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METRO-DAGUPAN COLLEGES

Serafica Street, Mangaldan, Pangasinan

PALARO 2019
January 24, 2018

GENERAL GUIDELINES
1. There will be 4 teams:
a. YELLOW PANDAS (High School Department)
b. BLACK STALLIONS (CABAT.COM)
c. BLUE DRAGONS (COTE)
d. RED LIONS (Criminology)
2. Each Department is required to assign official players with one alternate player for each game/sport.
3. All players must be bona fide students of Metro-Dagupan Colleges, officially enrolled during the 2nd
Semester of S.Y. 2018-2019.
4. Only officially registered players and alternates will be allowed to represent their team in a particular
game/event.
5. The Player List and ALL Player Forms MUST be submitted to the MDC Palaro Chair (Ma’am Kri) on or
before January 21, 2019 (Monday) at 5PM.
6. One game day, all players must be at the venue at least 30 minutes before the scheduled event. A
grace period of 15 minutes will be given to late players. If in the event that the officially registered
players and alternates are not present after the grace period, the Game Master may declare the team
as FORFEITED or lost by DEFAULT.
7. All events will use SINGLE ELIMINATION SYSTEM or “KNOCK-OUT SYSTEM” unless stipulated in the
game mechanics.
8. The decision of the MDC Palaro 2018 Committee, Game Masters, and referees will be final and
irrefutable.
9. The over-all champion will be determined by the greatest number of 1st place ranks at the end of all
the events/games.

EVENT TIME VENUE GAME MASTER/S NO. OF PLAYERS


Trumpo 10 AM Concrete Stage Espino & Ian T. 2
Jackstones 10 AM Audi Stage Nadine & Marife 2
Cheer Dance 9 AM Grounds Kri & Michelle 20-30 + 5 spotters
Joint Food Race
10 AM Driveway Rose & Diana 5
(5-Legged)
Sack Race 11 AM Driveway Ric & Beverly 5
Basketball 1 PM GAEI Court Jonathan & Mike N. 12 males
11 AM (males) 12 males
Volleyball Grounds Tin M. & Ela
1 PM (females) 12 females
11 AM (females) 9 males
Sepak Takraw In Front of Clinic Richard & Harrison
1 PM (males) 9 females
1 M (singles)
1 F (singles)
Badminton 10 AM Auditorium Clarisse & Pinkz
1 M + 1 F (mixed
doubles)
1 M (singles)
1 F (singles)
Table Tennis 10 AM Nat Sci Room Charlene & Jerrylyn
1 M + 1 F (mixed
doubles)
1 M + 1 F (Board 1)
Chess 10 AM Main Library Mike M. & Vic M.
1 M + 1 F (Board 2)
1 M + 1 F (Board 1)
Game of the Generals 10 AM Main Library Jovz & Mike A.
1 M + 1 F (Board 2)
Limbo Rock 10 AM In front of clinic Thelma 2
Tug of War 10 AM Grounds Janet & Eisel 10 M & 10 F
Touch the Body 10 AM Grounds Joeann & Christine Joy 10 M & 10 F
Piko 1 PM Driveway Sarah & Erlie 2
Snakes & Ladders 11 AM Concrete Stage Anne & Tess 1
Scrabble 10 AM Main Library CJ & Lorna 2
LIMBO ROCK
Venue: In front of Clinic
Time Start: 10 AM (After cheerdance)
Game Master: Thelma Alcantara

1. Must have two (2) participants for each department.


2. A draw lots prior to start of event will be done to determine order in the line.
3. When the music starts, everyone in line must then go under the stick by walking forward and
bending backwards under the stick.
4. If someone touches the stick or falls down, they are out of the game.
5. Once everyone has a turn going under the limbo stick, it will be lowered about 6 inches for the next
round and the line will start again. This goes on until only one person makes it across under the
stick.
6. If everyone gets eliminated in a round, all remaining players will start the line again until one person
successfully gets across under the stick.

