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Republic of the Philippines

MINDORO STATE UNIVERSITY


Main Campus
Alcate, Victoria, Oriental Mindoro

INDIVIDUAL/
DUAL
SPORTS
(P.E. 121)

DANILO N. REYES, Ph.D.


Assistant Professor IV
Director for Sports Development, Culture and Arts
PREFACE

Many people participate in sports as amateurs for personal enjoyment, the


love of competition, or as a healthy form of exercise. It also provides entertainment
for people throughout the world. It is for these reasons why sports is imperative in
the basic physical education curriculum.

The study of Physical education 121 has two aspects: one, knowledge of
the basic skills; the other, knowledge of the rules of the different individual and dual
sports. This module seeks to present an integrated approach to the study of
individual and dual sports by using drills, exercises, and other activities which may
discover, enhance, and develop the physical education students’ sports skills.
Focus is on athletics, badminton and table tennis.

It is carefully selected to bring about in the students not only the skills in
sports but also consciousness of their growth and development as social
individuals. It is hoped that this module will help to unlock a deeper and broader
knowledge of human nature for each student who reads it and uses this experience
to enrich his or her life.
Chapter 1

ATHLETICS

Introduction

Athletics is a sport in which athletes compete in running, walking, jumping


and throwing events. Track events consist of running and walking races of various
distances. Field events are contests in jumping or throwing. Athletics is one of the
most popular sports in the world. About 200 nations belong to the International
Amateur Athletic Federation (IAAF), the governing body of athletics.

History

Running, jumping, and throwing have been sporting activities since the
beginning of history. These skills were used both in hunting and in war. The ancient
Greeks, Persians, and Romans used running as part of their military training. In
addition, competitive human instincts led to contests to determine who could run
the fastest and jump or throw the farthest.

The only event of the first recorded Olympic Games (Traditionally 776 B.C.)
throwing were was footrace of approximately 205 yard (185 meters). Soon long
jumping and javelin throwing were added. These events developed naturally from
hunting and war. Others, like the hammer throw, triple jump, and hurdles races,
grew out of the ancient Games, fairs, and field days of the Ireland, England, and
Scotland, where men and women would vie to determine who was the fastest,
strongest, and most agile.

There are few records of sports in the Dark Ages, but in England as early
as the 12th century accounts can be found of a variety of sports being practiced by
the general population including most of the events that gradually developed into
modern track and field over the centuries.
Foot racing, both sprinting and distance running, were widely popular in
England in the latter half of the 18th century and the first half of the 19th century.
Many of the competitions were match races between professionals, and betting
was widespread. At the same time, school and university activities began to
develop from informal sports days to more organized competition.

There are number of reasons for this remarkable progress in athletics. They
include increased competition, especially in Europe, as well as improved training
methods, equipment, and techniques. Traditionally, athletics have been an
amateur sport. However, the rules have been broaden to allow athletes to receive
large sums of money for endorsing athletic shoes or other products and for
appearing in invitation events. The opportunity to earn money has increased the
level of competition.

Improved training methods help today’s athletes perform well. Training with
weights gives athletes greater strength for throwing, jumping, and even running.
New equipment has raised performance levels. In the high jump, for example, the
use of Fosbury Flop adds about 15 centimeters to most jumps. The style was
named after American high-jumper Dick Fosbury, who introduced it in the late
1960’s.

Synthetic tracks, which have more spring, cut a runner’s time by as much
as one second per lap. The use of fiberglass vaulting poles instead of wooden
ones helped increase the performance levels of the athletes.

Current athletics champions reflect the international popularity of the sport.


The biggest names in men’s athletics in the 1980’s included hurdler Edwin Moses
and sprinter Carl Lewis of the United States, distance runners Said Aouita of
Morocco and Sebastian Coe of Great Britain, pole vaulter Sergey Bubka of the
Soviet Union, and Decathlon Athlete Daley Thompson of Great Britain,

In women’s event sprinter Marita Koch and sprinter and long jumper Heike
Drechsler of east Germany, sprinter Florence Griffith Joyner and long jumper and
heptathlon competitor Jackie Joyner-Kersee of the United States were major
figures in the 1980’s.

Likewise, the Asia’s Fastest Woman for almost a decade is the pride of the
Philippines having Lydia de Vega as one of the finest athletes after the sensational
events of Mona Sulayman who had laid laurels for thecountry in the Olympics.

THE TRACK AND THE FIELD

The Track. Outdoor running tracks are oval in shape and usually are aid in
a stadium. IAAF rules specify that an outdoor running track should measure no
less than 400 meters around- and most modern outdoor track are exactly that
length. Older tracks consist of dirt or cinders, but most new tracks are made of
waterproof synthetic material and can be used in rainy weather.

Indoor tracks have wooden or synthetics surface, and they usually have
banked turns. According to IAAF rules, the preferred measurement for an indoor
track is 200 meters.

Outdoor track are divided into six or eight lanes. Runners must stay in their
lanes for all races up to 400 meters and until they pass the first curve of 800 meter
races. IAAF rules state that that a lanes should measure from 1.22 to 1.25 meters
in width.

The Field. Most field events take place in an area enclosed by the track.
But in some meetings, one or more throwing events are held outside the stadium
to protect other athletes and spectators who crowd the field area or to avoid
damaging the artificial turf that covers many athletic fields. The field includes
runways for the jumping events. It also has circular areas of materials such as
concrete or asphalt for most of the throwing events.
The Track Oval

THE TRACK EVENT

Track events include a variety of races. Short races, called sprints, stress
maximum speed, while distance races require more endurance. In certain running
races, such as hurdles and steeplechase, runners must go over barriers, Other
races, called relays, involve teams of runners.

Running races on outdoor track cover distances from 100 meters to 10,000
meters. Indoors, races may measure from 50 meters to 5,000 meters. Cross-
country races and road races are run outside to stadium. Cross-country
competitors run over terrain such as hills and fields. Most road races award prize
money to the winners. The most common distance for road races is 10 kilometers.

