Unit 3 Games
Unit 3 Games
1) Individual/Team
•Athletics is primarily an individual sport, but certain events (like relays) are team-based.
•Events include running, jumping, and throwing disciplines.
2) Indoor/Outdoor
•Athletics is mainly an outdoor sport but has indoor variations for certain track and field events.
•Indoor events are held in smaller arenas, while outdoor events are held in stadiums and road courses.
3) Number of Players, Equipment/Gears
•Number of participants varies per event (e.g., individual sprints vs. 4x100m relay teams).
•Equipment depends on the event, including:
• Running: Spikes, starting blocks, batons (for relays).
• Jumping: Pole vault poles, sand pits, high jump mats.
• Throwing: Shot puts, javelins, hammers, and discus.
• Timing Devices: Used to measure race results.
4) Play Field Areas
•Track Events: Standard 400m oval track (100m, 200m, 400m, hurdles, relay).
•Jumping Events: Long jump, triple jump, high jump, and pole vault areas.
•Throwing Events: Discus, shot put, javelin, and hammer throw sectors.
•Road Events: Marathon and race walking routes.
5) General Rules
•Races begin with a starting signal (gunshot).
•Runners must stay in their designated lanes (except in longer races).
•Jumping and throwing events allow a limited number of attempts.
•In relays, the baton must be exchanged within the designated zone.
6) Interpretation of Rules
•False Start: If a runner starts before the signal, they can be disqualified.
•Foul in Jumping/Throwing: If an athlete steps outside the marked area, the attempt is
invalid.
•Lane Infringement: Running outside the lane in sprints leads to disqualification.
•Relay Baton Exchange: If the baton is dropped or exchanged outside the zone, the
team is disqualified.
7) Advanced Skills of the Sport
•Running Techniques: Sprint starts, pacing, breathing control.
•Jumping Skills: Proper take-off, body positioning, landing techniques.
•Throwing Techniques: Grip, spin/rotation, release timing.
•Endurance & Stamina Training: For long-distance events.
8) Basic Strategies
•Sprinting: Explosive starts, efficient strides, and controlled acceleration.
•Distance Running: Proper pacing, drafting (staying behind a runner to reduce air
resistance).
•Jumping: Perfecting run-up speed, angle of take-off.
•Throwing: Improving power and control through core strength and technique.
9) Criteria for Participation
•Age and Category-Based Competitions (U-16, U-20, Senior).
•Qualifying Standards: Athletes must meet set time, distance, or height requirements.
•Drug-Free Policy: Strict anti-doping regulations.
10) Fouls and Penalties
•False Start → Immediate disqualification.
•Stepping Out of Lane → Leads to disqualification.
•Overstepping the Jump Board (Long Jump/Triple Jump) → No valid attempt.
•Dropping Baton in Relay → Team disqualified if not picked up correctly.
11) Scoring Rules
•Timed Events: The fastest athlete wins (e.g., 100m sprint).
•Distance Events: The longest valid throw/jump wins.
•Point System: Used in multi-event competitions like the decathlon (men) and heptathlon
(women).
12) Winning or Losing Parameters
•Fastest Time Wins in races.
•Longest Distance Wins in jumps/throws.
•Total Points Wins in combined events (decathlon, heptathlon).
13) Safety Guidelines & Awards
•Warm-up & Stretching: Reduces risk of muscle injuries.
•Hydration & Nutrition: Essential for endurance events.
•Protective Gear: Proper shoes, compression gear, and medical support available.
•Awards: Olympic Medals, World Championships, National Championships.
Badminton
Brief History of Badminton
•Originated from the ancient game "battledore and shuttlecock" played in England.
•Modern badminton developed in British India in the 19th century.
•Officially became an Olympic sport in 1992.
•Governed by the Badminton World Federation (BWF).
1) Individual/Team
•Badminton can be played both as an individual (singles) and team sport (doubles
and mixed doubles).
•In team tournaments, multiple players compete in different matches to contribute
to the overall team score.
2) Indoor/Outdoor
•Primarily an indoor sport to avoid wind interference.
