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INSTRUCTIONAL MATERIALS IN INDIVIDUAL/DUAL SPORTS

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Vision
A Premier Academic Institution in Southeast Asia

Mission
To upgrade quality education, generate jobs and alleviate
poverty through excellent academic programs

Goals
Quality Instruction
Relevance and Responsiveness
Access and Equity
Human Resource Development
Linkages and Infrastructure Development

Objectives
1. Produce quality graduates who will contribute to the advancement of
their chosen field;

2. Conduct viable researches, develop and disseminate technologies,


and provide technical assistance to the community for an increased
production;

3. Offer courses that are responsive to the needs of the community and
industries for national development;

4. Promote self-employment and entrepreneurship;

5. Strengthen opportunities for student scholarships and access to


quality education;

6. Promote faculty and staff development;

7. Strengthen and develop linkages with other agencies or institutions


to achieve both in the national and international levels;

8. Improve facilities and structures that will efficiently and effectively


carry out quality instruction, research and development, extension
and production.

INSTRUCTIONAL MATERIALS IN INDIVIDUAL/DUAL SPORTS


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CERTIFICATION

This is to certify that the Instructional Module in PE


3 (Individual/dual sports) prepared by Dr. Nancy Daduya-
Daguro has been evaluated by the committee and passed
the criteria set.

This is to certify further that this module is approved


for reproduction and use of students.

Signed this _________ day of _________, _____________.

_________________ _________________

Evaluation Committee Member Evaluation Committee Member

___________________________________

Evaluation Committee Chairperson

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Letter to students

Dear students,

Greetings!!!
Welcome to the learning environment wherein
your mind, body and spirit will come together to
achieved the desired outcomes. I am thrilled in
partnering with you as we participate in an
exciting educational journey of exploration and
discovery in new normal. In this course you will
indulge yourself in drills and games of known
fastest racket sport in the world, the world
famous mind sport and the well known Filipino
educational war games. The major emphasis is
to build a strong foundation of knowledge, skills
& values in this particular sport; promote high
level of fitness; and maintain balance of well
being as you go through the path of learning
activities.
So let’s FLICK, CHECK & CHALLENGE the threat of
pandemic as we strategically divulge our power
in learning towards enhanced body physique.

Ma’am Nunz

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Brief Description of the module
This module presents a systematic program of study intended for
students enrolled in PE 3 (Individual/Dual Sports). This course helps to
develop high level of physical fitness. It enables individual to maintain balance
within a state of well being in the midst of academic and societal pressure as
we “Adapt and Overcome” the current situation. Likewise, it will consistently
link theory and practice through theoretical ideas to performance activities. As
you go through the different learning activities, you will be able to analyze how
the different theories will be translated into practice.

Unit I focuses on the historical background and development of badminton, its


nature and purpose in physical education programs and values of the game. It
includes the familiarization of the different facilities, equipment and
terminologies used in the game. Further, this unit deals with the basic skills,
techniques and rules of the game. The participants and official of the games
including their respective duties and responsibilities is also tackled here. Then
at the end of the unit, students will have their individual performance and
practical test to be performed.
Unit II focuses on the world famous mind sport, the chess. basic skills,
techniques and rules of the game. Further, it will discuss the participants and
official of the game including their respective duties and responsibilities.
Unit III deals with individual performance and practical test to be performed.

Learning Outcomes

This module presents a systematic program of activities intended for


students enrolled in PE 3 Individual/dual sports. It creates a consistent link
between theory and practical activities by providing performance activities to
be executed and test the application of theoretical ideas. As you go through
the different learning activities, you will be able to analyze how the different
theories of the game are translated into practice.

At the end of the course you will be able to:


 Synthesized the history, nature, purpose/objective, values and
terminologies of the game.
 Actualized the facilities, equipment, rules and regulations of the game.

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 Participate in moderate to vigorous play with respect to others, fair play,
fun and in accordance with the provisions of Badminton World
Federation.

This module is self-instructional. You can read, analyze concepts and


ideas presented, and reflect on them. The Learning Activities and
Performance test will help you assess how you progress as you go through
the module.

If you need help and further clarification, links for additional readings
are included. You can also browse slides presentation and videos in the
Google classroom to help you understand better.

Your response to the learning activities and performance test should be


well documented for submission to your mentor or facilitator. Rubrics with
rating scale will be provided for your reference in performance evaluation.
REFLECTIONS MUST BE WRITTEN IN A SEPARATE SHEET.
PICTURES/VIDEOS OF PERFORMANCES SHOULD BE DOCUMENTED.
This will serve as supporting documents of your performance.

Remember, you are to work on this module actively. I shall not be


around to supervise you as you go through each performance test, so it is
expected that you will make the most of this module and achieved a high level
of body physique in time of new normal.

Course Outline
Week Topics Performance Assessment
Sessions Indicator
(3hrs lecture)
1 Orientation
Mandate, Mission, &
Vision of ISCOF
Mission, Goals, &
Objectives of CoEd
Coverage of the subject
Requirement of the
subject Grading system)
1-2 I- BACKGROUND OF Pencil and Correct answer
THE GAME Paper test based on the

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1.1 History, nature, answer sheets
purpose &
benefits of
badminton
1.2 Facilities and
equipment
1.3 Terminologies

3-5 II- DEVELOPMENT OF Drills and Rubrics


SKILLS individual
performance
2.1 Basic skills of
of basic skill
badminton
2.2 Drills of the games
2.3 Rules of the game
2.4 Duties &
responsibilities of
the official of the
game

6-8 III- GAME Performance Rubrics


PERFORMANCE Test
3.1 Single match

3.2 Doubles
9-14 IV- Chess Performance Rubrics
4.1 History and task
Background of the
game

4.2 Objective of the game

4.3 Proper Set-up of


chess board and
chess pieces

4.4 Terminologies related


to the rules of the Illustration
Answer sheets
game identification
 Castling
 En Passant
 Pawn Promotion

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 Check
Practice game Check list
4.5 How to win the game
 Checkmate
 Resignation
 Win on time
 Forfeit
 Draw
 Stalemate
 Dead Position
 Mutual Agreement
 Threefold Repetition
 50 move Rule

4.6 Chess Tournament Game Rubrics


Tournament
15-18 V- Game of Generals Performance Rubrics
5.1 Introduction task
Paper & Pencil
5.2 Story of the game Answer Sheet
Test
5.3 Equipment

5.4 Preparation for the


battle
5.5 How to end the Game

5.6 Tips in Playing GOG


Rubrics
5.7 Battle tournament Battle
tournament

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TABLE OF CONTENTS
UNIT I
Warm-up activity 9
History, nature, purpose & benefits of 10
badminton
Facilities and equipment 14
Terminologies 17
Basic skills of badminton 20
Drills 26
Rules of the game 33
Skill enhancement activity 47
UNIT II
CHESS 53
History and Background of the game 54
Objective of the game 54
Proper Set-up of chess board and chess 54
pieces
Terminologies related to the rules of the game 56
How to win the game 65
Chess Tournament 71

UNIT III
Game of Generals 73
Introduction 74
Story of the game 77
Equipment 77
Preparation for the battle 82
How to end the Game 84
Tips in Playing GOG 86
Battle tournament 93

References 95

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WARM-UP ACTIVITY
Let’ s do this…

5 minutes warm-up exercises

 Marching in place while swinging


your arms (30 sec)

 Reach up right & left hand


alternately (20 reps)

 Reach Across (extend your right


arm across left and lock it with left
hand pulling towards the body. Hold
for 10 secs. Do it on the left hand

 Reach back by grasping both hands at the back and lift the hands until
a stretch is felt

 Arm circles (8 reps inward & 8 reps outward) shoulder shrugs(8 reps
inward & 8 reps outward)

 Leg swings (forward/backward and side to side with 32 reps each)

 Hip rotations (like stepping over a fence - 8 reps clockwise &


counterclockwise)

 Hip circles (like you’re hula hooping- 8 reps clockwise &


counterclockwise)

 Knee rotation (8 reps clockwise & counterclockwise), Knee bending


(16 reps)

 Lunges right and left leg alternately 20 reps

 Walking jacks (32 reps)

 Jumping jacks 10 reps

 Breathing exercises 10 reps

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Unit I - Lesson I
HISTORY, NATURE, PURPOSE & BENEFITS OF BADMINTON

Badminton, a court or
lawn game played with lightweight
rackets and a shuttlecock. The
game is named for Badminton, from
estates of dukes of Beaufort in
Gloucestershire, England, where it
was first played about 1873. The
roots can be traced to ancient
Greece, China and India, where in it
is closely related to the old
children’s game battledore and
shuttlecock. Badminton is directly derived from poona, which was played
by British army officers stationed in India in 1899, and followed by the women
badminton tournament on the following year.
Badminton is a racket game played by two (singles) or four
(doubles) players on rectangular court. The object is to serve the shuttle
strategically and thereafter direct it with speed or accuracy to an unprotected
point on the opponent’s court so that the opponent is unable to return the
shuttle across the net and vice versa. Badminton World Federation (BWF) is
the world governing body of the sport which was formed in 1934. The BWF’s
first world championship was held in 1977. The game is also known in
Malaysia, Indonesia, Japan and Denmark. A number of regional, national and
zonal badminton tournaments are held in several countries. To mention, the
best known is All-England Championships, Thomas Cup (donated 1939) for
men’s team competition and Uber Cup (donated 1956) for women’s team
competition.
Competitive Badminton is usually played indoors, because even
light winds affect the course of the shuttlecock, while recreational game is
popular outdoors on summertime activity. Play consists entirely of volleying—
hitting the shuttlecock back and forth across the
net without letting it touch the floor or ground
within the boundaries of the court.
Badminton first appeared in
the Olympic Games as a demonstration sports in
1972 and exhibition sports in 1988. In 1992 it
became a full-medal Olympic sport with men’s and
women’s singles, doubles and mixed doubles was
included in 1996 games. A game is played to 21
points, provided that the winner has at least a 2-

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point advantage. If a 2-point advantage is never reached, the first player or
team to score 30 points wins. Points were only awarded to the serving side
until 2006, when the BWF adopted the “rally scoring” system, under which
either side can score at any time.
(read more: www.britannica.com/sports/badminton)

Benefits of Badminton
The positive benefits that a sport can bring into one’s life are
immense. If you want an agile body, super reflexes along with a sharp,
focused mind then learn badminton. Badminton is fast becoming a popular
universal sport appealing to people of all ages. Badminton is a sport refer
some as “goodminton”. Here are some of the benefits:

 Improves Agility

The speeding shuttlecock


coming your way from your
opponent’s side requires you to
be quick on your feet to return it.
You just don’t get physically
quicker but mentally too, as you
have to be quick in your thinking
too. Playing the sport regularly
improves your reflexes
tremendously and over time you are bound to become more agile.

 Improves physical fitness

The impact of learning and


playing badminton on the body
are innumerable. If your goal is to
stay in shape or to get in shape
then think no further and learn to
play badminton. The sheer swift
nature of the game involving
running, leaping and jumping
burns more calories and improves your cardiovascular health in a large
way.
Being an aerobic sport, badminton improves the overall physical health
of an individual. For the older lot playing the sport can help in keeping
their health’s vital aspects such as blood pressure and cholesterol
under check. Playing badminton released food good hormones in our
body which also promotes good mental health and keeps you away
from depression.

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 Improves inter personal skills

Badminton is a two person sport.


Playing against an opponent will not
only help improve your game but also
enables you to learn and cultivate
good values such as fair play and
sportsmanship. In case of doubles
you get a chance to partner up with
another and form a team. A partner can help in improving yourself in
the game by pointing out your strengths and weakness, and also prove
to be a source of moral
support during a bad patch with the game.