BADMINTON
Venue: Auditorium
Time Start: 10 AM (After cheerdance)
Game Master: Clarisse Clauna & Pinky Puzon

1. PLAYERS. Each college/department should have the following players for badminton:
a. One player for Male Singles
b. One player for Female Singles
c. One Male and One Female player for Mixed Doubles
* If the player already played in the singles game, he or she cannot play for doubles, and vice versa.
2. SCORING SYSTEM
a. A match consists of the best of 3 sets of 21 points.
b. The side winning a rally adds a point to its score.
c. At 20 all, the side which gains a 2-point lead first, wins that set.
d. The side winning a set, serves first in the next set.
3. SINGLES
a. At the beginning of the game and when he 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.
b. If the server wins a rally, the server scores a point then serves again from the alternate service
court.
c. If the receiver wins a rally, the receiver scores a point and becomes the new server, using the
appropriate service court depending on the score.
4. DOUBLES
a. At the beginning of the game and when the score is even, the server will be from the right
service court. When the score is odd, the server serves from the left service court.
b. If the serving side wins a rally, the service side scores a point and the same server serves again
from the alternate serving court.
c. If the receiving side wins a rally, the receiving side scores a point, and the receiving side
becomes the new serving side.
d. The players do not change their respective service courts until they win a point when their
side is serving.

TOUCH THE BODY


Venue: Grounds
Time Start: 10 AM (After cheerdance)
Game Master: Joeann Español and Christine Joy Bautista

1. PLAYING PROCEDURES
a. Each department should have 6 players and 4 players for substitution.
b. No substitution will be allowed once the game has started, except in cases of injury.
c. Draw lots will decide which teams will battle against one another.
d. Two teams will then have 10 minutes to play the game.
e. One team will be at the center of the play area and the other team members will be divided
into two sides. The team at the sides will throw the ball toward the team at the center. If the
ball touches any part of their body (clothes are not included), then they are “out.” However,
when a player at the center catches the ball, then they can save one teammate to back into
the game.
f. After 10 minutes, the teams will switch. The team with the most number of players left at
the center after 10 minutes wins.
g. In case of a tie, a sudden death game will determine the match winner.

SACK RACE
Venue: Driveway
Time Start: 11 AM
Game Master: Ricardo Anastacio and Beverly Navarro

1. Each department should have 5 participants who will be lined up behind one sack. There will be a
chair on the other side of the play area where they will have to go around.
2. One at a time, each player will wear the sack on their feet and legs, and jump across the play area,
around the chair, and back to their team. They will remove the sack, and tag the next member who
will wear the sack. This goes on until all members have crossed the play area.
3. The first team to finish wins.

SNAKES AND LADDERS


Venue: Main Library
Time Start: 10 AM (After cheerdance)
Game Master: Anne Bernadette Gubatan & Teresita Querimit

1. Each department will have one player.


2. Each player puts their counter on the space that says “START HERE.”
3. Take turns to roll the die, the player with the highest die roll number goes first.
4. Each player will roll the die and move their counter forward according to the number of spaces rolled
on the die.
5. If the counter lands on the bottom of a ladder, they can move up to the top of the ladder.
6. If the counter lands on the head of a snake, they must slide down to the tail of the snake.
7. The first player to get to the space that says “HOME” is the winner.

TRUMPO
Venue: Concrete Stage
Time Start: 10 AM (After cheerdance)
Game Master: Marc Arnel Espino and Kristiaan Tumacder

1. Each department should have 2 players for two sets of this game.
2. A circle that is one (1) meter in diameter will be drawn on the ground.
3. At the count of three, one from each team will simultaneously spin their top inside the drawn circle.
4. The top of the player that goes out of the circle or stops spinning is out of the game.
5. The top which is still spinning and left inside the circle wins the set.
6. The second set will be played with the same procedure.
7. The winner of the first set and the winner of the second set will play. Whoever wins will be declared
as the champion.