•However, it can be played casually outdoors, but competitive matches are always
held indoors.
3) Number of Players, Equipment/Gears
•Singles: 1 player per side.
•Doubles: 2 players per side.
•Equipment:
• Racket – Lightweight, made of carbon fiber or aluminum.
• Shuttlecock – Made of feathers or synthetic material.
• Net – 1.55m (5ft 1in) high at the edges, 1.524m (5ft) in the center.
• Court Shoes – Non-marking, lightweight shoes for better grip and movement.
4) Play Field Areas
•Court dimensions: 13.4m x 6.1m for doubles and 13.4m x 5.18m for singles.
•Service areas differ for singles and doubles.
•The net divides the court into two halves.
5) General Rules
•A match consists of best of three games (sets).
•A rally starts with a serve and ends when the shuttlecock touches the ground or a fault is committed.
•Players must not touch the net with their body or racket.
•The shuttle must be hit below the waist while serving.
6) Interpretation of Rules
•If the shuttle lands on the boundary line, it is considered in.
•Players cannot double-hit the shuttle.
•If the shuttle hits the net but lands in the correct service court, the rally continues.
•In case of a let (interruption, external interference), the point is replayed.
7) Advanced Skills of the Game
•Smash – A powerful, downward shot for attacking play.
•Drop Shot – A gentle shot that falls near the net to deceive the opponent.
•Clear – A deep, high shot to push the opponent to the backcourt.
•Net Play – Delicate shots close to the net to control the rally.
•Deception – Using body movement to trick opponents.
8) Basic Strategies
•Singles Strategy: Move the opponent around the court, use variations in pace.
•Doubles Strategy: Maintain effective court coverage, coordinate with your partner, use attacking formations
(front-back, side-side).
•Mix-up shots: Combining smashes, clears, and drop shots to disrupt the opponent.
1) Individual/Team
•Cricket is a team sport, played between two teams of 11 players each.
•It includes specialized roles: batters, bowlers, wicketkeepers, and all-rounders.
2) Indoor/Outdoor
•Cricket is primarily an outdoor sport played on a large field.
•Indoor cricket exists but is mainly for casual play and training.
5) General Rules
•The game is played in overs (6 legal deliveries per over).
•One team bats while the other bowls and fields.
•The batting team scores runs while the bowling team tries to dismiss the batters.
•The team that scores the most runs wins.
6) Interpretation of Rules
•LBW (Leg Before Wicket): If a batter's leg blocks a ball that would hit the stumps, they are out.
•No-Ball: If the bowler oversteps the crease, the delivery is illegal.
•Wide Ball: If the ball is too far from the batter, it is penalized with an extra run.
•Run-Out: A batter is out if the ball hits the stumps before they reach the crease.
7) Advanced Skills of the Game
•Batting: Cover drives, pull shots, cut shots, lofted shots.
•Bowling: Fast bowling, swing, spin (off-spin, leg-spin, googly).
•Fielding: Diving stops, quick reflexes, accurate throws.
•Wicketkeeping: Stumping, catching behind, quick glove work.
8) Basic Strategies
•Batting:
• Rotate the strike to keep the scoreboard moving.
• Build partnerships to stabilize innings.
•Bowling:
• Bowl in good line and length to create pressure.
• Use variations like slower balls, yorkers, and bouncers.
•Fielding:
• Position players strategically based on batter strengths.
• Quick relay throws to prevent runs.
1) Individual/Team
•Football is a team sport, played between two teams of 11 players each (including a goalkeeper).
•It involves various positions: Forwards, Midfielders, Defenders, and Goalkeeper.
2) Indoor/Outdoor
•Primarily played outdoors on a grass or artificial turf field.
•Indoor versions exist, such as Futsal (5-a-side football).
3) Number of Players, Equipment/Gears
•Players per team:
• 11 players on the field (including 1 goalkeeper).
• Up to 7 substitutes (depends on competition rules).
•Equipment:
• Football (soccer ball) – Standard size 5 ball for adults.
• Jersey & Shorts – Team uniforms with numbers.