Hurdle races are events in which the competitors run over obstacles called
hurdles. Most of these races have 10 hurdles spaced at equal intervals. There are
two types of hurdle races, intermediate and high. Intermediate hurdles are 91
centimeters high for men and 76 centimeters high for woman. Men’s high hurdles
are 107 centimeters high. Women’s high hurdles are 84 centimeters high.
Intermediate-hurdle races cover 400 meters or 440 yards in men’s and women’s
competition. Most outdoor high-hurdle races are 110 meters for men and 100
meters for women. Runners can knock over hurdles without penalty but contact
with a hurdle normally slows down the runner.

Starting for the Sprint

Hurdle Hurdle race

The steeplechase is a race, usually of 3,000 meters over two kinds of


obstacle, hurdles and water jumps. Runners must clear 91 centimeter hurdles 28
times. These hurdles are sturdier than the ones used in hurdle races, and runners
may put a foot on top of them as they pass over them. Runners must croo water
jumps seven times. A water jump consists of a hurdle and a water-filled pit 3.66
meter square. The steeplechaser steps onto the hurdle and leaps across the water.
The pit is 70 centimeters deep at the foot of the hurdle and slopes up to the track
level. Most steeplechasers come down in the water at a shallow end of the pit to
soften their landing.
Steeplechase

Waking races are events in which athletes must follow certain rules of
waking technique. The front foot must touch the ground before the rear foot leaves
the ground. While the foot is touching the ground, the leg must be unbent for at
least one moment. Walkers are entitled to one warning for improper form before
they are disqualified. Walking races are also called race walking, may take place
in a track or a road. Most international men’s walking distances cover distances of
20,000 meters or 50,000 meters. Women’s world records are recognized for two
distances, 5,000 meters and 10,000 meters.

Relays are run by teams of four runners. The first runner carries a baton
about 30 cm. long. After runner a certain distance, called a leg, the athlete hands
the baton to the next team member. This exchange must occur within a zone 20
meters long. If the runners do not exchange the baton within this zone, their team
is disqualified.

The most common relays are run at distances of 400 meters or 1,600
meters. The IAF also keeps world records for relays of 800 meters, 3,200 meters
and for men only- 6,000 meters. In these relays all these four members of a team
run an equal distance.

The relay baton passing / receiving

a. Downward swift
b. for Visual pass
c. Downward swift
d. for Visual pass
e. Upward swift
Relay game

THE FIELD EVENTS


Field events take place in specially prepared areas, usually within the oval
track. Typical field competition consists of four jumping events and four
throwing events. The jumps are the long jump, triple jump, high jump, and pole
vault. The throwing events are the discus, hammer, javelin, and shot put. Women
did not compete in the pole vault or hammer throw. The IAAF does not recognize
the women’s triple jump.
Jumping events. In the long jump and triple jump, the athletes jump as far
forward as they can. In the high jump and pole vault, competitors leap over a bar
as high as possible.

Long jump

The long jump, once called, broad jump, is completed in a single jump
into a pit filled with sand. To begin the long jump, the competitor sprints down a
long runway and leaps from a take-off board. If the athlete steps past the board
before jumping, the jump is a foul. A jump’s length is measured from the edge of
the take-off board to the nearest mark the athlete makes in the sand. When there
are many competitors, each one is allowed three jumps, and a certain number of
leaders qualify for three more. When fewer athletes compete, each one is allowed
six jumps. If two jumpers leap the same distance, the winner is the one with the
next-best jump.
The Triple jump, originally called the hop, step, and jump, consists of
three continuous, the first two completed on the runway. On the first jump, the
athlete takes off on one foot and lands on the same foot. At the end of the third
jump, the athlete lands on both feet in a pit of sand.

High jumpers and pole vaulters try to propel themselves over a long thin
crossbar held up by two posts called uprights. The athletes land on a cushion of
foam rubber. If a jumper knocks the crossbar off the uprights, the jump counts as
a miss. Three consecutive misses eliminate the jumper. The winner is the one who
clears the greatest height. In case of a tie, the winner is the one with the fewest
misses at the height. If still tied, the winner is the one with fewer overall misses.

High jump

A high jumper runs toward the bar from any angle within a large, semi-
circular runway. The athlete may use any style of jumping, but he or she must take
off from one foot. In most popular modern style, called Fosbury flop, jumpers go
over with their back to the bar and their head clearing first.

A pole vault uses a long pole usually made of fiberglass. He begins his
vault by sprinting down a runway , carrying the pole with both hands. As he nears
the vaulting pit, he rams the far end of the pole into a wood or metal box embedded
in the ground. The pole bends while he hangs with his back to the ground and his
feet up. As the pole straightens, helping to trust him into the air, he pulls himself
higher and turns his body to face the ground. Before he releases the pole, he gives
a final push with his arm to add to his height

Pole vault

Throwing events require athletes to propel an object as far as they can.


Competitors in the discus, hammer, shot put all throw from inside a circle. In the
discus and hammer events, athletes throw from an enclosure, called cage, to
protect spectators from wild throws. In the javelin event, the athletes runs down a
runway marked on the field and throws the javelin before reaching a foul line. In
each event, the throw object must land within a marked area. If two competitors
throw the same distance, the winner will be determined by next best throw.

A discus is a saucer-shaped object usually made of wood with a metal rim.


The men’s discus measures about 22 centimeters in diameter and weighs at least
2 kilograms. The women’s discus is about 18 centimeters in diameter and weighs
at least one kilogram. The athlete grips the discus with one hand, spins around
about 11/2 times (540 degrees), and releases it with a sidearm motion to make it
sail through the air.

Discus Men Women


Weight 2.000 kg 1.000 kg
Minimum for acceptance
Range for supply of equipment for 2.005kg – 2.025 kg 1.005 kg-1.025 kg
competition
Outside diameter of metal Min. 219 mm 180 mm
rim Max. 221 mm 182 mm
Diameter of metal plate Min. 50 mm 50 mm
or flat centre area Max. 57 mm 57 mm
Thickness over flat centre Min. 44 mm 37 mm
Area or metal plates Max. 46 mm 39 mm
Thickness of rim Min. 12 mm 12 mm
(6 mm from edge)

Discus throw

Construction of Discus Circle


Circles shall be made of band iron, steel or other suitable material, the top
of which shall be flush with the ground outside. The interior of the circle may be
constructed of concrete, asphalt or some other firm but not slippery material. The
surface of the interior shall be level and 20 mm :t 6 mm lower than the upper edge
of the rim of the circle.
Measurements. The circle shall measure 2.50 meters (:t 5 mm) inside
diameter. The rim of the circle shall be at least 6 millimeters in thickness, and shall
be painted white.

