hen. The hawk will then take the chicken, asks him/her to hunt
for food and goes to sleep. While the hawk is asleep, the chicken will return to the hen. The Hawk
wakes up and tries to get back the chicken he bought while the hen and other chickens prevent the
hawk from catching the chicken. If the hawk succeeds, the chicken is taken and punished. If the hawk
fails to catch the chicken, the hawk will try to buy another chicken.
Luksong-Baka
Picture
- jump over the cow - A popular variation of Luksong Tinik, one player crouches while the other
players jump over him/her. The crouching player gradually stands up as the game progresses,
making it harder for the other players to jump over him/her.
Luksong-Tinik
Picture
- jump over the thorns - Two players serve as the base of the tinik (thorn) by putting their right or left
feet together (soles touching gradually building the tinik). A starting point is set by all the players,
giving enough runway for the players to achieve a higher jump, so as not to hit the tinik. Players of the
other team start jumping over the tinik, followed by the other team members.
Palosebo
Picture
- greased bamboo pole climbing - This game involves a greased bamboo pole that players attempt to
climb. This games is usually played during town fiestas, particularly in the provinces. The objective of
the participants is to be the first person to reach the prize—a small bag—located at the top of the
bamboo pole. The small bag usually contains money or toys.

Patintero
Harangang taga - try to cross my line without letting me touch or catch you - Each member of the
group who is it stands on the water lines. The perpendicular line in the middle allows the it designated
on that line to intersect the lines occupied by the it that the parallel line intersects, thus increasing the
chances of the runners to be trapped.even only one(1) member of a group is tagged the whole group
will be the "it".

Piko
hopscotch- The players stand behind the edge of a box, and each should throw their cue ball. The
first to play is determined depending on the players' agreement (e.g. nearest to the moon, wings or
chest). Whoever succeeds in throwing the cue ball nearest to the place that they have agreed upon
will play first. The next nearest is second, and so on.
Pitik-Bulag

This game involves 2 players. One covers his eyes with a hand while the other flicks a finger (pitik)
over the hand covering the eyes. The person with the covered eyes gives a number with his hand the
same time the other does. If their numbers are the same, then they exchange roles in the game.

Sambunot
Sambunot is a Philippine game which may be played outdoors by ten or more players, but not to
exceed twenty. The goal in the game is to get the coconut husk out of the circle.

A circle is drawn on the floor, big enough to accommodate the number of players. A coconut husk is
placed at the center of the circle. The players position themselves inside the circle. At the signal
″GO,″ players will rush to the center to get the coconut husk. Players may steal the coconut husk from
another player in an attempt to be the one to take the husk put of the circle. A player who is
successful in getting out of the circle with the coconut husk wins, and the game starts again.

Sipa
- game of kick - The object being used to play the game is also called sipa. It is made of a washer
with colorful threads, usually plastic straw, attached to it. The sipa is then thrown upwards for the
player toss using his/her foot. The player must not allow the sipa to touch the ground by hitting it
several times with his/her foot, and sometimes the part just above the knee. The player must count
the number of times he/she was able to kick the sipa. The one with most number of kicks wins the
game. Sipa is also the term used for the Filipino variant of Sepak Takraw.this game is
called"pambansang laro".

Taguan
- hide and seek in America. What is unique in Tagu-Taguan compared to its counterpart, hide and
seek, is that this game is usually played at sunset or at night as a challenge for the it to locate those
who are hiding.

Takip-Silim
- twilight game, look out, cover yourself! or take-cover game! - Participants usually step on couches,
hide under tables, or wrap themselves in curtains – much to the dismay of neat-freak parents.
Ten-Twenty
Picture
A game involving 2 pairs, with one utilizing a stretched length of garter. One pair faces each other
from a distance and has the garter stretched around them in such a way that a pair of parallel lengths
of garter is between them. The members of the other pair, then begin doing a jumping "routine" over
the garters while singing a song ("ten, twenty, thirty, and so on until one hundred). Each level begins
with the garters at ankle-height and progresses to higher positions, with the players jumping nimbly
on the garters while doing their routines.

Tsato
- stick game, better be good at it - Two players, one flat stick (usually 3') and one short flat piece of
wood (4" usually a piece cut from the flat stick).

Player A hitter and Player B as the catcher. Played outside on the ground where you dig a small
square hole (slanted) where you put the small wood so it sticks out.

Player A hits the wood with the stick so it catches air enough to be hit by the stick.

The further the wood gets hit the more points you get (usually counted by the number of stick length

Player B on the other hand has to anticipate and catch the small piece of wood to nullify the points
and become his turn OR looks forward to Player A to miss hitting the wood.
Tumbang Preso
Picture
Tumbang Preso is a popular Filipino street game also known as Presohan.