• Shin Guards – Protects legs from tackles.
• Football Boots (Cleats) – Provides grip on the field.
• Goalposts & Nets – Each team has a goalpost to defend.
4) Play Field Areas
•Standard Football Pitch:
• Length: 90-120 meters, Width: 45-90 meters.
• Penalty Area – Where the goalkeeper can use hands; fouls inside result in a penalty kick.
• Goal Area – Smaller box inside the penalty area.
• Halfway Line – Divides the field into two halves.
• Corner Arc – Used for corner kicks.
5) General Rules
•The game lasts 90 minutes (two halves of 45 minutes each), plus extra time if necessary.
•The team with more goals at the end of the match wins.
•The ball is moved by passing, dribbling, and shooting.
•Players cannot use their hands, except the goalkeeper inside the penalty area.
6) Interpretation of Rules
•Offside Rule: A player is offside if they are ahead of the second-last defender when receiving a pass.
•Fouls & Free Kicks: Given for tripping, pushing, or reckless challenges.
•Penalty Kick: Awarded when a foul occurs inside the penalty box.
•Throw-In: Given when the ball fully crosses the sideline.
•Goal Kick & Corner Kick:
• Goal Kick – Awarded when the attacking team last touches the ball before it crosses the goal line.
• Corner Kick – Given when the defending team last touches the ball before it crosses the goal line.
7) Advanced Skills of the Game
•Dribbling: Skillful ball control using footwork.
•Passing: Short, long, through-ball passes.
•Shooting: Accurate strikes at goal.
•Defensive Skills: Tackling, interceptions, positioning.
•Goalkeeping: Shot-stopping, positioning, handling crosses.
8) Basic Strategies
•Offensive Play:
• Tiki-Taka (Short, quick passes to maintain possession).
• Counter-Attack (Quick attack after winning possession).
• Crossing & Heading (Delivering the ball into the penalty box).
•Defensive Play:
• Man-to-Man Marking (Each defender marks an opponent).
• Zonal Defense (Defenders guard specific zones).
• High Press (Pressing opponents aggressively to win the ball).
• Safety Guidelines:
- Warm-Up & Stretching reduces injury risk.
- Protective Gear: Grips, wrist supports, padded mats.
- Spotting & Supervision for high-risk moves.
Handball
BRIEF HISTORY OF HANDBALL
• Advanced Skills:
- Jump Shot: A powerful shot while jumping.
- Spin Shot: A curved shot to deceive the goalkeeper.
- Fast Break: Quick transition from defense to attack.
• Strategies:
- Fast Passing: Quick ball movement to break defense.
- Defensive Formations: 6-0, 5-1, or 4-2 defensive
lineups.
- Goalkeeper Positioning: Cutting angles and
anticipating shots.
PARTICIPATION & FOULS
• Participation Criteria:
- Open to all ages; professional leagues require skill
training.
- National and international qualification tournaments.
• Fouls & Penalties:
- Minor Fouls: Result in a free throw.
- Major Fouls: Lead to 2-minute suspensions.
- Red Card: Serious fouls result in ejection.
- Penalty Throw: Given for major fouls inside the goal area.
SCORING & WINNING RULES
• Scoring:
- A goal is scored when the ball fully crosses the goal
line.
- Each goal is worth 1 point.
• Winning or Losing:
- The team with the most goals after 60 minutes wins.
- If tied, extra time or penalty shootout is played.
SAFETY GUIDELINES & AWARDS
• Safety Rules:
- No dangerous tackles or aggressive pushing.
- Optional protective gear like elbow/knee pads.
• Awards:
- Olympic Gold Medal (Top honor).
- World Handball Championship Titles.
- Club Competitions (Champions League, National Titles).
Hockey
BRIEF HISTORY OF HOCKEY
• Advanced Skills:
- Dribbling: Controlling the ball/puck while moving.
- Drag Flick: A powerful shot used in penalty corners.
- Slap Shot (Ice Hockey): A strong, fast shot using a full swing.
• Strategies:
- Formations: 4-4-2 or 3-5-2 for field hockey.
