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Im looking for volleyball fundamental skills and equipments and rules of badmintonplease help me!!!!!?

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Im looking for volleyball fundamental skills and equipments and rules of badmintonplease help me!!!!!?

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  1. Can help with the badminton bit - see PDF download on this page:

    http://www.badmintonengland.co.uk/text.a...


  2. Rules

    Volleyball court

    Volleyball court

    Equipment

    The game is played on volleyball courts 18 metres long and 9 metres wide, divided into two 9 x 9 metre courts by a one-metre wide net placed so that the top of the net is 2.43 metres above the centre of the court for men's competition, and 2.24 metres for women's competition (these heights are varied for veterans and junior competitions). There is a line 3 metres from and parallel to the net in each team court which is considered the "attack line". This "3 metre" line divides the court into "back row" and "front row" areas. These are in turn divided into 3 areas each: these are numbered as follows, starting from area "1", which is the position of the serving player:

    4 3 2

    5 6 1

    After a team gains the serve (also known as siding out), its members must rotate in a clockwise direction, with the player previously in area "2" moving to area "1" and so on, with the player from area "1" moving to area "6" (see also the Errors and Faults section).

    The team courts are surrounded by an area called the free zone which is a minimum of 3 metres wide and which the players may enter and play within after the service of the ball.[1] All lines denoting the boundaries of the team court and the attack zone are drawn or painted within the dimensions of the area and are therefore a part of the court or zone. If a ball comes in contact with the line, the ball is considered to be "in". An antenna is placed on each side of the net perpendicular to the sideline and is a vertical extension of the side boundary of the court. A ball passing over the net must pass completely between the antennae (or their theoretical extensions to the ceiling) without contacting them.

    The volleyball is made of leather or synthetic leather and inflated with compressed air. It is round and 65-67 cm in circumference.

    Game play

    Each team consists of six players, three located in front of the attack line and three behind.

    To get play started, a team is chosen to serve by coin toss. A player from the serving team (the server) throws the ball into the air and attempts to hit the ball so it passes over the net on a course such that it will land in the opposing team's court (the serve). The opposing team must use a combination of no more than three contacts with the volleyball to return the ball to the opponent's side of the net. These contacts usually consist first of the bump or pass so that the ball's trajectory is aimed towards the player designated as the setter; second of the set (an over-hand pass using wrists to push finger-tips at the ball) by the setter so that the ball's trajectory is aimed towards one or more players designated as the attacker and third by the attacker who spikes (jumping, raising one arm above the head and hitting the ball so it will move quickly down to the ground on the opponent's court) to return the ball over the net. The team with possession of the ball that is trying to attack the ball as described is said to be on offense.

    The team on defense attempts to prevent the attacker from directing the ball into their court by having players at the net jump and reach above the top (and if possible, across the plane) of the net in order to block the attacked ball. If the ball is hit around, above, or through the block, the defensive players arranged in the rest of the court attempt to control the ball with a dig (a fore-arm pass of a hard-driven ball). After a successful dig, the team transitions to offense.

    The game continues in this manner until the ball touches the court within the boundaries or until an error is made.

    Errors and faults

        * The ball lands out of the court, in the same court as the team that touched it last, under the net to the opposing team's court, or the ball touches the net "antennas". The ball also may not pass over or outside the antennas even if it lands in the opponents' court1.

        * The ball is touched more than three times before being returned to the other team's court2.

        * The same player touches the ball twice in succession3.

        * A player "lifts" or "carries" the ball (the ball remains in contact with the player's body for too long).

        * A player touches the net with any part of his or her body or clothing while making a play on the ball (with the exception of the hair).

        * The players of one team do not manage to touch the ball before the ball lands in their half of the court.

        * A back-row player spikes the ball while it is completely above the top of the net, unless he or she jumped from behind the attack line (the player is however allowed to land in front of the attack line).

        * A back-row player attempts to block an opposing team's attack by reaching above the top of the net.

        * The libero, a defensive specialist who can only play in the back row, makes an "attacking hit", defined as any shot struck while the ball is entirely above the top of the net.

        * A player completes an attack hit from higher than the top of the net when the ball is coming from an overhand finger pass (set) by a libero in the front zone.