According to Badminton Canada here are the following principles to guide our
decisions, policies and practices:
1. Enjoyment- Participation in all aspects of badminton (competition,
volunteering, coaching, as a fan etc.) should be an enjoyable and life
enhancing experience
2. Excellence- Striving to support all people to achieve their personal level
of excellence and strive for professional excellence in all of its activities.
3. Trust- Acting in an open and honest manner that creates trust in all of
our relationships.
4. Respect- Creating an environment that recognizes and encourages the
views, roles and contributions of everyone.
5. Genuine Collaboration- Using the expertise, knowledge and input of all
of our membership and partners to strengthen the programs, events and
ideals that we stand for.
6. Transparency- Clearly outlining and reporting all of our activities and
keeping an open and honest flow of communication to our membership.
Accountability- Creating policies and procedures that define how we
conduct ourselves and work with our membership and communicating that
information to everyone.
7. Inclusiveness/Equal Opportunities- Participation in our activities should
encourage and be open to anyone who wants to get involved.

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Mind exercise

LET’S DO A
TRUE OR FALSE
Read and understand the statement below. Write
TRUE if the statement is correct and FALSE if it is
wrong.
Write your answer on the space provided.
MIND EXERCISE

___________1. Badminton was directly derived from poona.


___________2. Badminton is a court game played with lightweight
rackets and a shuttlecock.
___________3. The objective of the game badminton is to serve
the shuttle strategically and thereafter directly with
speed or accuracy
to an unprotected point on the opponent’s court.
___________4. Badminton World Federation which was originally
known as International Badminton Federation is the
world governing body of the sport which was
formed in 1934.
___________5. The game badminton was included as full medal
sport in 1988 Olympic game held in Barcelona,
Spain.

Enumerate the following:

1-3 – Give three (3) benefits of playing badminton.

1. __________________________
2. __________________________
3. __________________________

4-5 - Countries where Badminton game is popular.


4. __________________________
5. __________________________

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Facilities & Equipment
 Badminton Court
Badminton court is rectangular
and is divided into two equal
symmetric halves by a net suspended
from two vertical posts fixed at either
sides of the court. Courts are marked
for singles and doubles, as they differ
in their dimensions; the doubles court
is larger in breadth than a singles
court and has a shorter serve-length
dimension.
The width of doubles court is 20 feet and that of singles court is 17 ft.. both
are of the same 44 feet length. A short service line is marked on either sides
of of the court at a distance of 6.6 ft from the net. A doubles long service line
runs across the breath of the court at 13 ft from the short service line, and the
end of the court marks the singles long service line.
(https://badmintonisgreat.com/badminton-court-size/)

 Pole and Net

The net is 5 ft 1 inch high at the


edges and 5 ft high in the center.
The net posts are placed over the
doubles sidelines, even when
singles are played. Badminton
nets in badminton are made of
various materials such as nylon,
polyethylene and vinyl. In
selecting net go for a dark color because it will provide better visibility during
game play. The nets are lined with white tape on the upper side, that has a
cord or cable within it, so that the net can be stretched over each of the net
post on either side of badminton court.
The nets are lined with white tape on the upper side, that has a cord or cable
within it so that the net can be stretched over each of the net posts on either
side of the badminton court.

The BWF’s Laws of Badminton and Regulations Handbook states


that the ceiling height for major tournaments must be 39 feet above the floor
of the court. The same height requirement is prescribed for international
badminton tournaments. For domestic court 30ft is also sufficient. The main

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purpose of a high ceiling is that the shuttle should not hit the ceiling when a
player plays aggressive lob or clear.

 Badminton Racket
Modern Badminton Rackets are light in
weight and don’t weigh more than 100
grams. The frame of the Racket can be
made of common metals like steel or
aluminium. Sometimes rackets are made
of alloys, tough carbon fiber, ceramic, or
boron. Its length does not exceed 680
mm and width does not exceed 230
mm.

Parts of the racket

 Shuttlecock
​ Shuttlecock is made of sixteen
feathers fixed in a cork base enveloped
in a thin leather sheet make a
shuttlecock. Interestingly, the best
Badminton Shuttlecocks are made from
feathers from the wing of a goose. The
shuttle weighs between 4.74 to 5.50
grams.

 Badminton Accessories

SHOES
A good pair of Badminton Shoes provide
good grip, cushioning and some flexibility
at the forefoot.

GRIP
A grip made of cloth or synthetic fiber
absorbs sweat and provides you a drier feel.

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BADMINTON CLOTHES
Comfortable T-shirts and shorts, that don’t hinder your movement, are ideal to
play Badminton. A cotton round-neck or a collar t-shirts with a pair of light
shorts are usually preferred.
SOCKS
Wear a pair of thick cotton socks as they help to absorb sweat. They also
prevent your feet from slipping inside your shoes. Avoid wearing Nylon socks
that don’t absorb sweat.

WRIST BAND
If you perspire a lot, you may consider getting a wrist band that prevents your
sweat from flowing to your racket handle.

HEAD BAND
​ A Head Band if you wear spectacles. It prevents your lenses from getting
wet and also stops the sweat and hair from getting into your eyes while
playing.

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Terminologies

 Alley - side-extension of the court by l½ feet on both sides that is used


for doubles play.
 Back Alley - Area between the back boundary line and the long
service line for doubles.
 Backcourt - the back third of the court, in the area of the back
boundary lines.
 Baseline - Back boundary line at each end of the court, that runs
parallel to the net.
 Bird or birdie - another name for the shuttlecock
 Carry - An illegal tactic, also called a sling or throw, in which the shuttle
is caught and held on the racket and then slung during the execution of
a stroke.
 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 court.
 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 slowly and with finesse to fall rapidly and close to the
net on the opponent’s side.
 Fault - Violations 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.
 Half-court 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."

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 Let - A legitimate cessation of play to allow a rally to be replayed.
 Long Service Line - In singles, the back boundary line. In 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.
 Racket - Instrument used by player to hit shuttlecock Weight:About3
ounces. Length: 27 inches. Made of: Ceramic, graphite, or boron frame;
beef-gut string.
 Rally – this occurs when the players hit the bird back and forth several
times before one side scores a point
 Serve or Service – players put the shuttlecock into play for points by
“serving” it to opponents, hitting it over the net into a special part of the
court near their opponent
 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 - the name for the object that players hit, made of a ball of
cork or rubber with a crown of feathers in an open conical shape.
 Smash – when a shuttle is floated high into the air, a player has time to
unleash a powerful overhand shot straight to the floor of the opposing
court.
 Wood Shot - Shot that result when the base of the shuttle is hit by the
frame of the racket. Once illegal, this shot was ruled acceptable by the
International Badminton Federation in 1963.

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Mind exercise

Enrichment Activity
Direction: Identify if what is being ask in the statement
below. Write your correct answer on the blanks
provided.
Let’s do this
______________ 1. Dimension of badminton court for singles.
______________ 2. Give the prescribed height of badminton net at
the center.
______________ 3. The number of feathers that composed an official
shuttlecock used in badminton match?
______________ 4. A shot hit deep to the opponent’s back court.
______________ 5. It occurs when the players hit the bird back and
forth several times before one side scores a
point.
______________ 6. A series of games to determine a winner which
may either 3 out of 5 or 2 out of 3.
_______________ 7. Term apply to violations of the playing rules,
either in serving, receiving, or during play.
_______________ 8. In a badminton game, it is a method of putting
the shuttlecock into play.
_______________ 9. Fast, downward shot that usually cannot be
returned by an opponent.
_______________ 10. A stroke where in a shuttle is floated high into
the air and a player has time to unleash a
powerful overhand shot straight to the floor of
the opposing court.

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Terminologies
Lesson II
Basic Skills and Drills

 GRIP
The right grip in holding
the racket is really
important to achieve
control on shots while
avoiding the chances of
a wrist injury. A proper
grip will allow you to play
both backhand and
forehand strokes
effortlessly. Holding a
racket is similar to a
friendly handshake. Just
the thumb will be comfortably placed against the wider surface of the handle
grip. The rest of the hand will imitate a handshake. Remember to keep the
handshake friendly, avoiding tight grip. It will hinder the flexibility in motion
and also might lead to wrist injuries in the long term.

How to Hold a Badminton Racket

 The correct way of holding a racquet is as simple as a


FRIENDLY HANDSHAKE. Imagine the grip of the racquet as a hand
approaching to shake your hand. Go ahead and hold the racquet as if
you’re shaking someone’s hand.

Backhand and forehand Grip


The only difference while playing the 2 kinds of strokes is in the use of
fingers.

 Push the index finger forward while playing forehand strokes.


 Push the thumb forward while playing backhand strokes.

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Forehand grip technique

Backhand grip technique

 STANCE
The stance is how you stand while playing badminton, both in
between a rally and before the serve. A stable and correct stance will bring a
huge change in the results due to easier movement. There are 3 types of
stance:

Attacking Stance
It is used to get into
position before playing
an overhead forehand
stroke. To stand in the
attacking stance turn
your body facing the
sidelines with racket Badminton skills
leg behind and both (Image source: TOI)
legs shoulder-width
apart. Now raise both racket and non-racket arm to generate the power
to attack the shuttle on its downward trajectory.

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Defensive Stance Badminton skills (Image source: TOI)

Defensive stance can be


done by facing the body to
the net and place your racket
in front at waist height,
slightly pointing forward. You
can keep the non-racket arm
as comfortable while
Badminton skills (Image ensuring a better balance.
source: Badminton Bible)

Net Stance
This stance is to be ready
for the opponent’s return after
playing a net shot. To play this
shot, place your foot on the
racket side forward while
keeping non-racket foot at the
back. Place the racket in front
of the body, slightly above
waist height while raising the
non-racket arm. Shift the body
weight slightly forward to be
ready to pounce forward.
 Footwork

Badminton is played on a
Badminton skills (Image
court with limited space, and
source:
the athletes have to take care
of the same while playing.
Footwork plays a huge role in
helping with an effective and
organized movement on the
court. In fact, some coaches
even raise footwork to prime
importance over other skills.
Tips for proper footwork
 Always remember the base (starting point)
 Move only 2-3 steps backwards.
 Shuffle only 1 step sideward.
 Move only 2-3 steps front.

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 Are you a beginner? The
key is to stretch your legs
as wide as possible while
maintaining a good balance.
You can take more steps at
the beginning, then slowly
reduce the amount of steps
as you move faster and
maintain good balance.
 Maintain your
balance: While one of your hands will be holding the racquet, keep the
other hand wide open. Not because it looks cool, it is because it helps
in balancing. This enables you to return to your base quickly.

However, there are a few tips that I would like to


share on your badminton footwork
 Good stance:. When you’re in a ready
position (before your opponent serves), make
sure one leg is in front and one leg behind,
opened slightly wide (refer to the picture above).

 If the shuttle is served to the front, use


your toes of your back leg to push your
bodyweight to the front.

If the shuttle is served to the back, use
your front leg toes to push your
bodyweight to the back. This enables you to move fast once the shuttle
is served.

o Serve
Service is among the most
basic skill that you need to
master in Badminton. Also,
you should ensure to
make a legal service
otherwise it might lead to
penalty points.
Badminton skills (Image
source: Inge shepers

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Types of service

 High Serve
High serve aims at the back end corner of the opponent’s court. Ideally,
a good high serve results in shuttle dropping steeply downwards at the
back end of the court. In fact, a high serve is presented to opponents
having ability to executing a
strong smash.