A white line 50mm wide shall be drawn from the top of the metal rim
extending for at least 0.15 m on either side of the circle. It may be made of paint,
wood or other suitable material. The rear edge of the white line shall form a
prolongation of a theoretical line at right angles to the center line of the throwing
sector at rear edge of which passes through the center of the circle.

A hammer consists of a steel wire with a metal ball attached to one end
and a handle fastened to the other end. The entire hammer weighs 7.26 kilograms
and measures about 120 cm. long. Using both hands, the thrower grasps the
handle and spins around three or four times before releasing it.

A javelin is a spear made of metal or wood. The men’s javelin measures


from 2.6 to 2.7 meters long and weighs at least 800 grams. Woman throw a javelin
that is 2.2 to 2.3 meters long and weighs at least 600 grams. The thrower holds
the javelin by a cord grip near the center, runs with it, and then releases it with an
overhand throw while running.
a. The javelin carry
b. The cross-over style
c. The pull
d. The release

Javelin throw

A shot is metal ball. The men’s shot measures about 12 cm. in diameter
and weighs at least 7.26 kilograms. The women’s shot measures about 10 cm. in
diameter and weighs at least 4 kilograms. Competitors put (push) the shot rather
than throw it. The shot must be held against the neck to prevent any throwing
motion. The athlete begins with a strong shove from one leg and finishes with a
powerful push of the arm.

PICTURES
a. Initial stance
b. The drive
c. Right foot has landed from the hoop and start the standing throwing position
d. The standing throwing position
e. The frontal push
f. Start of the release
Shot put

BASIC RULES AND REGULATION

False Start

 It is a false start if a competitor, fails after a reasonable time to comply with


the common “set” start before the pistol is fired.

 A pistol shot after a false start recalls the competitors.

 The competitor responsible must be warned.


 Competitors are disqualified after causing two false starts, or three false
starts in the decathlon and heptathlon.

Obstruction

 A competitor who jostles, runs across or otherwise obstructs another


competitor is liable to disqualification.

 After a disqualification the referee may order the race to be re-run or in the
case of heat, permit any affected competitor to complete in the next round.

Relay Events
 4 x 100 relay races are run entirely in lanes.
 In races up to 4 x 200 m, members of a team other than the first runner
may commence running not more than 10 m outside the take-over zone.

 In the 4 x 200 m races the first 2 stages as well as that part of the third leg
up to the exit from the first bend will be run entirely in lanes.
 In the 4 x 400 m races the first lap as well as the part of the second lap up
to the exit from the first bend will be run entirely in lanes.

 All competitors may break from their lanes immediately after they have
passed the exit from the first bend.

 The position of the teams at the start shall be retained at each take-over
zone. After lanes have ceased to be used, runners can move to an inner
position on the track as incoming team members arrive, provided this can
be done without fouling.

 In the event where the first part of the race is run in lanes, the competitors,
after completing this part, are free to take up any position on the track.

 After handling over the baton, competitors should remain in their lanes
until the course is clear to avoid obstruction to other competitors

Steeplechase
 The Olympics steeplechase is a men event run over 3,000 meters.
 It comprises 28 hurdle jumps and seven water jumps.
 Competitors may jump, vault or stand on the hurdles.
 The hurdles numbered (3) and (4) are positioned after the competitors
have passed by on the first lap.

 A steeplechaser will be disqualified if the steps to either side of the jump,


fails to go over or through water, and/or his foot or led below the horizontal
plane of the top hurdles.

Hurdle Events

 A hurdle will be disqualified if he trails a foot or leg below the plane of the
top of the bar of the hurdle at the instance of clearance.

 If the competitor jumps any hurdles not in his own lane.

 If he deliberately knocks down any hurdle with his hands or foot.

Field Events
 Competitors compete in the order drawn by lot.
 Unless competing in a simultaneous track event, a competitors missing his
turn in a field event is not permitted to take trial.
 A competitor who unreasonably delays a trial is liable to have that trial
disallowed and recorded as a fault.

 After a second delay in a competition, he shall be debarred from further


trials.

Long Jump

 A jump is counted a failure if the competitor takes off from two feet.
 If he touches the ground or landing area beyond the plane of the uprights
without first clearing the bar (whether or not he makes a jump), knocks the
bar off of the supports.

Pole Vault
 A competitor fails if he touches the ground, including the landing area
beyond the vertical plane through the upper part of the stop-board with any
part of his body or with the pole, without first clearing the bar.

 If he knocks the bar off the support.

 If he, after leaving the ground places his lower hand moves the upper one
or moves the upper hand higher on the pole. It is not counted a failure if a
competitor’s pole breaks.
Chapter 2

Badminton

Introduction

Badminton is a tennislike game played with light strong rackets that are
used to strike a shuttlecock (a feather cork missile) back and forth, before it hits
the ground across a high net within a rectangular court.

The game has a extremely varied repertory of strokes. This fact derives
from the lightness of the rackets, so that the wrist can be used much more than in
most other tennis-type games; and even more from the peculiarities in the flight of
the shuttlecock, or bird, that, because of its feathers and light cork base,
decelerates quickly after being struck.

History

Most authorities feel that the games developed from the ancient pastime
known as battledore and shuttlecock. The game was learned in India as ‘poona’.
It was brought to England about 1870 by British army officers stationed in India.
The duke of Beaufort introduced the game at his country place, Badminton, in
Gloucestershire. Not having a name at that time, the game was referred to as “that
Badminton game.” This reference was never changed and badminton became
the accepted title.
The oldest badminton club in the world is the Badminton Club of the City of
New York, which was found in 1878, however, the game did not become widely
popular in the United States until the middle 193’s. The US Badminton Association
was formed in 1936. The International Federation, the world governing body for
the sport, was founded in 1934.

Facilities and Equipment

Court

For single - 44 feet long and 17 feet wide


For doubles - 44 feet and 20 feet wide

Badminton court (singles/doubles)

Net
Stretched from post to post, 2 feet and 6 inches in depth, and 5 feet in height
from the floor.