GAME OF THE GENERALS


Venue: Main Library
Time Start: 10 AM (After cheerdance)
Game Master: Jovil Velasquez and Michael Angelo Aquino

1. OBJECTIVE
a. The objective of the game is to eliminate or capture the flag of the opponent, or to
maneuver one's flag to the other end of the board.
2. PIECES
a. The player's set of pieces or soldiers with the corresponding ranks and functions consist of
the following 21 pieces.
b. A higher ranking piece will eliminate any lower ranking piece, with the exception of the spy,
which eliminates all pieces except the private.
c. The pieces are bent at an angle in order to hide the piece's rank or insignia from the
opponent.
d. Apart from the flag (the Philippine flag) and the spy (a pair of prying eyes), the insignias
used in the game are those used in the Philippine Army.

No. of
Pieces Function
Pieces
Five-star General 1 Eliminates any lower ranking officer, the private, and the flag.
Four-star General 1 Eliminates any lower ranking officer, the private, and the flag.
Three-star
1 Eliminates any lower ranking officer, the private, and the flag.
General
Two-star General 1 Eliminates any lower ranking officer, the private, and the flag.
One-star General 1 Eliminates any lower ranking officer, the private, and the flag.
Colonel 1 Eliminates any lower ranking officer, the private, and the flag.
Lt. Colonel 1 Eliminates any lower ranking officer, the private, and the flag.
Major 1 Eliminates any lower ranking officer, the private, and the flag.
Captain 1 Eliminates any lower ranking officer, the private, and the flag.
1st Lieutenant 1 Eliminates any lower ranking officer, the private, and the flag.
2nd Lieutenant 1 Eliminates the sergeant, the private, and the flag.
Sergeant 1 Eliminates the private, and the flag.
Private 6 Eliminates the spy, and the flag.
Spy 2 Eliminates all officers from the rank of Sergeant up to 5-Star General & the flag.
Eliminates the opposing flag as long as it takes the aggressive action against the
Flag 1
enemy flag.
NOTE:If both soldiers are of equal rank, both are eliminated.

3. MOVES AND GAMEPLAY


a. The game is played on a board with 9x8 plain squares
b. The pieces are placed in various locations in the first three rows of each player's home side.
c. Unlike chess or its variants, there is no predetermined layout for the pieces, allowing each
player to place the pieces to his advantage.
d. The players can decide who goes first, then the players take their turns alternately.
e. All pieces have the same move: One space forward, backward, or sideways. Each player can
move only one piece per turn.
4. CHALLENGING
a. A challenge is signaled by placing one's piece on top of the opposing piece occupying one of
the squares.
b. The arbiter then examines the ranks of the opposing pieces and removes the lower-ranked
piece off the board and returns it to the owner regardless of who initiated the challenge.
c. The arbiter must take care not to reveal the ranks of the pieces to the opposition.
5. DETERMINING THE WINNER
a. Regardless of who initiated the challenge, their ranks determine which one is to be
removed.
b. Any one of the player's pieces can capture the opposing flag. This includes the player's own
flag.
c. Any piece eliminates the private except the spy and the flag.
d. Officers eliminate other officers that are ranked below it (e.g. a four-star general eliminates
a lieutenant-colonel).
e. A spy eliminates all officers (including the five-star general). Only the private can eliminate
the spy.
f. If both pieces are of the same rank, both are removed from the board.
6. ENDING THE GAME. The game ends when either:
a. A player captures the opponent's flag;
b. A player's flag reaches the opposite end of the board;
c. A player resigns;
d. The players agree to a draw.
e. When a flag reaches the opposite end of the board, the opponent has one turn left although
it is not announced. After the turn, the player reveals the flag. If the flag was not challenged,
the player wins the game. If it was challenged, the player loses.

JOINT FOOT RACE (5-LEGGED RACE)


Venue: Driveway
Time Start: 10 AM (After cheerdance)
Game Master: Rose Ocomen & Diana Malit

1. Each department should have 1 team with 5 players each.


2. Stand with your teammates and face the same direction.
3. Tie the rope securely around the touching ankles.
4. At the signal, all players should walk as fast as they can towards the finish line. If the ropes break or
gets untied, they have to go back to the beginning.
5. The first group to finish the race will be declared the winner.