 Flick Serve
A service performed using a
flick which is mostly used in
doubles. The serve can be
also called backhand flick
serve if it is performed with
back hand. It is best used on
the following scenarios:
 Your opponent is pressuring too much the low serve;
 Your low serve is not very good and you start the point defending
than losing it after the reception; and
 Out of the two opponents, the one you are serving to have a much
weaker attack and you are trying to use that to your advantage.

Generally, it is recommended to serve the shuttle to opponent’s backhand


area. This is to exploit the weaker backhand that exists in the game of most of
the players.

 Low Serve
The low serve aims to the front of the court. The objective is to let the
shuttle fly above the net landing in front corner of the court. In this case,
opponent has the opportunity to dash forward and smashes the shuttle
to you if the execution is poor.

o Smash
Smash is the most potent and powerful stroke in
badminton which naturally turns out to be the most
familiar term to all. The shot is basically to hit the
shuttle powerfully towards the opponent’s body or
downward on the court. A perfectly executed
smash has no defense. Technically there are 3
types of smashes:

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 Forehand Smash
An overhead smash which is similar to the action of throwing the
ball.

 Backhand Smash
One of toughest strokes in badminton. A powerful shot using
backhand stroke.

 Jump smash
A forehand smash with a
timed jump added to it.

o Drop Shot
Badminton Drop Shots are delicate
badminton shots that can win you points
that aim at scoring points in deception.
Played with both backhand and forehand,
these are used to move the opponent to
the frontcourt. This creates space in the
midcourt and backcourt for you to exploit.
There are slow and fast drop shots,
(Image source: Master Badminton.com)
played judging the situation.

o Clear or Lob Shot

The lob shot can be imagined as a shot with


an inverted ‘U’ trajectory. It is normally
played from the forecourt with an aim to lift or
‘lob’ the shuttle over the opponent. The idea
is to land it as near to the baseline as it is, at
an angle that is impossible to clear. This is
similar to the drop in challenging the (Image source: Master Badminton.com)
opponent with sudden motion backwards this time. It can also be executed by
both backhand and forehand. (https://www.kreedon.com/basic-badminton-skills/)

** NOTE: For reference you may watch instructional video in YouTube


channel

 12 Basic Badminton Techniques that you MUST Know - Introduction


https://www.youtube.com/watch?v=S2-G_tbIj80

 Basic Badminton for Beginners


(https://www.youtube.com/watch?v=1UIhKZCPMYM)

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THINGS TO REMEMBER
 Secure the performance area for safety purposes.
 Wear a comfortable outfit for work out.
 Have somebody to watch over you while performing the
activity.
 Always do the warp-up exercises
 Document your performance through pictures and video
then send it to your instructor.
 A rubric for drills is provided as basis in performance
assessment.
 Each drill contains 30 points

DRILL # 1
THINGS TO BE NEEDED

 K ETTLEBELL/BELL OR IMPROVISED KETTLEBELL/DUMBBELL


 BADMINTON RACKET
 PLAYING AREA

 KETTLEBELL WOODCHOPPER
Purpose: To strengthens the abdominal, back
and shoulders muscles. It trains the body to
move through a range of motion that perfectly
mimics the turn of the torso for forehand and
backhand shots.
To perform the drill

 Check the surrounding for safety

 Set your feet hip distance apart and hold


the
kettlebell in both hands in front of you.

 Bend your knees, and then take the kettlebell down across left of the
body by twisting it to the left side

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 Lengthen your legs at the same time twist your body in the opposite
direction and take your hands high to the other side. You can work your
arms individually too with a slightly lighter weight.

 Repeat it 15 times

 Do it on the opposite side (Right down, Left up)


**note: if kettlebell/dumbbell is not available you can use an improvised
one just like the picture shown below.

You may watch a video at


https://www.youtube.com/watch?v=FbwdU83kkjs

 LOADED BADMINTON RACKET WRIST ROTATIONS


Purpose: To develop flexible and strong wrists for
advancement of accuracy and variety of shots
that can done. It will further improve yo wrist
strength by creating better grip.
How to do it:

 Insert/zip in the racket in a book. Make sure


the book will not fall when you move the racket.
(the book will serve as additional weights to
the racket)

 With forehand grip, hold the racket pointing


upward with your palm facing your face.

 Flex the wrist from the elbow down and up 20 times. See to it that
your palm is facing downward when you bring the racket down. Do
not go beyond your waist forming 45o angle in your elbow.

 Next do a figure of eight right to left 20 times, flex the wrist up and
down 20 times with the palm up then finish doing a figure of eight left
to right 20 times.

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 MULTI-DIRECTIONAL SHUTTLE RUNS
Purpose: To improve agility
and high endurance in a high
intensity.
How to do it

 Look for a partner. Make


sure you have adequate
space and visualize a
compass with you at the
centre.
 Remember to face north all the time, just as you face the net when
you play, and after every shuttle you need to return to your start
point ready for the next call.

 Allow your partner to call random directions (north south, east, west,
north-east, south-east etc.), sprint five steps in each direction when
it’s called, hit the floor with one hand and then sprint five steps back
to where you started and hit the floor with the other hand.

 As your fitness builds, try to move faster rather than further and
trade touching the floor with tuck jumps. Do at least ten minutes to
this drill. (https://active.sweatband.com/fitness/5-essential-drills-and-
exercises-to-improve-your-badminton.html

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Let’s get moving
DRILL # 2

THINGS TO BE NEEDED

SHUTTLECOCK
BADMINTON RACKET
PLAYING AREA
FLAT WALL

 RACKET PLAYING
PURPOSE: To develop an accurate forehand and backhand grip specifically
on shifting of grips during the game.
HOW TO DO IT
 Hold the racket handle loosely.
 Spin the racket handle in your hand and hook.
 Do the spin and hook repeatedly in clockwise or counterclockwise
alternately enabling for one minute or more

 SHUTTLECOCK TOSSING
PURPOSE: To develop eye and hand coordination to keep shuttlecock in
control. It also helps strengthening forehand and backhand.
HOW TO DO IT
FOREHAND
 Hold the racket with forehand grip on waist level. Make sure that your
palm is facing upward.
 With the shuttlecock on the string bed of racket head, toss the
shuttlecock upward on the desired height beyond your height
repeatedly for 100 times.

 For better control of the shuttle cock make sure that the movement of
the arm in tossing should start from the shoulder. Refrain from moving
the elbow and wrist.

BACKHAND
 Hold the racket with backhand grip on waist level. Make sure that your
palm is facing downward.

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 With the shuttlecock on the string bed of racket head, toss the
shuttlecock upward on the desired height beyond your height
repeatedly for 100 times.

 Refrain from moving the elbow and wrist to have a better control of the
flights of shuttlecock.

 WALL PRACTICE:
Purpose: It most helps in strengthening your forearms and backhand.
Since you are playing with the wall, the resistance offered by the wall is great,
which requires you to put in more effort to send the shuttle back to the wall.

HOW TO DO IT
 Face the wall with feet apart and knees slightly bent to ensure stability
and balance for better mobilization.
 Holding the racket with forehand grip, hit the shuttlecock with your
racket towards the wall. Watch out for the bouncing back of the
shuttlecock and return it back into the wall repeatedly as many as you
could without dropping it.
 Do it continuously for 2 minutes.
 Repeat it using backhand grip.
 Don’t forget to document your performance and send it your
instructor.

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DRILL # 3

THINGS TO BE NEEDED

 SHUTTLECOCK
 BADMINTON RACKET
 PLAYING AREA
 PLAYING PARTNER

 SERVE AND CATCH

PURPOSE: To develop serving skills both backhand and forehand.

HOW TO DO IT

 Have a playing partner with you. Stand 3 meters apart facing each
other.

 Together do the forehand serve targeting your partner, then be alert


in catching the approaching shuttlecock. Do this for 10 reps.

 Repeat it this time using the backhand serve for 10 reps.

 NET PLAY WITH FOREHAND AND BACKHAND SPIN

PURPOSE: To develop skills in controlling shuttlecock while playing with


the net using CAP (Contact point, Angle & Power) technique.

HOW TO DO IT

 Execute tossing of shuttlecock with the height of the net for 20 reps.

 In the playing court with your playing partner feeding you the
shuttlecock, try returning the bird to the opposite court close and
just in front of the net. This is basic net play.

 As you go along with the drill, increase the speed of the shuttlecock
through forehand or backhand spin net (note: a spin is done when
you try to hit the racket with a slice stroke). A spin allows the
shuttlecock drop near the net forcefully.

You may watch a video in you tube on how to do a net play for
reference. (Badminton Tips - Net Play - Coach Andy Chong:
https://www.youtube.com/watch?v=2ByjAixfocA)

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RUBRICS FOR PERFORMANCE RATING

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Rules and Regulations

The LAWS of Badminton


(http://www.worldbadminton.com/rules/)

As amended and adopted by the BWF May 2019. Historical Versions are also
available. The Laws are a subset of the full BWF Handbook (rendered as PDF
Booklet for convenience), which also covers all aspects of competition. The
laws are also available rendered as a PDF Booklet or directly from the BWF
website.
DEFINITIONS

 Player: Any person playing Badminton.


 Match: The basic contest in Badminton between opposing sides each
of one or two players.
 Singles: A match where there is one player on each of the opposing
sides.
 Doubles: A match where there are two players on each of the
opposing sides.
 Serving side: The side having the right to serve.
 Receiving side: The side opposing the serving side.
 Rally: A sequence of one or more strokes starting with the service,
until the shuttle ceases to be in play.
 Stroke: A movement of the player’s racket with an intention to hit the
shuttle.

The Laws of Badminton

1. COURT AND COURT EQUIPMENT


1.1. The court shall be a rectangle marked out with lines 40 mm wide
as shown in Diagram A.

1.2. The lines marking out the court shall be easily distinguishable and
preferably be coloured white or yellow.

1.3. All the lines shall form part of the area which they define.

1.4. The posts shall be 1.55 metres in height from the surface of the
court and shall remain vertical when the net is strained as provided in
Law 1.10.

1.5. The posts shall be placed on the doubles side lines as in Diagram
A irrespective of whether singles or doubles is being played. The posts
or its supports shall not extend into the court beyond the side lines.

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1.6. The net shall be made of fine cord of dark colour and even
thickness with a mesh of not less than l5 mm and not more than 20 mm.

1.7. The net shall be 760 mm in depth and at least 6.1 metres wide.

1.8. The top of the net shall be edged with a 75 mm white tape doubled
over a cord or cable running through the tape. This tape shall rest upon
the cord or cable.

1.9. The cord or cable shall be stretched firmly, flush with the top of the
posts.

1.10. The top of the net from the surface of the court shall be 1.524
metres at the centre of the court and 1.55 metres over the side lines for
doubles.

1.11 There shall be no gaps between the ends of the net and the posts.
If necessary, the full depth of the net at the ends shall be tied to the
posts.

DIAGRAM A Also available in English Units.

Note: (1) Diagonal length of full


court = 14.723m
(2) Court as shown above can
be used for both singles and
doubles play
(3) ** Optional testing marks as
shown in Diagram B.

2. SHUTTLE

2.1 The shuttle shall be made of natural and / or synthetic materials.


From whatever material the shuttle is made, the flight characteristics
generally shall be similar to those produced by a natural feathered
shuttle with a cork base covered by a thin layer of leather.

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2.2 Feathered Shuttle

2.2.1 The shuttle shall have 16 feathers fixed in the base.

2.2.2 The feathers shall have a uniform length between 62 mm to 70


mm when measured from the tip to the top of the base.

2.2.3 The tips of the feathers shall lie on a circle with a diameter from
58 mm to 68 mm.

2.2.4 The feathers shall be fastened firmly with thread or other


suitable material.