Badminton net
Post
5 feet and 1 inch in height from the floor

Badminton post

Racket

It is light and can be made of wood, aluminum metal or synthetic material


such as graphite or carbon. It can be up to 68 centimeters long and it is
usually weighs about 100 grams.

Badminton racket

Shuttlecock

It is made from 14-16 goose feather that are placed in a leather-covered


corkhead, made of either plastic or nylon

Shuttle cock
Playing consists of volleying (hitting) the shuttle back and forth over the net
without allowing it to hit the ground. The shuttle is made of feathers or nylon in a
cork base. It flies slowly when hit gently. But when hit hard and timed perfectly, it
may travel at more than 300 kilometers per hour. However, the shuttle decelerates
quickly after a short distance.
The shuttle is served with an underhand motion into the opponents’ service
court, diagonally opposite. The server must hit the shuttle while it is below his waist.
The racket head must also be below the serving hand. Only one attempt on the
serve is allowed. If the server fails, then the opponent serves.

Four (4) Common Strokes in Badminton

 Clear - Clear is also called lob. The shuttle soars in a high arc and falls into
the court behind the opponent.

 Drop - The shuttle falls gently and just clears the net.

 Drive - It is a hard stroke hit on a straight line.

 Smash - It is a hard stroke hit sharply downward.

All strokes can be forehand or backhand strokes. Much deception is


possible in placing shots and in controlling the shuttle, which often will stop short in
its flight and plunge down to the court.

Basic Rules and Regulation

1. Before a match begins, opponents can toss a coin, spin a racket, or toss a
shuttle to determine who shall get the choice of “serve or side”.
2. Men’s singles and doubles games are played in 15 points. Women’s singles
is played to 11 points. In a 15-point gas me, if the score becomes tied at 13-
13, the player/team scoring 13 points first ( the receivers) can elect to
continue and finish the game to 15 points (which is termed “no set”), or they
can elect to play 5 more points (set) to finish the game. When tied at 14-14,
the player/team scoring 14 point first can elect to continue and finish the
game to 15 points, or they can elect to “set” the game at 3 points. In an 11-
point game, if the game is tied at 9-9, the first player scoring 9 points has
the choice of either finishing the game at 11 points “no set” or “setting” the
game at 3 points. If the game is tied at 10-10, the choice would be either to
finish the game at 11 points or to “set” the game at 2 points.
3. The serve must be delivered into the diagonal services court and within the
boundaries to be a legal serve.

4. The server is allowed only one trial to put the shuttle into play. The shuttle
may hit the net and land in the proper court. In singles, the serve id made
from the right service court whenever the server’s score is an even number.
Whenever the server’s score is an odd number, the service is made from
the left service court. In doubles, the first serve is always started from the
right court whenever a team acquires the service from their opponents. The
server will alternate service courts each time a point is made until the serve
is lost. Only the “hand” is allowed the side beginning the serve in doubles
during the first “inning.” Two hands is allowed each inning thereafter.

5. Matches consists of winning two out of three games. Players must change
sides after each game. The winner of the previous game starts the serve in
the next game. If a third game is required, players will switch courts again
at what is considered the half-way point immediately after a player reaches
8 points in a 15-point game or immediate after a player reaches 6 points in
an 11-point game.
6. It is a fault (lost of service “hand out” for the serving side, or loss of point for
the receiving side) when:
a. service is illegal
b. service or played shots lands outside the specified court
c. if the server or receiver is standing outside of the proper court
upon delivery of the serve
d. the server steps forward, lifts or drags a foot during the delivery
of the serve
e. the server misses the shuttle in attempting to serve
f. a player reaches over the net to contact a shuttle
g. a player reaches over the net with the racket or any part of the
body while the shuttle is deemed to be in play
h. a player contacts the shuttle twice in one swing
i. a player fails to return the shuttle to the opponent’s proper court
j. in a double game, the servers partner unsights the server
k. in doubles, a shuttle is hit by a player and the player’s partner
successively
l. a player prevents or hinders an opponent from making a legal
stroke where the shuttle is followed over the net
Chapter 3

Table Tennis

Introduction

Table tennis, an indoor adaptation of the game of lawn tennis, played on a


table sized-court, with a small, very light, hollow celluloid ball and small wooden
rackets or paddles. It is also called “ping-pong”.

Table tennis like any other sport, is an educational process demanding


psychological and physiological attributes. It is still a question that who first
invented table tennis as it is played today is not known nor is the country to its
origin quite definite.

Table tennis is now one of the most popular sports, possibly because
players of all ages can participate in a game which can be played all the years
round in almost any room which is large enough to take a table tennis table.

History

The exact origin of table tennis is not known, but the game became popular
in England and the United States in the late 19th century. Commercial interests in
England and United States popularized it under the trade name “pingpong,”and
in the early 20th century the game became sensationally popular.

At that time, when a web-covered ball was used, the game was also called
“whiff-whaff” and “gossima.” The racket originally was a somewhat clumsy,
paddle-shaped frame with a drumhead skin stretched tightly across it. This racket
was superseded about 1902 by the wooden paddle with stippled rubber face, and
about the same time the celluloid ball was introduced.

In 1926 the International Table Tennis Federation was organized. In the


same year international team competition was inaugurated when Lady Swaythling
of England donated the Swaythling Cup, which is like the Davis Cup in lawn tennis.
Probably the best-known player to win the world championship singles title in table
tennis was Fred Perry of England, who later won greater renown in lawn tennis.

Although sponge rackets were being developed by John Jacques and


Company as early as 1928, the players had limited success with them. Before
1937 certain players used to combine the effects of the ‘fingerspin’ service and
their sponge racket to produce some surprising results in leading competitions.
Their services were almost unplayable and the rallies were usually very short.

In 1950’s there was the introduction of a new stroke. It was really an


exaggerated topspin where there was a greater preparation, follow-through and
wrist action. The ball was given a finer touch and the stroke was nearer to the
vertical plane. The top drive in simpler form had arrived. It had almost probably
been first though of because players were getting used to their opponent’s services
and were able to return them in such a position that the server could not follow-up
a smash.

Facilities and Equipment

The Table

The table shall be in surface rectangular, 2.74 m. in length and 1.52 m. in


width; it shall be a supported so that it upper surface termed the surface, shall lie
in a horizontal plane 760 mm. above the floor.