CHEER DANCE
Venue: Grounds
Time Start: 9 AM
Game Master: Kri de Asis and Michelle Susaya

1. Each College/Department will need to prepare a 10-15-minute cheerdance routine to be presented


during the MDC Palaro 2019 opening ceremonies.
2. Each routine will be performed by a squad consisting of 20-30 members, all of which should be
officially enrolled at Metro-Dagupan Colleges. A list of members should be approved by the
Program Coordinator and submitted to the Game Masters.
3. Dance routines should include the following:
a. Dance
b. Cheers
c. Jumps
d. Stunts
e. Tumbles
4. Rules of the cheer stunts are as follows:
a. Pyramids should be at a maximum of “two layers”.
b. Dangerous stunts that may result to injury are NOT ALLOWED.
c. FIVE (5) stunt marshals should be present behind the dance squad for safety measures
during the stunts.
d. Deductions or disqualifications will be applied for each squad if there will be violations of
these rules.
5. Criteria for judging will be as follows:
a. Choreography (Dance and Formations)……………. 20%
b. Coordination and Synchronization………………….. 30%
c. Degree of Difficulty and Mastery…………………….. 30%
d. Costume, Props, and Music ……………………………. 10%
e. Audience Impact……………………………………… 10%
TOTAL …………………………………………………….. 100%
6. The winners will be announced at the end of the Cheerdance Competition and awarded during the
Awarding Ceremonies.
SEPAK TAKRAW
Venue: In Front of Clinic
Time Start: 11 AM
Game Master: Richard Torio and Harrison Gumapos

1. Each department should have a team of 9 players. (3 “Regus”)


2. Before the start of the match, the referee will conduct a coin toss in the presence of the opposing
captains. The winner of the coin toss may elect to either serve or receive, or decide which side of
the court to start the match from.
3. The Regu that serves first shall start the first set and serve for the first three points, followed by the
other side serving for three consecutive points, and so on, regardless of which side wins a point.
4. The winning score for a set is 21 points.
5. The throw must be executed as soon as the referee calls the score. If a throw is executed before
the referee calls the score, it shall be re-thrown and a warning shall be given to the Regu. A
repetition of this act shall be considered a Fault.
6. The service is valid if the ball passes over the net, whether it touches the net or not, and is inside
the boundary of the two net tapes and boundary lines of the opponent’s court.
7. Knock-out system will be used for this game. The team that wins all games, will be the champion.

CHESS
Venue: Main Library
Time Start: 10 AM (After Opening)
Game Master: Michael Muerong and Victor Manuel

1. There will be 4 participants in each department. 1 Male and 1 Female for Board 1 and 1 Male and 1
Female for Board 2.
2. Each department must provide at least 2 chess boards.
3. Single Elimination or Knock out system will be used. Draw lots will be done to determine who will
play for the first games. The player who wins all games in Board 1 will battle the winner of Board 2.
The winner of the final game is declared as the Champion.
4. RULES:
a. Players should arrive at the venue at least 15 minutes before the start of the game. A grace
period of 15 minutes will be given to the designated players and their alternates. If a player
fails to arrive on time, their opponent will be declared as winner by default.
b. Players are not allowed to use notes, computers, cellphones, or coaching from other people.
Those who will do so will be disqualified.
c. The “Touch-Move” rule is implemented. The movement of pieces is to be done with one
hand. Once the hand is taken off a piece after moving it, the move cannot be retracted
unless the move is illegal. A player who makes an illegal move must retract that move and
make a legal move. That move must be made with the same piece and the touch-move rule
applies.
d. Each player can utilize CASTLING as long as the pieces involved has not been moved.
e. A time limit of 1 minute will be given to each player to make a move. Failure to comply will
mean a foul. Each player is only given three fouls, after which they will be disqualified.
f. If it is discovered during the game that the starting position of chess pieces was incorrect,
the game is restarted.
g. Any player may resign at any time and their opponent wins the game.
h. A game is automatically a draw if the player to move is not in check but has no legal moves
left (STALEMATE).
i. A game is immediately declared a draw when there is no possibility of checkmate for either
side with any series of moves. This draw is often due to insufficient material, including the
endgames. Both players agree to a draw after one of the players makes such an offer.
SCRABBLE
Venue: Main Library
Time Start: 10 AM
Game Master: Catherine Joy Dacanay and Lorna Angeles