2.2.5 The base shall be 25 mm to 28 mm in diameter and rounded on


the bottom.

2.2.6 The shuttle shall weigh from 4.74 to 5.50 grams.

2.3 Non-Feathered Shuttle

2.3.1 The skirt, or simulation of feathers in synthetic materials, shall


replace natural feathers.

2.3.2 The base shall be as described in Law 2.2.5.

2.3.3 Measurements and weight shall be as in


Laws 2.2.2, 2.2.3 and 2.2.6. However, because of the difference in
the specific gravity and other properties of synthetic materials in
comparison with feathers, a variation of up to 10 per cent shall be
acceptable.

2.4 Subject to there being no variation in the general design, speed


and flight of the shuttle, modifications in the above specifications may
be made with the approval of the Member Association concerned, in
places where atmospheric conditions due to either altitude or climate
make the standard shuttle unsuitable.

3. TESTING A SHUTTLE FOR SPEED

3.1 To test a shuttle, a player shall use a full underhand stroke which
makes contact with the shuttle over the back boundary line. The shuttle
shall be hit at an upward angle and in a direction parallel to the side
lines.

3.2 A shuttle of correct speed will land not less than 530 mm and not
more than 990 mm short of the other back boundary line as in Diagram
B.

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DIAGRAM B

4. RACKET

4.1 The racket shall be a frame not exceeding 680 mm in overall length
and 230 mm in overall width consisting of the main parts described in
Laws 4.1.1 to 4.1.5 as illustrated in Diagram C.

4.1.1 The handle is the part of the racket intended to be gripped by a


player.

4.1.2 The stringed area is


the part of the racket with
which it is intended that a
player hits the shuttle.

4.1.3 The head bounds the


stringed area.

4.1.4 The shaft connects


the handle to the head
(subject to Law 4.1.5).

4.1.5 The throat (if present)


connects the shaft to the
head.

DIAGRAM C

4.2 The stringed area:

4.2.1 shall be flat and consist of a pattern of crossed strings either


alternately interlaced or bonded where they cross; and

INSTRUCTIONAL MATERIALS IN INDIVIDUAL/DUAL SPORTS


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4.2.2 shall not exceed 280 mm in overall length and 220 mm in
overall width. However, the strings may extend into an area which
otherwise would be the throat, provided that:

4.2.2.1 the width of the extended stringed area does not exceed
35 mm; and

4.2.2.2 the overall length of the stringed area does not then
exceed 330 mm.

4.3 The racket:

4.3.1 shall be free of attached objects and protrusions, other than


those used solely and specifically to limit or prevent wear and tear,
or vibration, or to distribute weight, or to secure the handle by cord
to the player's hand, and which are reasonable in size and
placement for such purposes; and

4.3.2 shall be free of any device that makes it possible for a player to
change materially the shape of the racket.

5. EQUIPMENT COMPLIANCE

The International Badminton Federation shall rule on any question of


whether any racket, shuttle or equipment or any prototype used in the
playing of Badminton complies with the specifications. Such ruling may
be undertaken on the Federation's initiative or on application by any
party with a bona fide interest, including any player, technical official,
equipment manufacturer or Member Association or member thereof.

6. TOSS

6.1 Before play commences, a toss shall be conducted and the side
winning the toss shall exercise the choice in either Law 6.1.1 or 6.1.2:

6.1.1 to serve or receive first;

6.1.2 to start play at one end of the court or the other.

6.2 The side losing the toss shall then exercise the remaining choice.

7. SCORING SYSTEM

7.1 A match shall consist of the best of three games, unless otherwise
arranged ( Part II, Section 1B Appendix 2 and 3).

7.2 A game shall be won by the side which first scores 21 points,
except as provided in Law 7.4 and 7.5.

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7.3 The side winning a rally shall add a point to its score. A side shall
win a rally, if the opposing side commits a "fault" or the shuttle ceases
to be in play because it touches the surface of the court inside the
opponent's court.

7.4 If the score becomes 20-all, the side which gains a two point lead
first, shall win that game.

7.5 If the score becomes 29-all, the side scoring the 30th point shall
win that game.

7.6 The side winning a game shall serve first in the next game.

8. CHANGE OF ENDS

8.1 Players shall change ends:

8.1.1 at the end of the first game;

8.1.2 at the end of the second game, if there is to be a third game;


and

8.1.3 in the third game when a side first scores 11 points.

8.2 If the ends are not changed as indicated in Law 8.1, it shall be done
so as soon as the mistake is discovered and when the shuttle is not in
play. The existing score shall stand.

9. SERVICE

Note: As of December 2018 the fixed-height service has


been mandatory for all high-level tournaments. For other play it has not
been specified but is assumed since the old service height rules have
been removed.

9.1 In a correct service:

9.1.1 neither side shall cause undue delay to the delivery of the
service once the server and the receiver are ready for the service;

9.1.2 on completion of the backward movement of the server's racket


head, any delay in the start of the service (Law 9.2), shall be
considered to be an undue delay;

9.1.3 the server and the receiver shall stand within diagonally
opposite service courts (Diagram A) without touching the boundary
lines of these service courts;

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39
9.1.4 some part of both feet of the server and the receiver shall
remain in contact with the surface of the court in a stationary
position from the start of the service (Law 9.2) until the service is
delivered (Law 9.3);

9.1.5 the server's racket shall initially hit the base of the shuttle;

9.1.6 the whole shuttle shall be below 1.15 metres from the surface
of the court at the instant of being hit by the server’s racket;

9.1.7 the movement of the server's racket shall continue forwards


from the start of the service (Law 9.2) until the service is delivered
(Law 9.3);

9.1.8 the flight of the shuttle shall be upwards from the server's
racket to pass over the net so that, if not intercepted, it shall land in
the receiver's service court (i.e. on or within the boundary lines);
and

9.1.9 in attempting to serve, the server shall not miss the shuttle.

9.2 Once the players are ready for the service, the first forward
movement of the server's racket head shall be the start of the service.

9.3 Once started (Law 9.2), the service is delivered when the shuttle is
hit by the server's racket or, in attempting to serve, the server misses
the shuttle.

9.4 The server shall not serve before the receiver is ready. However,
the receiver shall be considered to have been ready if a return of the
service is attempted.

9.5 In doubles, during the delivery of service (Law 9.2, 9.3), the
partners may take up any positions within their respective courts, which
do not unsight the opposing server or receiver.

10. SINGLES

10.1 Serving and receiving courts

10.1.1 The players shall serve from, and receive in, their respective
right service courts when the server has not scored or has scored
an even number of points in that game.

10.1.2 The players shall serve from, and receive in, their respective
left service courts when the server has scored an odd number of
points in that game.

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10.2 Order of play and position on court.

In a rally, the shuttle may be hit by the server and the receiver
alternately, from any position on that player's side of the net, until the
shuttle ceases to be in play (Law 15).

10.3 Scoring and serving

10.3.1 If the server wins a rally (Law 7.3), the server shall score a
point. The server shall then serve again from the alternate service
court.

10.3.2 If the receiver wins a rally (Law 7.3), the receiver shall score a
point. The receiver shall then become the new server.

11. DOUBLES

11.1 Serving and receiving courts

11.1.1 A player of the serving side shall serve from the right service
court when the serving side has not scored or has scored an even
number of points in that game.

11.1.2 A player of the serving side shall serve from the left service
court when the serving side has scored an odd number of points in
that game.

11.1.3 The player of the receiving side who served last shall stay in
the same service court from where he served last. The reverse
pattern shall apply to the receiver's partner.

11.1.4 The player of the receiving side standing in the diagonally


opposite service court to the server shall be the receiver.

11.1.5 The players shall not change their respective service courts
until they win a point when their side is serving.

11.1.6 Service in any turn of serving shall be delivered from the


service court corresponding to the serving side's score, except as
provided in Law 12.

11.2 Order of play and position on court

After the service is returned, in a rally, the shuttle may be hit by either
player of the serving side and either player of the receiving side
alternately, from any position on that player's side of the net, until the
shuttle ceases to be in play (Law 15).

11.3 Scoring and serving

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11.3.1 If the serving side wins a rally (Law 7.3), the serving side shall
score a point. The server shall then serve again from the alternate
service court.

11.3.2 If the receiving side wins a rally (Law 7.3), the receiving side
shall score a point. The receiving side shall then become the new
serving side.

11.4 Sequence of serving

In any game, the right to serve shall pass consecutively:

11.4.1 from the initial server who started the game from the right
service court

11.4.2 to the partner of the initial receiver.

11.4.3 to the partner of the initial server

11.4.4 to the initial receiver,

11.4.5 to the initial server and so on.

11.5 No player shall serve or receive out of turn, or receive two


consecutive services in the same game, except as provided in Law 12.

11.6 Either player of the winning side may serve first in the next game,
and either player of the losing side may receive first in the next game.

12. SERVICE COURT ERRORS

12.1 A service court error has been made when a player:

12.1.1 has served or received out of turn; or

12.1.2 has served or received from the wrong service court;

12.2 If a service court error is discovered, the error shall be corrected


and the existing score shall stand.

13. FAULTS
It shall be a "fault":

13.1 if a service is not correct (Law 9.1);

13.2 if, in service, the shuttle:

13.2.1 is caught on the net and remains suspended on its top;

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13.2.2 after passing over the net, is caught in the net; or

13.2.3 is hit by the receiver's partner;

13.3 if in play, the shuttle:

13.3.1 lands outside the boundaries of the court (i.e. not on or within
the boundary lines);

13.3.2 fails to pass over the net;

13.3.3 touches the ceiling or side walls;

13.3.4 touches the person or dress of a player;

13.3.5 touches any other object or person outside the court;

(Where necessary on account of the structure of the building, the


local badminton authority may, subject to the right of veto of its
Member Association, make bye-laws dealing with cases in which a
shuttle touches an obstruction).

13.3.6 is caught and held on the racket and then slung during the
execution of a stroke;

13.3.7 is hit twice in succession by the same player. However, a


shuttle hitting the head and the stringed area of the racket in
one stroke shall not be a "fault";

13.3.8 is hit by a player and the player's partner successively; or

13.3.9 touches a player's racket and does not travel towards the
opponent's court;

13.3.10.1 in wheelchair badminton if the shuttle is:

13.3.10.2 after passing over the net is caught in the net.

13.4 if, in play, a player:

13.4.1 touches the net or its supports with racket, person or dress;

13.4.2 invades an opponent's court over the net with racket or person
except that the striker may follow the shuttle over the net with
the racket in the course of a stroke after the initial point of
contact with the shuttle is on the striker's side of the net;

13.4.3 invades an opponent's court under the net with racket or


person such that an opponent is obstructed or distracted; or

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13.4.4 obstructs an opponent, i.e. prevents an opponent from making
a legal stroke where the shuttle is followed over the net;

13.4.5 deliberately distracts an opponent by any action such as


shouting or making gestures;

13.5 if a player is guilty of flagrant, repeated or persistent offences


under Law 16;

14. LETS

14.1 "Let" shall be called by the umpire, or by a player (if there is no


umpire), to halt play.

14.2 It shall be a "let”, if:

14.2.1 the server serves before the receiver is ready (Law 9.4);

14.2.2 during service, the receiver and the server are both faulted;

14.2.3 after the service is returned, the shuttle is:

14.2.3.1 caught on the net and remains suspended on its top, or

14.2.3.1.1 except in wheelchair badminton when it is a fault.

or

14.2.3.2 after passing over the net is caught in the net;

14.2.3.2.1 except in wheelchair badminton when it is a fault.