It shall be made of any material and shall yield a uniform bounce of not less
than 220 mm. and not more than 250 mm. When a standard ball is dropped from
a height of 305mm. above its surface. The playing surface shall be dark-colored,
preferably dark green and matt, with a white line of 20 mm. broad along each edge.
The lines at the 1.525 m. edge, or ends, shall be termed as end lines and the lines
at the 2.74 m. edges or sides, shall be termed as side lines.

For doubles, the playing surface shall be termed center line, divided into
halves by a white line 3 mm, broad, running parallel to the side lines. The center
line may, for convenience, be permanently marked in full length on the table and
this is no way invalidates the table for singles play.

The upper surface of the table, known as the playing surface, shall be
rectangular 9 feet (2.74 m) in length and 5 feet (1.52 m) in width. The playing
surface shall be in a horizontal plane 2 ft. 6 inches (76 cm.) above the floor.

The playing surface shall include the top below the edges. The playing
surface shall be made of any material and shall yield a uniform bounce of about
23 cm. when a standard ball is dropped to it from a height of 30 cm. The playing
surface shall be divided into 2 equal courts by a vertical not running parallel with
the end lines and shall be continuous over the whole area of each court. For
doubles, each courts by a white center line 3 mm wide running parallel with the
side lines. The center line shall be the part of each right half court.

Table tennis table


The Net

The net shall be suspended by a cord attached at each end to an upright


post 15.25 cm high, the outside limits of the post being 15.25 cm outside the side
line. The top of the net along its whole length shall be 15.25 cm above the playing
surface and bottom of the net shall be as close as possible to the playing surface
along its whole length and the ends of the net shall be as close as possible to the
supporting posts.

Table tennis net

The Ball

The ball shall be spherical, with a diameter of 38 mm. It shall be made of


celluloid or similar plastic, white, yellow, and matt. It weighs 2.5 grams.

Table tennis ball

The Racket

The racket may be of any size, shape or weight. Its blade shall be flat and
rigid. At least 85% of the blade by thickness shall be of natural wood. An adhesive
layer, within the blade may be reinforced with fibrous materials such as carbon
fiber, glass fiber or compressed paper but shall not thick than 7.5% of the total
thickness or 0.35 mm whichever is the smaller.

Ordinary Pimpled Rubber is a single layer of non-cellular rubber, natural


synthetic with pimples evenly distributed over its surface at a density of not less
than 10/sq. cm. and not more than 50/sq. cm.
Sandwich Rubber is a single layer of cellular rubber covered with a single
outer layer of the pimpled rubber not being more than 2 mm.

Table tennis racket

Basic Rules

The Game

Table tennis players toss a coin to determine who serves first. The server
places the ball on the palm of the hand, throws it up vertically, and hits it with the
racket. When throwing the ball, the server must keep the fingers straight and
together, and the thumb extended. The hand must be behind the end of the table
when the server hits the ball. The ball must bounce on the server’s side of the net,
clear the net, and bounce on the opponent’s side.

For good return, a player must hit the ball after one bounce, so that it clears
the net and bounces on the opponent’s court. Volleying (hitting the ball before it
bounces) is not allowed. Play continues until one person misses the ball, hits it off
the table, of hits it into the net. When a player fails to make a good serve or a good
return, the opponent scores a point. After every five points, the other player serves.

The player who first scores 21 point wins the game. However, the winner
must have at least a two-point lead. If both players score 20 points, they alternate
serving after each point until one person leads by 2 points. A match consists of
either two out of three games or three out of five games. When playing doubles,
the server must serve from his right-hand court into the opponent’s right-hand
court. The teammates must alternate in hitting the ball on the returns.
Rally

A rally is the period during which the ball is in play. A let is a rally of which
the result is not scored. A point is a rally which the result is scored. The racket
hand is the hand carrying the racket. The free hand is the hand not carrying the
racket. A player strikes the ball if he touches it with the racket. A player strikes the
ball if he touches it with his racket held in the hand, or with his racket-hand below
the wrist. A player volleys the ball if he strikes it in play when it has not touched his
court since last being struck by his opponent. A player obstructs the ball if he or
anything he wears or carries, touches it in play when it has not passed over the
playing surface or his end line, not having touched his court since last being struck
by his opponent.

The server is the player due to strike the ball first in the rally. The receiver
is the player, due to strike the ball second in a rally. The umpire is the person
appointed to control a match. The assistant umpire is the person appointed to
assist the umpire with certain duties. Anything the player wears or carries includes
anything that he was wearing or carrying at the start of rally.

The ball shall be regarded as passing over or around the net if it passes
under or outside the projection of the net assembly outside the table or if, in a
return it is struck after it has bounced back over the net. The end line shall be
regarded as extending indefinitely in both directions.

Service

Service shall begin with the ball resting on the palm of the free hand, which
shall be stationary, open and flat with the fingers together and the thumb free. The
free hand, at the time of contact and of ball, shall be above the level of the playing
surface and behind the server’s end line.
The whole of the racket shall be above the level of the playing surface from
the last moment at which the ball stationary on the palm of the free hand until the
ball is struck.

The server shall then project the ball near vertically upwards, by hand only
and without imparting spin, so that it rises at least 16 cm. after leaving the palm of
the free hand. As the fall is falling from the highest point of its trajectory the server
shall strike it so that: in singles, it touches first his court and then, passing directly
over or around the net assembly, touches the receiver’s court, in doubles, it
touches first his right half court and then, passing directly over or around the net
assembly, touches the receiver’s right half court.

When the ball is struck, it shall be behind the server’s end line but not farther
back than part of the server’s body, other than his arm head or leg which is the
farthest from the net. It is the responsibility of the player to serve so that the umpire
or assistant umpire can see that he complies with the requirements for a good
service. Except when an assistant umpire has been appointed, the umpire may on
the first occasion in a match at which he has a doubt about the correctness of a
player service, interrupt play and warm the server without awarding a point. Or any
subsequent occasion in the same match at which the same player’s service action
is of doubtful correctness, for the same or for any other reason, the player shall not
be given the benefit of doubt and lose a point. If a server fails to serve as per rule
no warning shall be given, and he loses a point on the first as on any other
occasion. If due to physical disability, the server is unable to follow the rule, the
umpire may wave the strict observance of any particular requirement for a good
server before the start of a game.