        * A player is not in the correct position at the moment of serve, or serves out of turn. This type of foul is related to the position currently occupied by the players (see the table in the Equipment section). When ball is served, players can place themselves freely on the field (e.g. a "back-row" player can be close to the net) so long as they obey the following rules: The area "1" player must be behind the area "2" player and to the right of the area "6" player. The area "6" player must be behind area "3" player, to the left of area "1" player and to the right of area "5". The area "5" player must be behind the area "4" player and to the left of the area "6" player. Symmetric rules must be respected by the front-row players (those in areas "2", "3" and "4").

        * When hitting, a player makes contact with the ball in the space above the opponent's court (in blocking an attack hit, this is allowed).

        * A player touches the opponent's court with any part of his or her body except the feet or hands4.

        * When serving, a player steps on the court or the endline before making contact with the ball.

        * A player takes more than 8 seconds to serve.[2]

        * At the moment of serve, one or more players jump, raise their arms or stand together at the net in an attempt to block the sight of the ball from the opponent (screening)5.

    Notes: 1 If the ball passes outside the antennas on the first contact for the team, e.g. as the result of a bad pass or dig, a player is allowed to go after the ball as long as he or she does not touch the opponent's court and the ball travels back to his or her team's court also outside the antennas.

    2 Except if a player blocks (touches a ball sent over the net by the opposing team, while reaching above the top of the net) a ball that stays in the blocker's side of the net. In such an instance the blocker may play the ball another time without violating the rule against playing the ball twice in succession. If the ball is touched during a block, that contact is not considered one of the team's three contacts.

    3 At the first hit of the team, the ball may contact various parts of the body consecutively provided that the contacts occur during one action. Also, when a player touches the ball on a block, he or she may make another play on the ball.

    4 Penetration under the net with hands or feet is allowed only if a portion of the penetrating hands or feet remains in contact with or directly above the player's court or centre line.[3]

    5 Screening is only a fault if the players stand directly next to each other in a way that clearly impedes vision, and the serve is a low line drive over their heads. (This is a judgment call by the referee. Teams are generally given a warning before being sanctioned for screening.)

    Scoring

    When the ball contacts the floor within the court boundaries or an error is made, the team that did not make the error is awarded a point, whether they served the ball or not. The team that won the point is awarded the right to serve for the next point. If the team that won the point served the previous point, the same player serves again. If the team that won the point did not serve the previous point, the players of the team rotate their position on the court in a clockwise manner. The game continues, with the first team to score 25 points (and be two points ahead) awarded the set. Matches are best-of-five sets and the fifth set (if necessary) is usually played to 15 points. (Scoring differs between leagues, tournaments, and levels; high schools sometimes play best-of-three to 30; in the NCAA games are played best-of-five to 30.)

    Before 1999, points could be scored only when a team had the serve (side-out scoring) and all sets went up to only 15 points. The FIVB changed the rules in 1999 (with the changes being compulsory in 2000) to use the current scoring system (formerly known as rally point system), primarily to make the length of the match more predictable and to make the game more spectator- and television-friendly.

    The Libero

    In 1998 the libero player was introduced internationally, the term meaning free in Italian; the NCAA introduced the libero in 2002. The libero is a player specialized in defensive skills: They must wear a contrasting jersey color from his or her teammates and cannot block or attack the ball when it is entirely above net height. When the ball is not in play, the libero can replace any back-row player, without prior notice to the officials. Their replacements also do not count against the substitution limit each team is allowed per set, although the libero may be replaced only by the player whom they replaced.

    The libero may function as a setter only under certain restrictions. If she/he makes an overhand set, she/he must be standing behind (and not stepping on) the 3-metre line; otherwise, the ball cannot be attacked above the net in front of the 3-metre line. An underhand pass is allowed from any part of the court.

    Furthermore, a libero is not allowed to serve, according to international rules, with the exception of the NCAA women's volleyball games, where a 2004 rule change allows the libero to serve, but only in a specific rotation.

    Other recent rule changes

    Other rule changes enacted in 2000 include the introduction of the let serve which allows play to continue even if a served ball touches the net as long as it continues into the opponents' court. Also, the service area was expanded to allow players to serve from anywhere behind the end line but still within the theoretical extension of the sidelines. Other changes were made to lighten up calls on faults for carries and double-touches, such as allowing multiple contacts by a single player ("double-hits") on a team's first contact. From 2006 there are plans for trying new rule changes, such as having a second serve option when failing the first (as in tennis) or a second alternative libero in the team.