14.2.4 during play, the shuttle disintegrates and the base completely
separates from the rest of the shuttle;

14.2.5 in the opinion of the umpire, play is disrupted or a player of the


opposing side is distracted by a coach;

14.2.6 a line judge is unsighted and the umpire is unable to make a


decision; or

14.2.7 any unforeseen or accidental situation has occurred.

14.3 When a "let" occurs, play since the last service shall not count and
the player who served last shall serve again,.

15. SHUTTLE NOT IN PLAY


A shuttle is not in play when:

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15.1 it strikes the net or post and starts to fall towards the surface of
the court on the striker's side of the net;

15.2 it hits the surface of the court; or

15.3 a "fault" or a "let" has occurred.

16. CONTINUOUS PLAY, MISCONDUCT & PENALTIES

16.1 Play shall be continuous from the first service until the match is
concluded, except as allowed in Laws 16.2 and 16.3.

16.2 Intervals:

16.2.1 not exceeding 60 seconds during each game when the


leading score reaches 11 points; and

16.2.2 not exceeding 120 seconds between the first and second
game, and between the second and third game shall be allowed in
all matches.

(For a televised match, the Referee may decide before the match
that intervals as in Law 16.2 are mandatory and of fixed duration).

16.3 Suspension of play

16.3.1 When necessitated by circumstances not within the control of


the players, the umpire may suspend play for such a period as the
umpire may consider necessary.

16.3.2 Under special circumstances the Referee may instruct the


umpire to suspend play.

16.3.3 If play is suspended, the existing score shall stand and play
shall be resumed from that point.

16.4 Delay in play

16.4.1 Under no circumstances shall play be delayed to enable a


player to recover strength or wind or to receive advice.

16.4.2 The umpire shall be the sole judge of any delay in play.

16.5 Advice and leaving the court

16.5.1 Only when the shuttle is not in play (Law 15), shall a player be
permitted to receive advice during a match.

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16.5.2 No player shall leave the court during a match without the
umpire's permission, except during the intervals as described in
Law 16.2.

16.6 A player shall not:

16.6.1 deliberately cause delay in, or suspension of, play;

16.6.2 deliberately modify or damage the shuttle in order to change


its speed or its flight;

16.6.3 behave in an offensive or inappropriate manner; or

16.6.4 be guilty of misconduct not otherwise covered by the Laws of


Badminton.

16.7 Administration of breach

16.7.1 The umpire shall administer any breach of


Law 16.4.1, 16.5.2 or 16.6 by:

16.7.1.1 issuing a warning to the offending side; or

16.7.1.2 faulting the offending side, if previously warned. or

16.7.1.3 faulting the offending side in cases of flagrant offence or


breach of Law 16.2.

16.7.2 On faulting a side (Law 16.7.1.2 or 16.7.1.3), the umpire shall


report the offending side immediately to the Referee, who shall
have the power to disqualify the offending side from the match.

17. OFFICIALS AND APPEALS

17.1 The Referee shall be in overall charge of the tournament or event


of which a match forms part.

17.2 The umpire, where appointed, shall be in charge of the match, the
court and its immediate surrounds. The umpire shall report to the
Referee.

17.3 The service judge shall call service faults made by the server
should they occur (Law 9.1.2 to 9.1.9).

17.4 A line judge shall indicate whether a shuttle landed "in" or "out" on
the line(s) assigned.

17.5 An official's decision shall be final on all points of fact for which
that official is responsible except that if,

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17.5.1 in the opinion of the umpire, it is beyond reasonable doubt that
a line judge has clearly made a wrong call, the umpire shall
overrule the decision of the line judge.

17.5.2 an Instant Review System is in operation, the system in


operation shall decide on any line call challenge (Appendix 7).

17.6 An umpire shall:

17.6.1 uphold and enforce the Laws of Badminton and, especially,


call a "fault" or a "let" should either occur;

17.6.2 give a decision on any appeal regarding a point of dispute, if


made before the next service is delivered;

17.6.3 ensure players and spectators are kept informed of the


progress of the match;

17.6.4 appoint or replace line judges or a service judge in


consultation with the Referee;

17.6.5 where another court official is not appointed, arrange for that
official's duties to be carried out;

17.6.6 where an appointed official is unsighted, carry out that official's


duties or play a "let";

17.6.7 record and report to the Referee all matters relating to Law 16;
and

17.6.8 refer to the Referee all unsatisfied appeals on questions of law


only. (Such appeals must be made before the next service is
delivered or, if at the end of the match, before the side that appeals
has left the court.

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Lesson III
SKILL ENHANCEMENT

THINGS TO REMEMBER

 Keep in mind and practice the safety protocol against COVID


19 pandemic.

 The game is to played for the development of body physique


and pleasure.

 Safety of the playing area should be secured. Make sure that


it is just within your area.

 Wear appropriate playing outfit to avoid injuries.

 Do the warm-up exercises before playing

 Learn as you play and play as you learn.

 During the game identify who will play as official and a player.

 Play in accordance with the rules and regulation of


badminton game.

 Performance rating will be based on the given rubrics.

 Enjoy and have Fun!

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5 minutes warm-up exercises

 Marching in place while swinging


your arms (30 sec)
 Reach up right & left hand
alternately (20 reps)
 Reach Across (extend your right
arm across left and lock it with left
hand pulling towards the body. Hold
for 10 secs. Do it on the left hand
 Reach back by grasping both hands
at the back and lift the hands until a stretch is felt
 Arm circles (8 reps inward & 8 reps outward) shoulder shrugs(8 reps
inward & 8 reps outward)
 Leg swings (forward/backward and side to side with 32 reps each)
 Hip rotations (like stepping over a fence - 8 reps clockwise &
counterclockwise)
 Hip circles (like you’re hula hooping- 8 reps clockwise &
counterclockwise)

 Knee rotation (8 reps clockwise & counterclockwise), Knee bending


(16 reps)
 Lunges right and left leg alternately 20 reps
 Walking jacks (32 reps)
 Jumping jacks 10 reps
 Breathing exercises 10 reps
 Take a zip of water and rest for a moment.

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BADMINTON TOURNAMENT A
SINGLES

OBJECTIVE:
To participate in moderate to vigorous play with respect to others, fair
play, fun and in accordance with the provisions of Badminton World
Federation.
 Identify players who will act as TEAM A and TEAM B (Make sure you
are one of the player)
 Refer to the rules and regulation of badminton for Singles.
 Start the game with a toss coin.
 Whoever wins will choose serve or court.
 The server will serve first at the right side of the court following the
rules of service (even number scores from zero will serve at the right
side and odd number scores will serve at the left side of the court).
 You may employ 2 out of 3 match or 3 out of 5 match.
 The first to reach 21 points will be declared as winner.
 Pls. refer on the diagram of the court
 Have fun and Good luck

LEFT SIDE RIGHT SIDE

LEFT SIDE
RIGHT SIDE

Your ready for


the next game!

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BADMINTON TOURNAMENT B
DOUBLES

 Identify players who will act as TEAM A and TEAM B. Each team is
composed of 2 players (Make sure you are one of the player)
 Refer to the rules and regulation of badminton doubles.
 Start the game with a toss coin.
 Whoever wins will choose serve or court.
 The server will serve first at the right side of the court following the
rules of service (even number scores from zero will serve at the right
side and odd number scores will serve at the left side of the court).
 Be particular of the receiver. When the server is on the right side, the
receiver of the opposite court should also on the right side. When it is
on the left, the receiver should also be on the left.
 You may employ 2 out of 3 match or 3 out of 5 match.
 The first to reach 21 points will be declared as winner.
 Please refer on the image of the court below.
 Have fun and Good luck!

Image of Badminton doubles

-END OF THE UNIT-

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52
UNIT II- C H E S S

Learning outcomes
At the end of the lesson
This unit focused on the student should be
one of the famous board
able to:
game that is being played
in a tournament
internationally, the CHESS.
Students are expected to  explain the nature
understand and analyzed and objective of the
the: (a) history and game.
background of the game;
(b) the objective of playing  create an improvised
chess; (c) how to set up chess board and chess
properly the chess pieces pieces.
on a chess board; (d) the
respective movement of a  analyze the movement
particular chess piece; and of each particular
(e) how to play an actual chess piece.
chess game according to
the rules. So, get ready and  perform the actual
let’s play the game of the chess game according
mind and find out how alert
to the rules and
you are in taking moves.
regulation of the game
holistically.

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HISTORY AND BACKGROUND OF THE GAME
CHESS is a two-player strategy
board game played on a checkered
board with 64 squares arranged in an
8x8 grid. The game is played by
millions of people worldwide. Chess
is believed to be derived from the
Indian game chaturanga sometime
before the 17th century. Chaturanga
this also the likely ancestor of the
Eastern strategy games xianggi,
janggi, and shogi. Chess reached Europe by the 9th century, due to the
Umayyad conquest of Hispania. The pieces assumed their current powers in
Spain in the late 15th century; the modern rules were standardized in the 19th
century.

OBJECTIVE OF THE GAME


The objective of the game is to
“checkmate” the opponent’s king by
placing it under an inescapable
threat of capture. To this end, the
player’s pieces are used to attack
and capture the opponents’ pieces,
while supporting other. Likewise, the
game can be won by voluntary
resignation by the opponent, which
typically occurs when too much material is lost, or if checkmate appears
unavoidable. At times, the game may result in a draw.

PROPER SETUP OF THE BOARD

Step 1: Lay out the board with the light


square in the bottom-right corner.

It’s important to orient the board in the right


direction so that each side will be set up
correctly. An easy way to remember this is
“white on the right.”

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Step 2: Set up the pawns on the second ranks
(or rows).

Putting all of your pawns on first helps to clear


the pile of pieces next to the board so that the
rest of your pieces will go on more quickly.

Step 3: Put your rooks in the corners.

It’s easy to remember to set your rooks in the


corners, just like the towers in a real castle.

Step 4: Place your knights next to your rooks.

Imagine that you are putting some smelly horses


on the board and you want them far away from
the king and queen.

Step 5: Bishops go next to knights.

The bishops stand in between the stinky knights


and the royal king and queen. Set them next to
the knights.

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Step 6: Your queen goes on her own color.

It DOES matter which square your queen goes


on. An easy way to remember is that the queen
wants to match her outfit. White queen on the
light square; black queen on the dark square.

Step 7: Place your king on the last square.

At this point there will be only one vacant square,


so your king should naturally take his place.

Step 8: Don’t forget, White moves first.


In chess, the player with the white pieces always
moves first. You can decide who plays White
and who plays Black through any method of
chance. One way is to hide a white pawn in one
hand behind your back and have your opponent
choose.(https://www.chess.com/article/view/how-
to-set-up-a-chessboard)

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ACTIVITY 1

Improvised Chess Board & Pieces


Materials:
 Pencil
 Ruler
 Marking Pen
 Board/Illustration board (spare plywood)
 Any desired materials for chess pieces
How to do it
 Prepare a board with your desired size. Make sure that it
will fit for an 8 x 8 grid squares.
 Using the pencil and ruler layout a perfect square with 8
x 8 grid size.
 Divide the length of the square into 8 equal parts and
also the width into 8 equal parts. This will make you
come-up with 64 small squares all in all.
 Shades the square with white and black/green color
alternately. Make sure that the first square at your right
side is white.
 You can enhance your board as long as it is according to
the standard layout. Set aside.
 Create your own chess pieces using your desired
material. Label it for proper identification of what kind of
art piece it is.
 Set up your improvised chess board. Take a picture of
your output.

Example:

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CHESS PIECE MOVEMENTS & POINTS

King
can move exactly one square
horizontally, vertically, or diagonally.
At most once in every game, each
king is allowed to make a special
move, known as castling.