The Order of Play

In singles, the server shall first make a good service the receiver shall then
make a good return and thereafter, server and receiver alternatively shall each
make a good return. A good return is when a ball having been served or returned
in play shall be struck so that it passes directly over or around the net touches the
opponent’s court either directly or after touching the net assembly.

The Play

The ball is in play from the last moment it is projected from the hand in
service until – it touches anything other than the playing surface the net assembly,
the racket, held in the hand or the racket hand below the wrist or the rally is
otherwise decided as let or point.

Let

The rally is a let:

 if at service the ball inpassing over or around the net assembly,


touches it provided the service is otherwise good or the ball is
volleyed or obstructed by the receiver or his partner, and at the time
of service;

 if in the opinion of the umpire the receiver(s) are not ready and that
they do not attempt to strike the ball. If in the view of the umpire,
failure to make a good a services or a good return or otherwise to
comply with the laws due to disturbance outside the control of the
player; and

 if it is interrupted by the umpires or assistant umpire, play may be


interrupted – to correct error in the order of service, to warm or
penalize a player because the conditions expedite the system, to
warn or penalize a player because the conditions of play are
disturbed effecting the outcome of the rally.

A Point

Unless the Rally is a let, a player shall lose a point:

 if he fails to make a good service;

 if a good service or a good return having been made by his opponent,


he fails to make a good return;
 if he volleys or obstructs the ball;

 if he or his racket or anything that he warns or carries, moves the


playing surface;

 if his free hand touches the playing surface while the ball is in play;
strike the ball twice successively, touches the ball twice in his court
successively, strikes the ball with a side of the racket blade whose
surface does not comply with the specifications;

 if as he serves, he or his partner stamps his foot;

 if in doubles except in serving the strikes the ball out of proper


sequence; and

 if, under the Expedite System, he serves and the receiving player or
pair make thirteen or successive good returns.

A Match

A match shall consist of the best of three or the best of five games. Play
shall be continuous throughout, except that either player or pair is entitled to claim
an interval of not more than two minutes duration between successive games.

The Choice of Ends and Service

The choice of ends and right to serve or receive first in a match shall be
decided by toss, provided that, if winner of the toss chooses the right to serve or
receive the loser to make first choice, when the winner shall have whichever choice
is not made by the loser.

In doubles, the fair who has the right to serve the first services in each game
shall decide which partner shall do so. In the first five game of a match the
opposing pair shall then decide similarly which shall be the first receiver will be
determined by the choice of service as provided.
The Order of Serving, Receiving and Ends
After the 5 points have been scored the receiving player of pair become the
serving player and pair and so on until the end of the game, or until each player or
pair has scored 20 points or until introduction of expedite system.

In doubles, the first server shall be selected player of the pair having the
right serve first and first receiver shall be the appropriate player of the opposing
pair.

The second server shall be the player who was the first receiver and the
second receiver shall be partner of the first server.

The third server shall be the partner of the first server and the third receiver
shall be the partner of the first receiver.

The fourth server shall be the partner of the first receiver and the fourth
receiver shall be the first server.

The fifth server shall be the player who was the first server and the players
shall … thereafter serve in the same sequence until the end of the game.

If both players or pairs has scored 20 points or if the expedite system is in


operation the sequence of serving and receiving shall be the same but each player
shall serve for only one point in turn until the end of the game. The player or pair
who served first in a game shall receive first in the immediately subsequent game
or the match. In each game of the doubles match after the first, the first server
having been choses, the first receiver shall be player who served to him in the
immediately preceding game. In the last possible game of a doubles match the
pair due next to receive shall change the order of receiving when first either pair
scores 10 points. The player or pair starting at one end in a game shall start at the
other end in the immediately subsequent game of the match. In the last possible
game of a match the players shall change ends when first either player or pair
scores 10 points.

The Expedite System

The expedite system shall come into operation if:

 a game is unfinished after fifteen minutes’ play, or at any earlier time


at the request of both players or pairs;

 the ball is in play when the time limit is reached, play shall be stopped
by the umpire and shall resume with service by the player who
served by the player who served in the rally that was interrupted; and

 the ball is not in play when the time limit is reached, play shall resume
with service by the player who received in the immediately preceding
rally of the game. Thereafter, each player shall serve for one point in
turn, until the end of the game and if the receiving player or pair
makes thirteen good returns the server shall lose a point. Once, the
expedite system is introduced it shall remain in operation for the
reminder of the match.

New Rules for 2001

The amended version of the law and regulations affected by the AGM
decision to adopt the 11 point scoring system are shown below, with the changes
underlined. These laws and regulations came into effect on September, 2001.

2.11 A Game
 2.11.1 A game shall be won by the player or pair first scoring 11 points
unless both players and pairs score 10 points, when the game shall
be won by the first player or pair subsequently gaining a lead of 2
points.

2.12 A Match
 2.12.1 A match shall consist of the best of any odd number of games.

2.13 The Order of Serving, Receiving and Ends


 2.13.3 After each 2 points have been scored the receiving player or pair
shall become the serving player or pair and so on until the end of the
game, unless both players or pairs score 10 points or the expedite system
is in operation, when the sequence of serving and receiving shall be the
same but each player shall serve for only 1 point in turn.

 2.13.6 The player or pair serving first in a game shall receive first in the
next game of the match, and in the last possible game of a double
match the pair due to receive next shall change their order of
receiving when first one pair scores 5 points.

 2.13.7 The player of pair starting at one end in a game shall start at the
other end in the next game of the match and in the last possible game
of a match the players or pairs shall change ends when first one
player or pair scores 5 points.

5. Definitions:

5.1 A rally is the period during which the ball is in play.


5.2 The ball is in play from the last moment at which it is stationary on
the palm of the free hand before being intentionally projected in
service until it touches anything other than the playing surface, the net
assembly, the racket held in the racket hand or the racket hand below
the wrist, or until the rally is otherwise decided a let or a point.
5.3 A let is a rally of which the result is not scored.
5.4 A point is a rally of which the result is scored.
5.5 The racket hand is the hand carrying the racket.
5.6 The free hand is the hand not carrying the racket.
5.7 A player strikes the ball if he touches it in play with his racket, held in
the racket hand, or with his racket hand below the wrist.
5.8 A player obstructs if he or anything he wears or carries, touches it in
play when it is traveling toward the playing surface and has not
passed beyond the end line, not having touched his court since last
being struck by his opponent.
5.9 The server is the player due to strike the ball first in a rally.
5.10 The receiver is the player due to strike the ball second in a rally.
5.11 The assistant umpire is the person appointed to assist the umpire.
5.12 The stroke counter is the person appointed to count strokes under
the expedite system.
5.13 Anything that a player wears or carries includes anything that he was
wearing or carrying at the start of the rally.
5.14 The ball shall regard over or around the next assembly if it passes
under or outside the projection of the net assembly outside the
table.