1. There should be two participants from each college/department – for Board 1 & Board 2.
2. Each player will play for two rounds. The board they will play in will be decided by draw lots. The
player with the highest score after 2 rounds is declared as the CHAMPION.
3. Rules:
a. Each participant will be given one (1) minute to complete a move. After the time elapsed,
he/she loses a turn.
b. If a word appears doubtful, a player may challenge the player who placed the word. If the
word does not exist, the player who placed the word will lose a turn while the player who
challenged the word and won in the challenge will get double the value of the score of the
player.
c. If a word appears doubtful yet no one among the players challenged it, the game continues.
d. Each department should bring one scrabble board with complete tiles.

VOLLEYBALL
Venue: Grounds
Time Start: 11 AM
Game Master: Cristine Mabido and Lowela Ocomen

1. SERVING RULES
a. Server must serve form behind the end line until after contact.
b. The ball must be served underhand or overhand (release the ball).
c. The ball must be clearly visible to the opponents before service.
d. If the served ball grazed the net but drops to the opponents’ side of the court, it counts as a
point for the serving team.
e. The first service for the first game shall be determined by a coin toss, while each subsequent
game shall be served by the losing team of the previous game.
f. A service must be returned by a bump only. No setting or attacking services is allowed.
2. SCORING
a. Rally scoring will be used.
b. There will be a point scored on every score of the ball.
c. Offense will score on a defense miss of out of bounds hit.
d. Defense will score on an offensive miss, out of bounds hit, or serve into the net.
e. Game will be played to 25 points.
f. The winning team must have a point difference of two points from the losing team.
3. ROTATION
a. Each team should rotate every time they win a serve.
b. Players should rotate in a clockwise manner.
4. PLAYING THE GAME
a. Maximum of 3 hits per side.
b. A player may not hit the ball twice in succession (a block is not considered a hit).
c. The ball may be played off the net during the volley and on serve.
d. If a ball touches the boundary line, it is considered to be “inside.”
e. A legal hit is contact with the ball by a body part above the waist, and even the feet.
f. If two or more players contact the ball simultaneously, it is considered one hit and the
players involved may not participate in the next hit.
g. A player must not block or attack a serve.
h. Switching positions will be allowed only between players in the same line (front or back),
and should be done after the service.
5. BASIC RULE VIOLATIONS
a. Stepping on or over the line during service.
b. Failure to serve the ball over the net successfully.
c. Hitting the ball illegally (carrying, palming, throwing, etc.)
d. When the player touches the net with any part of their body while the ball is in play. 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.
e. Reaching over the net.

TABLE TENNIS
Venue: Natural Science Room
Time Start: 10 AM
Game Master: Charlene Fernandez and Jerrylyn Malicdem