No points

Queen

can move any number of vacant


squares diagonally, horizontally, or
vertically.

Nine (9) points

Rook
can move any number of vacant
squares vertically or horizontally. It
also is moved while castling.

Five (5) points

Bishop

can move any number of vacant


squares in any diagonal direction.

Three (3) points

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Knight
can move one square along any rank
or file and then at an angle. The
knight´s movement can also be viewed
as an “L” or “7″ laid out at any
horizontal or vertical angle.

Three (3) points

Pawns
can move forward one square, if that
square is unoccupied. If it has not yet
moved, the pawn has the option of
moving two squares forward provided
both squares in front of the pawn are
unoccupied. A pawn cannot move
backward. Pawns are the only pieces
that capture differently from how they
move. They can capture an enemy
piece on either of the two spaces
adjacent to the space in front of them
(i.e., the two squares diagonally in front
of them) but cannot move to these
spaces if they are vacant. The pawn is
also involved in the two special moves
en passant and promotion.
One (1) point

(http://www.chesscoachonline.com/chess-articles/chess-rules)

*Note: Chess piece values give us a relative worth for each piece. This
information helps us determine what piece should be traded for another piece,
how we evaluate an exchange, and even how computer engines evaluate a
position. These point values don't determine who wins a game (the goal of
chess is to deliver checkmate, not to capture the most pieces). However,
chess piece values give us a good idea of which player is better or winning, or
if the position is level.
(https://www.chess.com/terms/chess-piece-value#Chesspiecevals)

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ACTIVITY 2

Movement Illustration
Materials:
 Pencil
 Ruler
 Marking Pen
 Bond paper
How to do it
 Prepare your materials to be used.
 Illustrate the movement/s of each chess piece. Or if you
have computer/laptop using your improvised chess
board and chess pieces show the movement/s of each
piece. Then take a picture and layout it on your
PC/laptop.
 Make sure to identify each piece movement and
illustration/picture is clear.
 Retriving pictures/images online is not allowed. You
either draw or take an actual photo using your output in
activity 1.
 Have fun and goodluck!
Example:

The Queen

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Terminologies
Castling
Castling is the only time in the chess game when
more than one piece moves during a turn. This
chess move has been invented in the 1500´s to
help speeding up the game and improving
balance of the offense and defense. During the
castling, the king moves two squares towards the
rook he intends to castle with, and the rook moves
to the square through which the king passed.
Castling is only permissible if all of the following
conditions hold:

 Neither king nor rook involved in castling may have moved from the
original position;
 There must be no pieces between the king and the rook;
 The king may not currently be in check, nor may the king pass through or
end up in a square that is under attack by an enemy piece (though the
rook is permitted to be under attack and to pass over an attacked square.
(https://www.youtube.com/watch?v=FcLYgXCkucc)

En Passant
En Passant may only occur when a pawn is
moved two squares on its initial movement.
When this happens, the opposing player has
the option to take the moved pawn “en
passant” (in passing) as if it had only moved
one square. This option, though, only stays
open for one move. The En Passant move
was developed after pawns were allowed to
move more than one square on their initial
move. The idea behind this rule was to
retain restrictions imposed by slow movement, while at the same time
speeding up the game.
(https://www.youtube.com/watch?v=1q7lZilVy04)

Pawn promotion

If a pawn reaches the opponent´s edge of the


table, it will be promoted – the pawn may be
converted to a queen, rook, bishop or knight,
as the player desires. The choice is not limited
to previously captured pieces. Thus its´

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61
theoretically possible having up to nine queens or up to ten rooks, bishops, or
knights if all pawns are promoted. At sometime, the pawn is to be promoted to
a queen chooses some other cases just like for example a knight, is called
under promotion.

( https://www.youtube.com/watch?v=UIb1UiD4cMY)

CHECK
When a king is attacked, it is called check
(written as "+" in chess notation). Check can be
viewed as saying "Watch out! The king is
attacked!" Since a king can never be captured,
the term "check" is used when a king is
threatened.
If a player is in check, they must get out of
check! In the position below, White has just
moved their bishop to the b5-square which
attacks the black king. This means that Black
king is in check.
The bishop on b5 attacks the king on e8, placing Black King in check!

When playing games in person, it is customary to say "check" to your


opponent when you attack their king (although this is rarely observed in
tournament games). Here is a famous (and silly) chess quote regarding
checks: "Always check, it might be mate!"

How Do You Get Out Of Check?


The three ways to get out of check are to move out of check, block the check,
or capture the piece putting you in check.

First, by moving out from check.

Second, by capturing the piece that check the king.

In the position shown on the board, Black has


just played Qxf2+. How do we get out of check?

How can White get out of check?

Yes! We must capture the queen with our king!


There is no way to block the check and no way
to move out of check, so we must capture on
f2.

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62
White is no longer in check!

We can now see that White's king is no longer


attacked, so White is no longer in check. It
doesn't hurt that White is up a queen now,
either!

Third, by block the king.

Here is another position:

in the diagram below we can see that Black has


been put in check by the white queen on c8.
Since the black king can't move out of check
(the knight on g5 covers the f7-square) or
capture the queen, Black must block the check.

How can Black block the check?

Black to move and block the check.

You got it! Black can block the check by


playing Rf8. After Rf8, Black is no longer in
check.

Black is no longer in check after Rf8.

What happens if you are in check but cannot


move out of check, block the check or
capture the piece putting you in check? If you
are in check and cannot get out of check,
then checkmate has occurred and the
game is over!

Conclusion
You now know what check is, how to get out of check, how to put someone in
check, and how to recognize check! Always keep king safety in mind, both for
your own king and for your opponent's king. Enjoy your new knowledge of
check, and may all of your checks lead to mate!

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Let’s check

Examine the illustration below. Mark if the figure shows


check

and if it is not.

1. 2.

3.

4. 5.

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HOW TO WIN THE GAME
There are several ways to win or lose a chess game: checkmate, resignation,
timeout and forfeit.

Checkmate

One of the most common ways to end


a chess game is by checkmate.
Checkmate happens when one of the
players is threatening the other king
that:
 It cannot move to any other
squares;
 It cannot be protected by another
piece; and
 If the checking piece cannot be captured.

If all of these conditions are met, the attacking player wins via checkmate.

Resignation

Resignation is also a form of


respect to your opponent skills,
when you are playing against a
strong player and there is no hope
to survive.
Chess masters rarely would like to
see his king being checkmated in
front of his eyes.

The Right Moment to Resign

 The proper moment to resign in chess is when you are losing too much
material or the upcoming checkmate is inevitably.

 If you are playing against a strong player, it's a good decision to resign.

 If you are playing against a weaker player, you can continue and test your
opponent skills. Sometimes they can go wrong and let you escape or
even win.

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Win on time
In games with a time control, a player
wins if the opponent runs out of time,
even if the opponent has a superior
position, as long as the player has a
theoretical possibility to check mate
the opponent.
Tournament Time Standards
Many tournaments will have faster
games at 1 hour per player, 30
minutes (Action Chess), 15 minutes (Quick Chess), or 5 minutes (Speed or
Blitz Chess). With a friend, a fast game is 5 minutes per player. A
slower game is 15 to 30 minutes, and a long game is an hour or more.

Forfeit

A player who cheats, violates the


rules, or violates the rules specified
for the particular tournament, can be
forfeited.

A Draw In Chess

Draws are more common among higher-rated players, but even if you're still a
beginner or intermediate player, you should know all the drawing rules so no
one catches you by surprise.

DE rules, there are five different scenarios where a game can end in a draw.
In most cases, one player has to propose or claim a tie, but in some specific
situations, an arbiter may decide to end the game and claim a draw.

Stalemate

Stalemate is a special type of draw or tie that helps the player that is losing! A
draw by stalemate happens when the player who needs to move has no legal
moves and his king is not in check (otherwise, that would be a checkmate!).
For a stalemate to happen, the move that produced the position has to be
legal. This is a great defensive resource when about to lose and in hopeless
situation.

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Examples of a stalemate position:

The King is NOT in check!

The white queen takes away all the squares


for the black king. Since there are no legal
moves left for Black, the game ends with a
draw by stalemate.

With the move Qc7, White creates stalemate


and the game is a draw.

White's last move was queen on c4 to c7 - at


first this looks like a powerful move trapping
the king in the corner. The problem is the king
is NOT in check and cannot make any moves.
Since there are no other pieces to move on the
board, this position is a stalemate! This
happens all the time in scholastic chess. You
can see why Black is happy about this
situation. Instead of losing, Black gets a draw!
(https://www.chess.com/article/view/stalemate-chess)

Dead Position

A dead position happens when neither player can legally checkmate the
opponent's king. If the game reaches this situation and the move that
generated the position is legal, the game ends in a tie.

Look at this example of a dead position:

In this position, both kings are cut off from the


other side of the board and all the pawns are
blocked. It is impossible to make any progress

One of the most common instances of dead


positions is when there is insufficient material for
either player to checkmate their opponent. This
type of draw can happen even when one of the
players runs out of time, provided the other player
does not have enough material to deliver
checkmate.

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Here are the piece combinations that lead to a draw by insufficient material:

 King vs. king


 King and bishop vs. king
 King and knight vs. king
 King and bishop vs. king and bishop of the same color as the
opponent's bishop

As you can see, this rule is very generous to the type of checkmates that
players can reach. Typically, you would not be able to checkmate your
opponent if you had just a king and a bishop. If your opponent has other
pieces on the board and blunders, however,
their king could be trapped and mated, as you
can see in this following position:

Normally, a single bishop is not able to


deliver checkmate. Since White can still
blunder and lose the game, though, this is
not considered to be "insufficient
material."

Mutual Agreement

This situation may come up when both players agree to a draw, the game
immediately ends, and both win half a point. For this type of tie to happen,
one of the players must propose a draw, and the other player must accept it. If
the other player refuses the offer or keeps playing, the game is not tied.

In the World Chess Championship in 2018, the game of Carlsen and


GM Fabiano Caruana for the last standard time control round, the both player
agreed to draw. This tie led the match to tiebreaks and caused controversy
because many people thought Carlsen had good winning chances with more
time on the clock.

(https://www.youtube.com/watch?v=6AuGty-3Ypc)

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Threefold Repetition

A player can ask for a draw when a position is reached (or is about to be
reached) at least three times in the same game. This repetition is only
possible when all the pieces of the same size and color are occupying
identical squares as they were before, and all the possible moves are also the
same. As a result, if capturing en passant was previously an option that is no
longer available, this position is not considered a repetition.

When a threefold repetition occurs, the


game does not necessarily need to end
immediately. The game only ends in a draw
if the player who has the move requests a
tie.

Most commonly, threefold repetitions


happen when a player is losing and finds a
perpetual check to save his game.

White is losing but can still avoid losing by


drawing the game with a perpetual check.

50-Move Rule

If both players make 50 consecutive moves without capturing any pieces or


moving any pawns, any player can ask for a draw if it is their turn to play. This
rule exists to prevent games from prolonging too much when neither player is
making any progress.

To make good use of this kind of draw, you need to learn the basic
checkmating patterns. Nothing is worse than having enough pieces to
checkmate your opponent's lonely king but being unable to do so.

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Conclusion
A chess game can end in a tie in many ways. If you want to improve at chess,
know how to exploit the rules when you are losing and prevent them from
being used against you when you are winning. Head over to the lessons page
and learn how to salvage a lost position.

(https://www.chess.com/terms/draw-
chess#:~:text=A%20draw%20occurs%20in%20chess,player%20wins%20half
%20a%20point.)

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Final Activity

Lets play chess!