The game requires 3 or more players. Each player is provided with a large throw-away object (could
be slippers or a shoe) called "pamato". A semi-flattened empty tin or plastic container (the size of an
8 or 12 oz. tins) is placed in upright position 6 or 8 meters from the throwing line. A player is drawn as
the prisoner (usually through a system like Jack en Poy). The prisoner will guard the empty tin or
container.

The other players stand at the throwing line. They take turns throwing their "pamato" at the empty tin,
trying to knock it down. As soon as the can is knocked down, the prisoner must put back the tin in
upright position before he can tag the any of the players attempting to recover their "pamato". If the
"pamato" becomes too close to the tin in an upright position, so that the prisoner can step on both
with one foot, the owner of the "pamato" becomes the new "prisoner". The prisoner can also tag the
players while recovering their "pamato" outside the throwing line.

After each throw, a player must recover his "pamato". Should he be tagged by the prisoner before he
reaches the throwing line, he becomes the prisoner in the next game.
Ubusan Lahi
- game of conquer - One tries to conquer the members of a group (as in claiming the members of
another's clan). The tagged player from the main group automatically becomes an ally of the tagger.
The more players, the better. The game will start with only one it and then try to find and tag other
players. Once one player is tagged, he or she then will help the it to tag the other players until no
other participant is left. Some people also know this a Bansai.
Teks
Teks or teks game cards - texted game cards - Filipino children collect these playing cards which
contain comic strips and texts placed within speech balloon. They are played by tossing them to the
air until the cards hit the ground. The cards are flipped upwards through the air using the thumb and
the forefinger which creates a snapping sound as the nail of the thumb hits the surface of the card.
The winner or gainer collect the other players' card depending on how the cards are laid out upon
hitting or landing on the ground.
Rules and Mechanics in Laro ng Lahi

1. TAKYAN
GAME MECHANICS:
 The game is composing of 3-4 team (may vary depending on how many entry/entries will be
submitted)
 Each team is composing of 5-6 member (may vary depending on how many entry/entries will
be submitted)
 Each team is composing of different participants coming from different organizations.
 Organizations who will participate on this game will automatically have 30 pts.
 The winners of the 1st round have 60 pts and will compete for the championship round.
 The champion will get 90 pts.
RULES:
 The takyan must be tossed up using the elbow 5 times and kicked 5 times.
 If ever the player did not perform the preceding rule, her/his teammates will performed twice.
 (Tub-sanay ni nga game)
 The other team ( abal ) can kick back the takyan in every performed player so that they can
performed.
 The team, in which all their players can complete the task, will earn additional points.
 The team who will be able to earn 3 points will be the winner for the 1st round.

2. SLIPPER GAME
GAME MECHANICS:
 The game will be played by a single elimination
 Each team is composed of 4 players (by organization)
RULES:
 The player who will play the game must kick the throwing slipper by the opponent player
 The opponent team must catch the slipper from the performer player of the other team to
take the place.
 If all the player of performed team who kicked the slipper without catches by the enemy, they
shall gain 1 point.
 The 1st team who will gain 5 points will be the winner for that particular round.
 All organizations who will participate in the game will gain 30 pts.
 All the winner from the elimination round will proceed to the next round.
 Winners of every round will gain +10 pts.

3. SACK RACE
GAME MECHANICS:
 Single elimination
 Each team shall be composed of 5 players
RULES:
 Player must be able to reach in the turning point and go back to the starting line for the next
player join the race, until all the 5 players enter the sack and turn around to the starting line.
 The first team who will finished the race will be the winner.
 All the winner from the elimination round will proceed to the next round.
 Winners in every round will gain +10 pts.
4. TUG OF WAR
RULES AND MECHANICS:
 Single elimination
 Each team composed of 6 players
 Each round is composed of 3 teams to compete
 Each team must pull the rope until the competed team pass the respected line to be a
winner.
 All the winner from the elimination round will proceed to the next round.
 Winners in every round will gain +10 pts.
5. LUKSONG TINIK
RULES AND MECHANICS:
 Single Elimination
 Each Team shall be composed of 5 players
 The player must jump as high as they can pass the wall without touching it.
 Every team complete the round without touching gain 1 point
 The first team to gain 3 points will be the winner and shall proceed to the next round
 Winners in every round will gain +10 pts

6. PATENTERO
GAME MECHANICS:
 Single elimination type
 Each team is composed of 5 players
 One of the player of every team must be pass through the enemy team to gain point
 A team that will first gain a points is the winner and shall continue to the next round
 Winner in every round will gain +10 pts.

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