1. SINGLES RULES
a. The game shall be won by the player who first wins 21 points unless both players shall have
scored 20 points. The winner of the game shall then be the player who first wins two points
more than their opponent.
b. A match is the best two out of three games.
c. The racket may be of any size, shape, or weight. The blade may be covered with sandpaper
material.
d. The ball shall be placed on the palm of the free hand, which must be stationary and above
the level of the playing surface. Service shall commence by the server projecting the ball by
hand only, without imparting spin and nearly vertical upward. As the ball is descending, it
shall be struck so that it touches first the server’s court and then passes directly over or
around the net and touches the receiver’s court. If, in attempting to serve, the server misses
the ball altogether, it is a lost point.
e. The ball is in play from the moment it is projected from the hand in service until:
i. It has touched one court twice consecutively
ii. It has, except in service, touched each court alternately without having been struck
by the racket intermediately
iii. It has been struck by any player more than once consecutively
iv. It has touched any player or anything that is worn or carried except the racket or
racket hand below the wrist.
v. It touches any object other than the net or supports.
f. The choice of ends and the right to be server or receiver in every match shall be decided by
coin toss. The winner of the toss shall have the choice of either being server or receiver, or
the choice of ends. The other player will then take the remaining choice.
g. After THREE points, the receiver shall become the server, and the server shall become the
receiver, and so on after every three points until the end of the game. If the score becomes
20-all the service shall change after each point until the end of the game. The player who
served first in a game shall be receiver first in the subsequent game and so on until the end
of the match.
h. If the ball served, in passing over the net, touches it or its supports and is otherwise good, a
let is declared and the point is replayed.
i. A let is declared if the receiver is not ready to return the service and makes no attempt to
strike at the ball.
j. The rally is a let if the ball gets fractured in play.
k. A point is scored by the opponent if:
i. A server fails to make a good service.
ii. A player fails to make a good return when it is their turn to do so.
iii. A player, his racket, or anything he wears or carries, touches the net or its supports or
moves the playing surface, or when a player’s free hand touches the playing surface
while the ball is in play.
iv. Before the ball in play passes over the end lines or sidelines not having yet touched
the playing surface on his side of the table, it comes in contact with the player or
anything he wears or carries.
v. At anytime either player volleys.
2. DOUBLES RULES
a. In doubles, the service shall be delivered so that it touches the server’s right half-court or
the center line on his side of the net and then touches the receiver’s right half-court or the
center line on his side of the net.
b. The server shall first make a good service, the receiver shall then make a good return, the
partner of the server shall then make a good return, the partner of the receiver shall then
make a good return, then the server shall make a good return and thereafter each player
alternately in that sequence shall make a good return.
c. The pair who have the right to serve in the first five serves in any game (determined by coin
toss) shall decide which partner shall do so. In the first game of a match, the opposing pair
shall then decide similarly which shall be the first receiver. In subsequent games, the serving
pair shall choose their first server, and the first receiver will then be established
automatically to correspond with the first server as provided below.
d. The first three services shall be delivered by the selected partner of the pair who have the
right to do so and shall be received by the appropriate partner of the opposing pair. The
second three serves shall be delivered by the receiver of the first three serves. The sequence
is continued until the end of the game or the score of 20-all, when the sequence of service
and receiving shall be uninterrupted, but each player shall serve only one service in turn until
the end of the game.
e. In each game of a match the initial order of receiving shall be opposite to that in the
preceding game.
f. If a player acts as a receiver out of his turn, play shall be interrupted as soon as the mistake is
discovered and shall continue with that player receiving who, according to the sequence
established at the beginning of the game should be the receiver at the score which has been
reached. In any circumstances, all points scored before the discovery shall count.

JACKSTONES
Venue: Auditorium Stage
Time Start: 10 AM
Game Master: Nadine de Asis and Marife Cariño

1. There should be two (2) participants from each department.


2. There will only be one (1) jackstone set to be used (1 ball, and 10 stones), which the event
managers will be providing.
3. To determine the order of playing, each participant will gather all the stones in one hand, toss it
in the air, and try to catch as many stones using the back of their hands. The participant with the
highest number of stones will go first.
4. The general rule is that the participant must toss the ball and have it bounce onto the floor only
once while getting the required number of stones. If the ball bounced twice or the participant
bumped other stones, an error will be called and their turn will be over. The said participant
must wait until everyone is finished with their turn before continuing the same stage with which
he/she committed an error.
5. The event is divided into two rounds: the regular and exhibition round.
A. REGULAR ROUND
a. 1 stone b. 2 stones c. 3 stones d. 4 stones e. 5 stones
f. 6 stones g. 7 stones h. 8 stones i. 9 stones j. 10 stones
B. EXHIBITION ROUND
a. Tok-tok b. Around the World c. Kweba d. Balon
e. Check f. Ekis g. Falling Star h. Double Falling Star
6. The three (3) participants that will finish all stages first will be declared as Champion, 1st Runner-
Up, and 2nd Runner-Up respectively.