 Using your improvised chess board and chess


pieces, ask somebody to play chess with you.
 Have at least 3 or more games.
 Record the number of wins and losses of each
player.
 Take pictures and video clips while playing the
game.
 Based on your experience write a 7-15 sentences
of reflection.
 Send/submit it to your instructor together with your
documentation

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Note: please be guided with this rubrics in performing
the given task.

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Unit III-Game of the Generals

This unit deals


with another board Learning Outcomes:
games called Game
of the Generals.
At the end of the lesson the
The topic focused on
student should be able to:
the following : (a) the
story on how the
Game of the  explain how the game of the
generals began.
Generals begin; (b)
the equipment and
pieces needed in  create an improvised game
board and pieces of the
playing the game;
game.
(c) the rules of the
game; and (d) how
 analyzed the mechanics of
to end the game.
the game.

 play the game according to


its rules with enjoyment.

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Introduction
The Game of the Generals also called GG or GOG 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. It is known as salpakan, an
educational game you can learn and play in the short time of 20-30 minutes.
Yet the game has limitless variations to challenge you for a life time. It is
designed for two (2) players and requires 100% skill. The game engages your
psychological prowers, sharpens your strategy and organization. It is
recommended for all ages.
The game stimulates armies at war trying to outsmart and
outmaneuver each other. As in actual warfare, the game allows one side only
a schetchy view of the other side’s plan. Certain strategies or tactics, however,
allow both sides chances of securing a better idea of the other’s plans as the
game progresses.

OBJECTIVES OF THE GAME

 To eliminate/capture the flag of the opponent.


 To maneuver own flag to the other end of the board where it
lands to a space with no enemy piece/s beside it.

THE GAME OF THE GENERALS' STORY


HOW IT ALL BEGAN
Conceived and born out of two devastating floods, mistaken as
subversive material, frowned upon by the country’s Chess lords and snubbed
by the All- Filipino Sports awards, the Game of the Generals has quixotically
survived.

I invented it August of 1967 in Barrio Palanan, Makati, while Greater


Manila was choking through a big flood. Stranded with unprogrammed leisure
in my hands, I was deep in the study of Chess having just won a tournament
the week passed when I thought about the game.

The idea first floated by and then lingered, longing for action. Why not
something different from Chess? Why not a game patterned after modern-
day combat? Something everybody could identify with? After all, Chess is of
ancient origin-- hardly relevant to battle tactics of today.

My father chanced into my room as I was cutting out cartolina soldiers,


marking them with ranks of generals, middle officers and Privates and
pushing them around on a Chessboard.“I am inventing a game,” I said with
the proud intonation of one at the verge of discovery. Quizzically, quietly he

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74
left.As I worked onto the third day, I had sadly succeeded in putting together a
mere variation of Chess. The fourth day was still one of frustration. With the
movements and starting formation I had developed, the pieces may well have
been pawns, rooks and bishops.

TWO DAYS LATER WAS D-DAY


Calling on the systems used in mahjong and card games, I tried setting
up the pieces so that they were unseen by the enemy. It was drastic
departure from Chess, followed still by another--- this time taking off from the
way generals prefer to fight. This meant allowing a player the free hand at
deploying his forces, in contrast to the Chess method of forcing a player to
start from one single formation.

THEN CAME THE TEDIOUS PROCESS OF FINALIZATION


Experimentation . . . try out games with my father . . . flanking
movements . . . guerilla tactics . . . territorial coverages . . . All these brought
in the balance and hierarchy of soldiers, the number of playing squares on the
board and the various ways of winning games.

Iwo Jima with its victorious marines, provide the heroic angle for ending
a game -- the symbolic raising of the flag signalling the capture of enemy
territory.James Bond and Mata Hari reminded me to put in a pair of spies with
the introduction of the arbiter between two players securing their cloak-and-
dagger maneuvers.

Finally, the movie “Night of the Generals” wrapped it up inspiring the


dramatic touch needed and people.Thus, the Game of the Generals was born,
conceived from a smorgasbord of events, principles and people.

Except for a few friends at Philippine Advertising Counselors where I


was then employed, the game generally hibernated for five years until another
devastating flood, circa 1972, flushed it out.Actually, it was pushed to the
public eye by enterprising journalist Iking Gonzales. He insisted on writing the
story as his contribution to the Times Journal’s maiden issue. It was with
reluctance that I allowed details of the game to be released for fear of
misimpressions, martial law having just been declared the month
before.Nevertheless, with the birth of the Times Journal on October 21, 1972,
the country woke up to the Game of the Generals.

Gonzales wrote: “Although the pieces stand for military personages,


the game-- which is a cross between Chess and cards is as thrilling as it is
educational for both young and old. “In Chess you use cold logic. Here in the
new game your move sometimes defies logic. Putting in all the details of a
battle plan on the board sharpens your memory and psychological insight.
The rules of the game can be understood in less time that it takes to learn
Chess.”

“It is safe to say that the kings and his court will have their hands full against
the general and his men in the near future.”

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GAME OF THE GENERALS vs CHESS

With the promise of romanticism ala Genghis Khan, Napoleon and


Rommel, the Game of the Generals promptly caught on with Manila’s elite
crowd. As quickly as a steamroller offensive, GG started to outsell Chess
immediately after its formal public introduction. This was February 28, 1973 at
First National Community Bank (FNCB), Makati City, with then Information
Secretary Francisco S. Tatad as guest of honor. It was the opening of the first
tournament in GG history.

The secretary , speaking at the FNCB launching of the game predicted:


“Millions around the world will be playing this game, which has the qualities of
a Sherlock Holmes thriller.” Shortly after, the game still relatively unknown
outside Greater Manila, was causing a few trying moments for some
provincial folks.

Iloilo spokesman Tony Hechanova, General Manager of Negros


Navigation, reported: “It was funny. I was delayed at the Mactan airport when
a companion was detained and questioned for possession of a Game of the
Generals set. With all those military pieces in a box, the airport security
thought we were up to something subversive.”

But with media publishing photos of sports personalities and Philippine


beauties at play and Secretary Tatad endorsing the game: “For those who
need an intellectual massage,” charges of subversion dwindled to isolation as
even the guardian of peace and order began to enjoy the game.

Perhaps threatened by sudden accident of this local upstart intruding


into the world of thinking sport, even drawing the interest of sponsors and
Chess enthusiasts themselves, the local lord of the Game of Kings mounted
his own quiet offensive against the Game of the Generals.

Big prize-laden Chess tourneys were organized and Grandmasters


were imported. When even the Grandmasters started to show interest in the
Generals, the Chess official clamped down on his writer’s incursions which
mainly dealt with giving GG sets to Grandmasters and getting them to grace
GG events and pose for photo releases.

“I can have you banned from the premisses of this event (the Grandmaster’s
tilt at the Philippine Village Hotel) if you don’t stop promoting your game
through my Grandmasters”, the Chess lord heatedly threatened. There was
even a move in the Philippine Chess Federation to ban its players from joining
a GG-Chess tournament, which fortunately pattered out. Nevertheless, Chess
players have reported that they are still frowned upon for involving themselves
with the local game.

To date, the cold war between Chess and the Game of the Generals
continues but has somehow thawed with the quiet diplomacy of Chess
organizers.Bloodied but unbowed from skirmishes against the powerful Chess
drive, the Game of the Generals plods on.

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Equipment
 Game board- 9 x 8 squares,shaded squares are the alloted
for the pieces in their initial position. (See the figure below)

 Pieces- 21 pieces, moves, ranks.


Note: If both soldiers are of equalranks, BOTH are eliminated.

5 Star General (1 piece)

Eliminates any lower ranking


officer, the private & the flag.

4 Star General (1 piece)

Eliminates any lower ranking


officer, the private & the flag.

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3 Star General (1 piece)

Eliminates any lower ranking


officer, the private & the flag.

2 Star General (1 piece)

Eliminates any lower ranking


officer, the private & the flag.

1 Star General (1 piece)

Eliminates any lower ranking


officer, the private & the flag.

Colonel (1 piece)

Eliminates any lower ranking


officer, the private & the flag.

Lieutenant Colonel (1 piece)

Eliminates any lower ranking


officer, the private & the flag.

Major (1 piece)

Eliminates any lower ranking


officer, the private & the flag.

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Captain (1 piece)

Eliminates any lower ranking


officer, the private & the flag.

1st Lieutenant (1 piece)

Eliminates any lower ranking


officer, the private & the flag.

2nd Lieutenant (1 piece)

Eliminates any lower ranking


officer, the private & the flag.

Sergeant (1 piece)

Eliminates , the private & the


flag.

Spy (2 pieces)

Eliminates all officer from


Sergeant up to Five Star
General & the flag except
privates

Private (6 pieces)

Eliminates the spy & the flag.

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Flag (1 piece)

The flag can be eliminated by


any piece including the
opposing flag. A flag eliminates
the opposing when it takes
aggressive action by moving
into the same square occupied
by other flag.

ILLUSTRATIVE EXAMPLES:
If lower ranking officer attacks the higher ranking officer, the lower one is
removed from the board

1. Lieutenant vs 5 Star
General
5 Star Gen.wins,
Lieutenant is
removed from board.

2. Spy vs. Private


Private wins, Spy is
removed from board.

3. 4 Star General vs.


Spy
Spy wins, 4 Star
General is removed
from board.

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ACTIVITY 1

Improvised Game Board & Pieces of


Game of the Generals
Materials:
 Pencil
 Ruler
 Marking Pen
 Board/Illustration board (spare plywood)
 Board paper for GG pieces
How to do it
 Prepare a board with your desired size. Make sure that it
will fit for an 9 x 8 grid squares.
 Using the pencil and ruler layout a perfect square with 9
x 8 grid size.
 Divide the length of the square into 9 rows and 8
columns.This will make you come-up with 72 small
squares all in all.
 You shades the square with biege or brown or as you
desire.
 You can enhance your board as long as it is according to
the standard layout. Set aside.
 Create your own GG pieces using your desired material.
Label it for proper identification of what kind of art piece
it is.
 Set up your improvised chess board. Take a picture of
your output.

Congratulations!

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81
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)

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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.

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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 square or two ahead of
any opposing piece. (see the figure below)

(for video reference, may watch a video using this link)

https://www.youtube.com/watch?v=Q7UXoKD2xFM

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Let's Check

Direction: Identify if what is being ask in the statement. Write


your answer on a separate sheet.
________ 1. Inventor of the Game of the Generals.
________ 2. The year the game was invented.
________ 3. The other name of Game of the Generals.
________ 4. Number of pieces needed to play GG.
________ 5. Size of the Game board of GG.
________ 6. The piece that can capture high ranking officer.
________ 7. The most protected piece in the team.
________ 8. The piece that can capture a spy.
________ 9. Give three ways to end the game.
________ 10.
________ 11.
________ 12. Number of private pieces.
________ 13. The only piece that can eliminate the spy.
________ 14. The approximate time in playing GG.
________ 15. The rows in game board where you can set up
the GG pieces.
TRUE or FALSE
________ 16. The pieces can move in any direction.
________ 17. Between five star general vs spy, spy is removed.
________ 18. Flag can be eliminated by any pieces.
________ 19. The arbiter decides who wins during challenge.
________ 20. When the same piece challenge each other, both
pieces will be removed on the board.

Well done!!!

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TIPS in playing GOG

BEST PLACE" FOR THE FLAG

By experience, it has been observed that the conservative


"best place" for the Flag has always been the back row, flanked
either by the two
spies or the 5-star
general and a spy.
A large number of
players do this.
However, some
players inclined
toward counter-
psychology, have
sometimes placed
the Flag on the
front row
maneuvering it later through the game to the second row
protected by the spies and the 5-star general. The 1975 and
1976 National Philippine Champion, Santi Fernando III, used
this maneuver when he dethroned 1974 National Champion
Michael Ng.