6. Service

6.1 Service shall start with the ball resting freely on the open palm of the
server’s stationary free hand.
6.2 The server shall then project the ball near vertically upwards, without
imparting spin, so that it rises at least 16 cm after leaving the palm of
the free hand and then falls without touching anything before being
struck.
6.3 As the ball is falling, the server shall strike it so that it touches first his
court and then, passing directly over or around the net assembly
touches the receiver’s court. In doubles the ball shall touch
successively the right half court of the server and receiver.
6.4 From the start of service until it is struck, the ball shall be above the
level of the playing surface and behind the server’s end line, and it shall
not be hidden from the receiver by any part of the body or clothing of
the server or his double partner.
6.5 It is the responsibility of the player to serve so that the umpire or the
assistant umpire can see that he complies with the requirements for a
good service.
6.5.1 If there is no assistant umpire, and if umpire is doubtful of
the legality of a service he may, on the first occasion in a
match, warn the server without awarding a point.
6.5.2 If subsequently in the match a service by the player or his
doubles partner is doubtful of the legality, for some reason
or for any other reason, the receiver shall score a point.
6.5.3 Whenever there is a clear failure to comply with the
requirement for a good service, no warning shall be given
and the receiver shall score a point.
6.5.4 Exceptionally, the umpire may relax the requirements for a
good service where he is satisfied that compliance is
prevented by physical disability.
6.6 If in attempting to serve, a player fails to strike the ball while it is in play,
his opponent will be awarded a point.

7. A Good Return

7.1 The ball having been served or returned in play, shall be struck so that
it passes directly over or around the net assembly and touches the
opponent’s court, either directly or after touching the net assembly.
7.1.1 If the ball, having been served or returned in play, returns
with its own impetus over the net, it may be struck so that
it touches directly the opponent’s court.

8. The Order of Play

8.1 In singles, the server shall first make a good service, the receiver shall
then make a good return and thereafter, server and receiver alternately
shall each make a good return.
8.2 In doubles, the server shall first make a good service, the receiver shall
then make a good return, the partner of the server shall then make a
good return, and thereafter, each player alternately in that sequence
shall make a good return.

9. A Let – A rally is a let

9.1 If in serving the ball, in passing over or around the net assembly,
touches it, provided the serve is otherwise good or is obstructed by the
receiver or his partner.
9.2 If the service is delivered when the receiving player or pair is not ready,
provided that neither the receiver nor his partner attempts to strike the
ball.
9.3 If, the failure to make a good service or a good return or otherwise to
comply with Laws is due to disturbance outside the control of the lawyer.
9.4 If play is interrupted by the umpire or assistant umpire.
9.4.1 To correct an error in the order of serving or receiving or
ends.
9.4.2 To introduce the expedite system.
9.4.3 To warn or penalized a player.
9.4.4 Because the conditions of play are disturbed in a way
which could affect the outcome of the rally.

10. A Point – Unless the rally is a let, a player shall score a point:

10.1 If his opponent fails to make a good service.


10.2 If his opponent fails to make a good return.
10.3 If, after he has made a good service or a good return, the ball touches
anything other than the net assembly before being struck by his
opponent.
10.4 If the ball passes beyond his end line without touching his court after
being struck by his opponent.
10.5 If his opponent obstruct the ball, except as provided in Rule 9.1
10.6 If his opponent strikes the ball twice successively.
10.7 If his opponent strikes the ball with the side of the racket blade having
an illegal surface.
10.8 If his opponent, or anything he wears or carries, moves the playing
surface.
10.9 If his opponent, or anything he wears or carries, touches the net
assembly.
10.10 If his opponent’s freehand touches the playing surface.
10.11 If, in doubles, his opponent strikes the ball out of sequence
established by the first server and first receiver.
10.12 As provided under the expedite system.
10.13 If the umpire assesses a penalty point against his opponent.

11. A Game

11.1 A game shall be won by the player or pair first scoring 11 points unless
both or pairs score 10 points, when the game shall be won by the first
player or pair subsequently gaining a lead of 2 points.
12. A Match

12.1 A match shall consist of the best of any odd number of games.
12.2 Play shall be continuous throughout, except for authorized intervals.

13. Intervals

Play shall be continuous throughout a match except that any player is


entitled to:
13.1 An interval of up to 1 minute between successive games of a match.
13.2 Brief intervals for toweling after every 6 points from the start of each
games and at the change of ends in the last possible game of a match.
13.3 A player or pair may claim one time-out period of up to 1 minute drug
a match.
13.3.1 In an individual event the request may be made by the
player or pair or by the designated advisor. In team event
it may be made by the player or pair by the team captain.
13.3.2 The request for time-out, which shall be made only when
the ball I out of play, shall be made by making a “T” sign
with the hands.
13.3.3 On receiving a valid request for a time-out the umpire
shall suspend play. Play will be resumed when the player
or pair who called it is ready to continue or at the end of
one minute, whichever is sooner.
13.4 The referee may allow a suspension of play of the shortest practical
duration, and in no circumstances more than 10 minutes, if a player is
temporarily incapacitated by an accident, provided that in the opinion
of the referee the suspension is not likely to be unduly
disadvantageous to the opposing player or pair.
13.5 A suspension shall not be allowed for a disability which was present or
was reasonably to be expected at the beginning of the match, or where
it is due to the normal stress of play. Disability such as cramp or
exhaustion, caused by the player’s current state of fitness or by the
manner in which play has proceeded, does not justify such as
emergency suspension, which may be allowed only for incapacity
resulting from an accident such as injury caused by a fall.
13.6 If anyone in the playing area is bleeding, play shall be suspended
immediately and shall not resume until that person has received
medical treatment and all traces of blood have been removed from the
playing area.
13.7 Players shall remain in or near the playing area throughout a match
except with the permission of the referee. During intervals between
games they shall remain within 3 meters of the playing area under the
supervision of the umpire.