- Power Play (Ice Hockey): Advantage when the opposing team
has fewer players due to penalties.
- Pressing Defense: Applying pressure to regain possession
quickly.
PARTICIPATION & FOULS
• Participation Criteria:
- Open to all ages; professional leagues require skill training.
- Teams qualify through national and international tournaments.
• Fouls & Penalties:
- Minor Fouls: Free hit (Field Hockey) or 2-minute penalty (Ice
Hockey).
- Major Fouls: Green, Yellow, and Red cards (Field Hockey); Game
misconduct (Ice Hockey).
- Dangerous Play: Lifting the stick too high or rough tackling.
SCORING & WINNING RULES
• Scoring:
- A goal is scored when the ball/puck fully crosses the goal
line.
- Field Hockey: Goals can only be scored from inside the
shooting circle.
- Ice Hockey: Goals can be scored from anywhere on the ice.
• Winning or Losing:
- The team with the most goals at the end wins.
- If tied, extra time or a penalty shootout is played.
SAFETY GUIDELINES & AWARDS
• Safety Rules:
- Players must wear protective gear (helmets, shin
guards, mouthguards, gloves).
- No high sticks, reckless tackles, or intentional hits.
• Awards:
- Olympic Gold Medal (Field & Ice Hockey).
- Hockey World Cup Titles.
- National and Club Championships.
Judo
BRIEF HISTORY OF JUDO
• Advanced Skills:
- Throwing Techniques: Seoi-nage, Uchi-mata, Osoto-gari.
- Groundwork: Pins (Osaekomi), Armlocks (Juji-gatame),
Chokes (Shime-waza).
- Counters: Using opponent's momentum against them.
• Strategies:
- Grip Fighting: Controlling the opponent’s lapel/sleeve.
- Balance & Footwork: Staying centered to avoid throws.
- Attack Timing: Quick transitions from standing to groundwork.
PARTICIPATION & FOULS
• Participation Criteria:
- Judokas compete in weight categories.
- Age and skill levels determine competition divisions.
• Fouls & Penalties:
- Shido (Minor Penalty): Passivity, defensive posture, illegal
grips.
- Hansoku-make (Disqualification): Illegal techniques,
dangerous moves.
- No strikes, kicks, or joint locks on legs allowed.
SCORING & WINNING RULES
• Scoring System:
- Ippon: Instant victory by a perfect throw or submission.
- Waza-ari: Half-point (two Waza-ari = Ippon).
- Osaekomi: Holding opponent down for 20 seconds
scores Ippon.
• Winning:
- Achieving Ippon or accumulating two Waza-ari.
- If tied, Golden Score (Sudden Death) applies.
SAFETY GUIDELINES & AWARDS
• Safety Rules:
- Judokas must bow before and after each match.
- No dangerous or illegal techniques allowed.
- Proper falling techniques (Ukemi) prevent injuries.
• Awards:
- Olympic Gold Medal (Top honor in Judo).
- World Judo Championship Titles.
- National and Regional Tournaments.
Kabaddi
BRIEF HISTORY OF KABADDI
• Advanced Skills:
- Toe Touch: Quick leg extension to tag an opponent.
- Bonus Point: Gained if a raider places one foot in the bonus line with
defenders behind.
- Chain Tackle: Defenders link arms to stop a raider.
• Strategies:
- Super Tackle: 3 or fewer defenders tackle a raider for extra points.
- Do-or-Die Raid: A mandatory raid when a team fails to score in two
consecutive raids.
- Defensive Formations: Teams use a mix of blocking and trapping
tactics.
PARTICIPATION & FOULS
• Participation Criteria:
- Players must have stamina, agility, and strategy.
- Teams qualify through national and international
tournaments.
• Fouls & Penalties:
- Holding the raider’s jersey or hair is a foul.
- Crossing the centerline before the raid is complete results
in a penalty.
- Arguing with referees or misconduct leads to warnings or
disqualification.
SCORING & WINNING RULES
• Scoring System:
- 1 point per tagged defender in a raid.
- 1 point for successfully tackling a raider.