BASKETBALL (males)
Venue: GAEI Court
Time Start: 10 AM
Game Master: Jonathan Calvo and Michael Navarro

1. Each department should have 12 players with 3 alternates.


2. All teams should be at the venue at least 15 minutes before the scheduled time. Draw lots will
determine the teams who will play for Game 1 and Game 2.
3. Knock out system will be used to determine the champion
4. GAME RULES
a. The ball is moved down the court toward the basket by passing or dribbling. The team with
the ball is called the offense. The team without the ball is called the defense. They try to
steal the ball, contest shots, steal and deflect passes, and garner rebounds.
b. When a team makes a basket, they score two points and the ball goes to the other team. If a
basket, or field goal, is made outside of the three-point arc, then that basket is worth three
points. A free throw is worth one point.
c. Each game is divided into sections. All levels have two halves.
d. Each team is assigned a basket or goal to defend. This means that the other basket is their
scoring basket. At halftime, the teams switch goals. The game begins with one player from
either team at center court. A referee will toss the ball up between the two. The player that
gets his hands on the ball will tip it to a teammate. This is called a tip-off. In addition to
stealing the ball from an opposing player, there are other ways for a team to get the ball.
5. FOULS
a. Personal fouls: Personal fouls include any type of illegal physical contact.
b. Personal foul penalties: If a player is shooting while a being fouled, then he gets two free
throws if his shot doesn't go in, but only one free throw if his shot does go in.
c. Charging. An offensive foul that is committed when a player pushes or runs over a defensive
player. The ball is given to the team that the foul was committed upon.
d. Blocking. Blocking is illegal personal contact resulting from a defender not establishing
position in time to prevent an opponent's drive to the basket.
e. Flagrant foul. Violent contact with an opponent. This includes hitting, kicking, and punching.
This type of foul results in free throws plus the offense retaining possession of the ball after
the free throws.
f. Intentional foul. When a player makes physical contact with another player with no
reasonable effort to steal the ball. It is a judgment call for the officials.
g. Technical foul. Technical foul. A player or a coach can commit this type of foul. It does not
involve player contact or the ball but is instead about the 'manners' of the game. Foul
language, obscenity, obscene gestures, and even arguing can be considered a technical foul,
as can technical details regarding filling in the scorebook improperly or dunking during
warm-ups.
6. VIOLATIONS
a. Walking/Traveling. Taking more than 'a step and a half' without dribbling the ball is traveling.
Moving your pivot foot once you've stopped dribbling is traveling.
b. Carrying/palming. When a player dribbles the ball with his hand too far to the side of or,
sometimes, even under the ball.
c. Double Dribble. Dribbling the ball with both hands on the ball at the same time or picking up
the dribble and then dribbling again is a double dribble.
d. Held ball. Occasionally, two or more opposing players will gain possession of the ball at the
same time. In order to avoid a prolonged and/or violent tussle, the referee stops the action
and awards the ball to one team or the other on a rotating basis.
e. Goaltending. If a defensive player interferes with a shot while it's on the way down toward
the basket, while it's on the way up toward the basket after having touched the backboard,
or while it's in the cylinder above the rim, it's goaltending and the shot counts. If committed
by an offensive player, it's a violation and the ball is awarded to the opposing team for a
throw-in.
f. Backcourt violation. Once the offense has brought the ball across the mid-court line, they
cannot go back across the line during possession. If they do, the ball is awarded to the other
team to pass inbounds.
g. Time restrictions. A player passing the ball inbounds has five seconds to pass the ball. If he
does not, then the ball is awarded to the other team. Other time restrictions include the rule
that a player cannot have the ball for more than five seconds when being closely guarded
and, in some states and levels, shot-clock restrictions requiring a team to attempt a shot
within a given time frame.

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