Placing the Flag on the second row is generally regarded


as a double-edged strategy. It is poised to make a
breakthrough in case of a weakened enemy flank or to allow Ito
retreat to the back row in case of a long, hard struggle.

Some radical players have been noted to place the Flag in


a weak or almost unprotected flank, hoping to throw off a
conservative opponent's thinking, "where the strong forces are,
there lies the Flag".

In general, the "best place" for the Flag is where it is least


likely to be detected or if detected, where it is in a most
unassailable spot.

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DEPLOYMENT OF FORCES
First of all, it must be noted that you have a choice of over 7 septillion
ways (a 25-digit number) of setting up a formation and the player is free to
set up his own formula of deployment.

When deploying your forces, it is best to know that you have the
following classes of soldiers:

Class A — 3 major pieces


composed of two spies and the
Five-Star General.
Class B — 6 pieces composed of
lower-ranked generals, the Colonel
and Lt. Colonel.
Class C — 5 pieces composed of
those ranked from Major down to
the Sergeant;
Class D — 6 pieces composed of privates.

In general, players prefer to dissect his side of the board into 3 equal
flanks — the left flank, the center flank and the right flank — with each
flank composed of 9 squares each.

The conservative player


usually prefers to equally
distribute the responsibility of
one flank each to his 3 major
pieces, supporting them with an
equal amount of Class B and D
pieces. The Class C pieces are
usually assigned the role of
"diversionary pieces". They are
deployed according to the type
of diversion the player wishes to create, i.e., making them react like
generals, spies, privates of the flag.

Players who go into the psychological intricacies of the game, have


been noted to employ the double spy formation, which means placing
both spies on one flank, or the usually ineffective blitz formation where all
the major pieces are concentrated on one flank.

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87
The conservative position of the spies and the 5-star general are on
the second row. Placing them on the front row has the advantage of a
strong front but the disadvantage of early detection of these major pieces,
which the opponent can capitalize on the disastrous ends.

On the other hand, placing these major pieces on the back row has
the disadvantage of weakening your front lines but the advan-tage of a
psychological surprise in case of enemy incursions into your rear lines.

In general, it is best to deploy your forces so that you can mount an


aggressive offensive towards any flank or quickly mobilize them to
repulse sudden enemy incursions.

In tournaments, it is also good to "innocently" talk to your opponent


for hints of an aggressive or defensive player. This will help you assess
the kind of formation suited for your opponent's character.

In contrast to chess, the Game of the Generals opening moves are


characterized by probing missions to check out or test the strength of your
opponent's flanks. Remember that in this game, the deployment of your
opponent's forces is camouflaged and kept hidden from your view.
There are two ways of probing-one is by confrontation and the other is by
direct challenge.

OPENING STAGE

In contrast to chess, the Game of the Generals opening moves are


characterized by probing missions to check out or test the strength of your
opponent's flanks. Remember that in this game, the deploy-ment of your
opponent's forces is camouflaged and kept hidden from your view.

There are two ways of probing-one is by confrontation and the other


is by direct challenge.

Probing by confrontation is a tactic designed to know how the enemy


will react in a face-to-face situation. No challenge or "blood shed" is
intended. This tactic is to find out the relative or general strength of a
piece or group of pieces. If weak, the confronted piece will retreat, if
strong, it will hold its ground and if confidently powerful, it will challenge
and attack your probing piece. (However, when faced with a player
familiar to the psychological nuances of the game, this norm of reaction
does not necessarily follow.)

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88
Probing by direct challenge is the tactic used to determine the
strength of a piece that seems vital to the opponent or to identify the rank
of a piece.

In general, the lower-ranked Class B and Class C pieces are utilized for
probing efforts.

MIDDLE GAME STAGE

You are in the middle game stage when through your probing missions
you have more or less located at least one for two major pieces of the
enemy, or established the strength or weakness of one or two flanks.

This is the time for serious assessment when you must bank on your
MEMORY and PSYCHOLOGICAL PROWESS to defeat the enemy.

The THINGS TO REMEMBER at the time of assessment are:

A) The original position of all 21 enemy pieces, those that have been
eliminated and those still remaining in play.

B) The enemy pieces which you have challenged and are still on board
and which of your pieces they have eliminated.

C) Which among your pieces on board have been challenged or identified


by your opponent.

D) Which among your enemy's unchallenged pieces have shown signs of


weakness and which show signs of strength,

BASED ON WHAT YOU CAN REMEMBER, YOU MAY START


APPLYING PSYCHOLOGICAL OR PSY-WAR TACTICS, WHICH IS
THE HEART OF WINNING:

A) For instance, you can immobilize an opponent's weak piece with a


weaker piece, if you can move one of your untested weak pieces with the
confidence of a strong or superior piece.

B) You can also neutralize an opponent's tested strong piece (e.g. a five-
star general), if you can maneuver an untested piece the way a spy
moves against a high-ranking officer.

C) You can halt the advance of a strong enemy offensive, if you can move
any of your untested pieces into the area of battle the way you would with
the real "McCoy"; you may also penetrate a weakened enemy flank with
the same tactic.

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END GAME STAGE

At this stage of the game, you must have been able to identify all if not
most of your opponent's remaining pieces, or you are in deep trouble.

At this crucial stage of the game, it is imperative that you have


preserved enough strength to mount a final offensive or repulse the
enemy's last ditch effort.

Veteran players usually keep at least two other untested pieces aside
from the flag to act as decoy flags. When the opponent's two spies are
still alive, it is best that at least two privates are kept on hand to cut down
the power of the spies.

It is also at this stage that the game gets most difficult because of
the many combinations of movements and the many "past incidents and
situations" that you must recall to memory in order to have full control of
the game.

SPOTTING AND STOPPING THE BLITZ

The Blitz or blitzkrieg is a formation designed to ram through your ranks


and bring your opponent's flag across in the quickest possible time.

This type of formation or offensive is characterized by the heavy


concentration of generals and spies on one side of the board.

When your opponent uses this against you, you should be able to
immediately spot it. Normally, your opponent would mount up a quick-
paced attack on one side of the board. When a series of consecutive
moves are concentrated on one side of the board, most often than not, he
is poised for a blitzkrieg offensive.

Another way of confirming that your opponent has a blitz in mind, is when
your higher-ranked pieces continually get wiped out by his onrushing
forces, and when his spy goes for a "split" against your spy.

Stopping the blitz is carried out by a combination of the following tactics.

a) Hold your ground but do not attack. Wait for your opponent's pieces to
challenge and if possible maneuver your pieces to avoid being
challenged.

b) Never let go of the corner. Post a piece at the corner square and
defend it at all costs, because the corner is usually where the opponent's

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90
flag comes across.

c) While involved with the above operation, simultaneously send a


marauding force (preferably, a high-ranking general) down your
opponent's center flank and work it up to the rear of his blitzkrieg force to
hunt down your opponent's flag. The flag is usually immediately behind
his blitzing forces.

d) Engage the opponent in talking tactics. The subject of which is to


communicate to him that you have spotted his blitz at-tack and you are
prepared for it. Another psychological weapon is to openly verbalize your
analysis by pointing out your opponent's spies, generals and flag,
whenever you are able to confirm their respective locations.

THE TALKING TACTIC

Unlike other board games, the Game of the Generals is a highly


psychological game. In tournaments, you are allowed to talk to your
opponent or exchange repartees. Your choice of comments or your ability
to draw out remarks from your opponent is part of a player's arsenal of
weapons and psy-war tactics.
In the classic match between two-time champion, Santi Fernando III and
then reigning national champion Michael Ng, it was this "talking tactic"
that wrapped up the game for Santi.

It was also the same maneuver that senior strategist Noel Basilio
(2nd ranked in the Philippines) used to turn the tables over national chess
master Ricardo Bandal in the 1974 national open. The hard-pressed Boy
Sales, 1976 all-students champion, also did the same trick in a flag-
across situation over 1975 Freedom Games runner-up Renato Mauricio.

Adroitly timed, your own comments should work to your advantage,


specially if they are meant to throw off your opponent's assumptions and
analyses, or weaken his resolve.

On the other hand, openly verbalizing you're own analysis of what


you believe your opponent's maneuvers reveal can be used against you.

CONTROL OF YOUR OPPONENT'S MIND

In chess, the heart of the game is control of the center. In the Game of the
Generals, it is control of your opponent's mind. This spells victory.

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91
Controlling your opponent's mind is the psychological ability to maneuver
pieces on the board with the objective of leading your opponent to believe

assumptions, which you desire him to believe. For instance, when you
want your opponent to believe that your flag is not your flag, you
calculatedly mobilize this piece to the front line where the action is.

Another example is when you lead your opponent into thinking your
5-star general is a spy, when after having eliminated an officer, you
obviously retreat your 5-star when confronted by a private or untested
piece, accompanied by a comment that you are playing safe.

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Ready for the
battle? Let’s begin…

Let the battle begins…

 Using your improvised game board and GG


pieces, have somebody to play with you.If possible
find an arbiter to facilitate the game
 Have at least 3 or more games. Allowing you to
have at least three wins.
 Record the number of wins and losses of each
player.
 Take pictures and video clips while playing the
game.
 Based on your experience write a 7-15 sentences
of reflection.
 Send/submit it to your instructor together with your
documentation

Congratulations!
YOU WIN

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Note: please be guided with this rubrics in performing
the given task.

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REFERENCES

Punzalan et. al. (2019). Physical Education 3: Fitness Dance &


Individual/Dual Sports: Manila. Mindshapers CO., INC.

Online Sources

https://www.badminton.ca/page/34940/MissionVisionValues

https://badmintonisgreat.com/badminton-court-size/

www.britannica.com/sports/badminton

https://www.kreedon.com/basic-badminton-skills/

https://www.tutorialspoint.com/badminton/badminton_equipment.html

https://active.sweatband.com/fitness/5-essential-drills-and-exercises-to-
improve-your-badminton.html

http://www.worldbadminton.com/rules/

https://www.wikihow.com/Hit-a-Flick-Serve-in-Badminton

https://www.chess.com/article/view/how-to-set-up-a-chessboard

http://www.chesscoachonline.com/chess-articles/chess-rules

https://www.chess.com/terms/chess-piece-value#Chesspiecevals

https://www.chess.com/article/view/stalemate-chess

https://www.chess.com/terms/draw-
chess#:~:text=A%20draw%20occurs%20in%20chess,player%20wins%20half
%20a%20point.

https://ggsalpakan.weebly.com/rules.html

Badminton Tips - The Drop - Coach Andy Chong


HTTPS://YOUTU.BE/DOTVTFOLPN8

Badminton Tips - Net Play - Coach Andy Chong:


https://www.youtube.com/watch?v=2ByjAixfocA

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Badminton: Train Your Forearms The Right Way
https://blog.playo.co/badminton-train-your-forearms-the-right-way/

12 Basic Badminton Techniques that you MUST Know - Introduction


https://www.youtube.com/watch?v=S2-G_tbIj80

Basic Badminton for Beginners


(https://www.youtube.com/watch?v=1UIhKZCPMYM)

https://www.youtube.com/watch?v=FbwdU83kkjs
https://www.youtube.com/watch?v=FcLYgXCkucc

https://www.youtube.com/watch?v=1q7lZilVy04

https://www.youtube.com/watch?v=UIb1UiD4cMY

https://www.youtube.com/watch?v=6AuGty-3Ypc

https://www.youtube.com/watch?v=Q7UXoKD2xFM

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