- Bonus points for touching the bonus line or executing a
Super Tackle.
• Winning:
- The team with the highest score at the end of two halves
wins.
- Matches consist of 40-minute playtime (20 minutes per
half).
SAFETY GUIDELINES & AWARDS
• Safety Rules:
- Players must warm up before matches to avoid injuries.
- No dangerous or violent moves are allowed.
- Proper tackling techniques reduce injury risk.
• Awards:
- Kabaddi World Cup Titles.
- Pro Kabaddi League Trophies.
- Asian Games & National Championships.
Kho-Kho
BRIEF HISTORY OF KHO-KHO
• Advanced Skills:
- Sudden Direction Change: Quick turns to confuse defenders.
- Pole Dive: Using the pole for rapid directional changes.
- Fake Dodges: Making defenders think a chase is over before attacking.
• Strategies:
- Chain Chasing: Passing the role of the active chaser quickly to maintain
momentum.
- Ring Play: Defenders form circles to confuse chasers.
- Time Management: Chasing team tries to tag as many players as
possible before time runs out.
PARTICIPATION & FOULS
• Participation Criteria:
- Players must have speed, agility, and endurance.
- Teams qualify through regional, national, and international
tournaments.
• Fouls & Penalties:
- Early Kho (Chaser passes the role before touching the pole)
is a foul.
- Crossing the central lane without tagging is a violation.
- Defenders stepping out of bounds are considered 'out'.
SCORING & WINNING RULES
• Scoring System:
- Each successfully tagged defender earns 1 point.
- The team with the most points at the end of both innings
wins.
• Winning:
- If scores are tied, an extra round (tie-breaker) is played.
- The team that tags more defenders in the shortest time
wins.
SAFETY GUIDELINES & AWARDS
• Safety Rules:
- Players must warm up to prevent muscle injuries.
- Chasers should avoid reckless diving to prevent collisions.
- Proper footwear is essential for grip and movement.
• Awards:
- Kho-Kho Federation of India (KKFI) National Championships.
- Asian Kho-Kho Championship.
- Schools and College-Level Tournaments.
Volleyball
BRIEF HISTORY OF VOLLEYBALL
• Number of Players: 6 players per team on the court, with substitutes available.
• Equipment:
- Volleyball (weighs 260-280g, 65-67cm circumference).
- Net (2.43m high for men, 2.24m for women).
- Knee pads, jerseys, and court shoes.
• Play Field:
- Court size: 18m x 9m, divided by a center net.
- Attack line 3m from the net separates front and back rows.
GENERAL RULES & INTERPRETATION
• Advanced Skills:
- Spiking: Jumping to hit the ball forcefully downward.
- Blocking: Preventing a spike by jumping at the net.
- Jump Serve: Powerful serve with topspin.
- Digging: Defensive move to prevent the ball from touching the ground.
• Strategies:
- Quick Sets: Fast-paced passing to confuse opponents.
- Defensive Formations: Setting up blocks and coverage zones.
- Serving Tactics: Targeting weak passers to disrupt opponent attacks.
PARTICIPATION & FOULS
• Participation Criteria:
- Players must have good jumping ability, reflexes, and
teamwork.
- Teams qualify through national and international
tournaments.
• Fouls & Penalties:
- Double Hit: A player cannot hit the ball twice in succession.
- Lifting: The ball must not be carried or caught.
- Net Touch: Contacting the net during play is a violation.
- Out of Rotation: Failing to rotate properly before a serve.
SCORING & WINNING RULES
• Scoring System:
- Rally scoring: Every rally results in a point for one team.
- Points awarded when the ball touches the opponent’s
court or an error occurs.
• Winning:
- Best of five sets; first to 25 points (final set to 15) wins.
- A team must lead by 2 points to win a set.
SAFETY GUIDELINES & AWARDS
• Safety Rules:
- Warm-up and stretching to prevent injuries.
- Proper footwear to avoid slips and falls.
- Avoid diving on hard surfaces without protection.
• Awards:
- Olympic Gold Medal.
- FIVB Volleyball World Championships.