14. The Choice of Ends and Serves

14.1 The choice of ends and the right to serve or receive first in a match be
decided by lot and the winner choose to serve or receive first or to start
at a particular end.
14.2 When one player or pair has chosen to serve or receive first or to start
at a particular end, the other player or pair shall have the other
choice.
14.3 After each 2 points have been scored the receiving player or pair shall
become the serving player or pair and soon until the end of the game,
unless both players or pairs score 10 points or the expedite system is
in operation, when the sequence of serving and receiving shall be the
same but each player shall serve for only 1 point in turn.
14.4 In the first game of a match the pair who has the right to serve first
shall decide which of them shall do so and in the first game of a match,
the opposing pair shall then decide which partner shall receive first, In
subsequent games of a match, the first server having been chosen,
the first receiver shall be the player who serve to him in the proceeding
game.
14.5 In doubles, at each change of service the previous receiver shall
become the server and the partner of the previous server shall become
the receiver.
14.6 The player or pair serving first in a game shall receive first in the next
game of the match, and in the last possible game of a doubles match
the pair due to receiver next shall change their order of receiving when
first one pair score 5 points.
14.7 The player or pair starting a tone end in a game shall at the other end
in the next game of the match and in the last possible game of a match
the players or pair shall change ends when first one player or pair
scores 5 points.

15. Out or Order of Serving, Receiving or Ends.

15.1 If a player serves or receives out of his turn, play shall be interrupted
and shall continue with that player serving or receiving who should be
the server or receiver respectively at the score that has been reached
according to the sequence established at the beginning of the match,
and in doubles, to the order or serving chosen by the pair having the
right in the game in which the error is discovered.
15.2 If by mistake, the players have not change ends should have been
changed, play shall be interrupted as soon as the error is discovered
and the players shall change ends.
15.3 In any circumstances, all points scored before the discovery of an error
shall be reckoned.

16. The Expedite System


16.1 Except where both players or pairs have scored at least 9 points, the
expedite system shall come into operation if a game is unfinished after
10 minutes play or at any earlier time at the request of both players or
pairs.
16.1.1 If the ball is in play when the game is interrupted, play
shall restart with service by the player who serves in the
rally that was interrupted.
16.1.2 If the ball was not in play when the game was interrupted,
play shall restart with service by the player who received
service in the immediate preceding rally.
16.2 Thereafter, each player shall serve 1 point in turn. If the receiving
player or pair makes thirteen successive good returns, the receiver
shall score a point.
16.3 If the expedite system is introduced, or if a game lasts long that 10
minutes, all subsequent games of the match shall be played under the
expedite system.

17. Equipment

17.1 Players shall not choose balls in the playing area.


17.1.1 Whenever possible players shall be given the opportunity
to choose one or more balls before coming to the playing
area, the match shall be played with one or these balls,
taken at random by the umpire.
17.1.2 If the ball has not been chosen before players come to
the playing area, the match shall be played with a ball
taken at random by the umpire from a box of those
specified for the competition.
17.1.3 If the ball has to be replaced during a match, the
replacement shall be provided according to the
procedures of Rule 17.1.1 and 17.1.2.
17.2 Unless otherwise authorized by the umpire, players shall leave their
requests on the table during intervals.

18. Clothing (Dress Code)

18.1 Playing clothes shall normally consists of a short-sleeved shirt and


short or skirt, socks and playing shoes; other garments, such as part
or all of a track suit, shall not be worn during play except with the
permission of the referee.
18.2 Clothing may be of any color or colors except that:
18.2.1 The main color of a shirt, skirts, or shorts, other than
sleeves or collar of a shirt and trimming along side seam
or near the edge, shall be clearly different from that of the
ball in use.
18.3 A player garments may carry:
18.3.1 The maker’s normal trademark, symbol, or name
contained with a total area of a 24 sq. cm.
18.3.2 Not more than 3 clearly-separated advertisements
contained within a combined total area of 200 sq. cm. on
the front or side of a shirt and one advertisement,
contained within a total area of 200 sq. cm. on the back
of the shirt.
18.3.3 Not more than two advertisements contained within a
combined total area of 80 sq. cm. on shorts or a skirt.
18.4 Any markings or trimming on the front or side of a playing garment and
any objects such as jewelry worn by a player shall not be so
conspicuous or brightly reflecting as to insight an opponent.
18.5 Players must wear socks and soft-soled shoes.
18.6 Clothing shall not carry designs or lettering which might cause
offences or bring the game into disrepute. Absolutely no playing
without a shirt, no cutoffs, no jeans, and no tank shirts. Women may
wear sleeveless blouses.
18.7 Opposing players and pairs shall wear clothing that is sufficiently
different to enable them to be easily distinguished by spectators. If the
players or pairs cannot agree on who will change if necessary, the
umpire will decided by toss.
18.8 Any question of the legality or acceptability of playing clothes shall be
decided by the referee.
18.9 Warm-up suits should not be worn during play unless with special
permission of the referee. It is his discretion of conformity to the above
requirements.

A. Violations and Penalties:

A player receives one (1) point if his opponent commits any of the
following error or violations

1. Failure to hit the ball.


2. Failure to throw the ball.
3. Catch the ball being thrown .
4. Failure of the ball to across the net.
5. Holding the ball with close hand.
6. Falling of the ball outside the receivers side.
7. Failure to let the ball bounce on the part of the server.
8. Bouncing the ball twice on the part of the server before it crosses the
net.
9. Throwing the ball and it dropped on the floor.
10. If a player touches the middle line on the opponents side,
11. Hiding the ball under the table.
B. Violation in Returning the Ball

1. Pushing the ball.


2. Failure of the ball to cross the net.
3. The player or his racket touches the net.
4. The ball falls outside the opponents end line.
5. Twice bouncing of the ball on the receivers side before it was hit.
6. The ball dropped outside the nets end line.
7. Hitting the ball by the receiver without first bouncing the ball on the table
and it hits the receiver’s racket before it drops the floor intentionally this
violation is called volleying.

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