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COMMON TRACK LINGO

Knowing some of the language associated with Track & Field can really help to boost your enjoyment of
the sport as well as allow better dialogue with your Trackster about how things are going. Check out
the common track lingo below to get a better understanding of the sport.

FALSE START Movement before the starting device is fired at the start of any race. This results in the
disqualification of the runner/relay.

CAMP This is where the athletes drop off all of their stuff before going to warm-up and
completing. There is usually lots of food, studying, sleeping and socializing. It is basically a home away
from home. If you are looking for someone and cant find them-chances are they are in Camp.

PACE This is a term usually used by runners who are in distance races. It is the rate of speed
maintained over a prolonged distance. Learning to run at a pace the runner can handle allows them to
run an even race and hopefully show improvement race to race.

PACK Any group of runners in close proximity. Again this is more of a distance runner term. Being
able to stay in a pack allows the runner to be more competitive as they have someone to race with.

PR This stands for PERSONAL RECORD which is a given athletes best performance to date. Our
training program is geared to have athletes set new PRs consistently throughout the season.

SPIKES These are lightweight racing shoes that have six to eight metal replaceable spikes in the
bottom. Spikes are made differently, depending on whether you are a sprinter, distance runner or
compete in some field events requiring running. Use of spikes in daily training is very limited, and
then usually only the sprinters use them.

FLATS This is a term for training shoes that are used in practice daily. It is important that the shoe be
properly fitted for the athletes foot structure. It is best to have an evaluation of the foot structure by a
physical therapist before purchasing a pair of flats.

WARM UP Exercises that prepares the body physically for training and competing. Each event has its
own unique warm up. It is vital the athlete take this seriously as it reduces the chance of injury. A
muscle that is not warmed up can be described as a frozen rubber band.

COOL DOWN This is the opposite of warm up. This is a set of exercises that return the muscles to a
healthy pre-competitive state. A good cool down helps in the removal of lactic acid from the muscles
after intense activity. This too is important to reduce the chances of injury.

EXCHANGE ZONE This is a twenty meter area where it is legal to handoff/receive the baton in
relays. Exchange zones are identified by different colors to represent specific relays (i.e., yellow
exchange markings are for the 400 meter relay).

LEG This is the portion of a relay in which each individual runner competes. There is the lead off leg,
2nd leg, 3rd leg and anchor leg.

SPLITS Time it takes an individual to run a certain portion (leg) on a relay or for a distance runner to
run a portion of the total race. In distance running being able to run even splits is the goal.
SCRATCH This has two meanings in track & field. First it is a process where an athlete is removed from
the completion prior the meet starting, many times due to injury or illness. The second use of Scratch
is when an official declares a jump or throw is deemed not legal in the field events.

FOUL This is another word that an official will use in the field events to indicate an attempt was not
legal. In the high jump/pole vault this results in a no height being recorded. In the long jump/triple
jump and shot/discus no distance is recorded.

2 COMMAND START Used in starting all races where no runners are using starting blocks, usually
distance races. The commands are: Runners Set then the starting device is fired.

3 COMMAND START- Used in all races where any runner is using starting blocks, normally all sprint
events. The commands are: Runners to your mark, Set, and then the starting device is fired.

RELAY A race made up of four teammates running an equal and specific distance handing off a baton
to each other.

HEAT Grouping of athletes with similar times in the same running event/relay. The number of heats is
determined by the number of entries divided by the number of lanes on the track. In big meets where
there are prelims, the athlete with the best time goes in the preferred lane in heat 1; the athlete with
the second best time goes in the preferred lane in heat 2 and so on.

FLIGHTS Grouping of athletes with similar performances competing in the same field event. Usually in
the field events the athletes are placed lowest to best performance with the best performing last.

SEEDS - Part of the registration process at large meets. Coachers must submit times, distances and
heights to the host school so that competitors can be grouped into flights and heats.

HOW IS A TRACK & FIELD MEET SCORED?

Obviously they keep team score at a track & field meet, so how does a team earn its points? Depending
on the number of schools involved, points are given to the top placers, usually one more place than the
number of schools involved. For example is there are three schools competing against each other,
points are given for the first four places in all individual events (i.e., 1st place in the 100m dash receives
5 team points, 2nd place gets 3 team points, 3rd place gets 2 team points and 4th gets 1 team
point. Relay points are given for one less place than team competing ((scoring then goes: 5, 3)

Normally the maximum number of places given in a very large meet does not exceed eight places
(scoring then goes: 10, 8, 6, 5, 4, 3, 2, 1). Relays usually are scored the same.

ASTAF: The acronym for the Asian Sepaktakraw Federation

Block: Blocking is a defensive skill used to counter a spike coming from close
to the net. A block is usually made by jumping in the air and raising a leg
and/or back to divert the ball back into the opponent's court. A block counts as
one contact.

Centre Line: Divides the length of the playing court into two equal halves.

Dig: The act of fielding hard-hit ball successfully, usually a spike or block, to
regain control. Eg: The dig by Thailand came at a crucial point in the game.

Dink: A soft hit ball, usually either a "dink serve" or a "dink spike".

Fault: A violation of one of the rules of the game.

Feeder: Person who "sets" the ball to the "spiker".

First Ball: Term used to describe receiving the service by the opposing team.

Formations: Order of play is decided by the toss of a coin. The ceremony


involves thereferee and the two team captains. The winning captain chooses
either the right to serve first, or the choice of court ("Serve or Side").

ISTAF: The acronym for the International Sepaktakraw Federation

Killer: A common usage to describe the Spiker or a successful spike ball.

Quarter Circle: Place on court where the serving team's forwards (left and
right inside players) should remain during the service until the ball has been
kicked by the Server.

Regu: A Malaysian word meaning a team. A team comprises four players


(three starters and one reserve) is known as a Regu, and a squad of three Regus
is known as a Team.

Roll Spike: A spike in which the player jumps with his back to the net, rotates
in the air and kicks the ball over the opposite shoulder from the kicking foot
with a flip like motion. The most dramatic and popular move in the game.
Sepaktakraw: The name of the game from the words Sepak, a term used in
Malaysia, Singapore and Indonesia which translates into "kick", and Takraw, a
term used in Thailand which means "woven ball".

Service Over: When the serving team fails to return the ball over the net or
commits a fault. The opposing team becomes the serving team but a point is not
awarded.

Serving Circle: A circle located in both halves of the court where the Server is
required to be positioned during the service.

Set: A period of play which is concluded when one team reaches 15 points. A
match consists of the best of three sets. The third set is played in a six-point
tiebreak.

Set or Setting: A high pass by one player to a teammate or to self to enable a


spike on the next move.

Service: The act of putting the ball into play by the Server.

Service Toss: A hand throw of the ball by one of the forwards to the Server.

Spike: A powerfully hit shot directed into the opponent's court using either the
foot or head.

Sunback Spike: A spike in which the player jumps with his back to the net and
kicks the ball over the same shoulder as the kicking foot. In soccer this is
known as a "bicycle kick".

Takraw Ball: Traditionally, the ball is made by weaving bamboo or rattan into
a spherical shape. In 1982, Marathon Intertrade Co., Ltd. revolutionisedthe
sport by introducing woven synthetic (plastic) balls. Today, almost all players
around the world are using synthetic takraw balls.

To Begin Play: The game is initiated when one of the forwards tosses the ball
to the back player - the "Server" who must keep one foot inside the the serving
circle and the other foot outside. The ball must be kicked with the foot outside
the circle in one attempt over the net.
Note: A ball hitting the net on the serve is "good".
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