- National & Continental Tournaments.
Swimming
BRIEF HISTORY OF SWIMMING
• Advanced Skills:
- Flip Turns: Used in freestyle and backstroke races for faster
turns.
- Dolphin Kick: Used in starts and turns for extra propulsion.
- Streamlining: Reducing drag to swim faster.
• Strategies:
- Pacing: Maintaining speed for long-distance races.
- Sprinting: Maximizing power in short-distance events.
- Breathing Technique: Minimizing resistance while
maintaining oxygen levels.
PARTICIPATION & FOULS
• Participation Criteria:
- Swimmers must meet qualifying times for competitions.
- Training and endurance are essential for success.
• Fouls & Penalties:
- False Start: Early start leads to disqualification.
- Incorrect Stroke: Not following the proper stroke technique.
- Lane Violation: Swimmers must stay in their assigned lane.
SCORING & WINNING RULES
• Scoring System:
- The fastest swimmer to complete the distance wins.
- In relays, the team with the fastest total time wins.
• Winning:
- Time-based rankings.
- Points are awarded in team competitions based on
finishing positions.
SAFETY GUIDELINES & AWARDS
• Safety Rules:
- Proper warm-up and stretching.
- Lifeguards must be present during practice and
competitions.
- Hydration is essential for endurance.
• Awards:
- Olympic Gold Medals.
- FINA World Championships.
- National and collegiate swimming championships.
Table Tennis
BRIEF HISTORY OF TABLE TENNIS
• Advanced Skills:
- Topspin: Adds forward spin for aggressive shots.
- Backspin: Slows the ball and causes it to drop quickly.
- Flick Shot: A quick wrist shot for short balls.
• Strategies:
- Looping: A high-speed topspin attack.
- Blocking: Defensive shot to control opponent’s speed.
- Placement: Hitting the ball to the opponent’s weak areas.
PARTICIPATION & FOULS
• Participation Criteria:
- Players must have quick reflexes and hand-eye
coordination.
- Competitions include national and international levels.
• Fouls & Penalties:
- Double Bounce: The ball must bounce only once before
returning.
- Net Fault: Serve must clear the net.
- Illegal Serve: Tossing the ball incorrectly results in a fault.
SCORING & WINNING RULES
• Scoring System:
- Players score a point when the opponent fails to return
the ball.
- Games are played to 11 points, with a 2-point lead
required.
• Winning:
- A player must win 3 out of 5 games (or 4 out of 7 in
major tournaments).
SAFETY GUIDELINES & AWARDS
• Safety Rules:
- Proper warm-up and stretching.
- Avoid excessive force to prevent injuries.
- Maintain grip on the racket to prevent slips.
• Awards:
- Olympic Gold Medals.
- ITTF World Championships.
- National & Continental Championships.
Wrestling
BRIEF HISTORY OF WRESTLING
• Advanced Skills:
- Takedown: Controlling the opponent and bringing them to the
mat.
- Reversal: Switching from defense to offense.
- Pinning: Holding the opponent's shoulders on the mat.
• Strategies:
- Stamina and endurance training.
- Fast footwork and hand control.
- Using leverage to dominate opponents.
PARTICIPATION & FOULS
• Participation Criteria:
- Divided into weight categories.
- Wrestlers must meet competition regulations.
• Fouls & Penalties:
- Illegal moves like choking, biting, or striking.
- Fleeing the mat to avoid engagement.
- Failing to engage actively results in penalties.
SCORING & WINNING RULES
• Scoring System:
- Takedown: 2-4 points.
- Reversal: 1-2 points.
- Near Fall: 2-4 points.
• Winning:
- Victory by Fall (Pinning opponent’s shoulders).
- Technical Superiority (10-Point lead).
- Decision by points or disqualification.
SAFETY GUIDELINES & AWARDS
• Safety Rules:
- Proper warm-up and conditioning.
- Use of protective headgear and mouthguards.
- Referees ensure safe play.
• Awards:
- Olympic Gold Medals.
- World Wrestling Championships.
- National & Collegiate Wrestling Titles.