    Skills

    Competitive teams are supposed to master six basic skills: serve, pass, set, attack, block and dig. Each of these skills comprises a number of specific techniques that have been introduced along the years and are now considered standard practice in high-level volleyball.

    Serve

    A player stands behind the baseline and serves the ball, in an attempt to drive it into the opponent's court. His or her main objective is to make it land inside the court; it is also desirable to set the ball's direction, speed and acceleration so that it becomes difficult for the receiver to handle it properly. A serve is called an "ace" when the ball lands directly onto the court or travels outside the court after being touched by an opponent.

    In contemporary volleyball, many types of serves are employed:

        * Underhand and Overhand Serve: refers to whether the player strikes the ball from below, at waist level, or first tosses the ball in the air and then hits it above shoulder level. Underhand serve is considered very easy to receive and is rarely employed in high-level competitions, and is used if a player is disabled or as a strategy.

        * Sky Ball Serve: a specific type of underhand serve, where the ball is hit so high it comes down almost in a straight line. This serve was invented and employed almost exclusively by the Brazilian team in the early 1980s and is now considered outdated.

        * Line and Cross-Court Serve: refers to whether the balls flies in a straight trajectory parallel to the side lines, or crosses through the court in an angle.

        * Spin Serve: an overhand serve where the ball gains topspin through wrist snapping.

        * Floater: an overhand serve where the ball is hit with no spin so that its path becomes unpredictable. This type of serve can be administered while jumping or standing. This is akin to a knuckleball in baseball.

        * Jump Serve: an overhand serve where the ball is first tossed high in the air, then the player makes a timed approach and jumps to make contact with the ball. There is usually much topspin imparted on the ball. This is the most popular serve amongst college and professional teams.

        * Round-House Serve: the player stands with one shoulder facing the net, tosses the ball high and hits it with a fast circular movement of the arm. The ball is hit with the palm of the hand, creating a lot of spin.

    Pass

    Also called reception, the pass is the attempt by a team to properly handle the opponent's serve or "free ball". Proper handling includes not only preventing the ball from touching the court, but also making it reach the position where the setter is standing quickly and precisely.

    The skill of passing involves fundamentally two specific techniques: underarm pass, or bump (“bacher” in European terminology), where the ball touches the inside part of the joined forearms or platform, at waist line; and overhand pass, where it is handled with the fingertips above the head and is common of setters.

    Set

    The set is usually the second contact that a team makes with the ball. The main goal of setting is to put the ball in the air in such a way that it can be driven by an attack into the opponent's court. The setter coordinates the offensive movements of a team, and is the player who ultimately decides which player will actually attack the ball.

    As with passing, one may distinguish between an overhand and a bump set. Since the former allows for more control over the speed and direction of the ball, the bump is used only when the ball is so low it cannot be properly handled with fingertips, or in beach volleyball where rules regulating overhand setting are more stringent. In the case of a set, one also speaks of a front or back set, meaning whether the ball is passed in the direction the setter is facing or behind the setter. There is also a jump set that is used when the ball is too close to the net. In this case the setter usually jumps off his or her right foot straight up to avoid going into the net. The setter usually stands about ⅔ of the way from the left to the right of the net and faces the left (the larger portion of net that he or she can see).

    Sometimes a setter refrains from raising the ball for a teammate to perform an attack and tries to play it directly onto the opponent's court. This movement is called a "dump". The most common dumps are to 'throw' the ball behind the setter or in front of the setter to zones 2 and 4. More experienced setters toss the ball into the deep corners or spike the ball on the second hit.

    Attack

    The attack (or spike, the slang term) is usually the third contact a team makes with the ball. The object of attacking is to handle the ball so that it lands on the opponent's court and cannot be defended. A player makes a series of steps (the "approach"), jumps, and swings at the ball.

    Ideally the contact with the ball is made at the apex of the hitter's jump. At the moment of contact, the hitter's arm is fully extended above his or her head and slightly forward, making the highest possible contact while maintaining the ability to deliver a powerful hit. The hitter uses arm swing, wrist snap, and a rapid forward contraction of the entire body to drive the ball. A 'bounce' is a slang term for a very hard/loud spike that follows an almost straight trajectory steeply downward into the opponent's court and bounces very high into the air.

    Contemporary volleyball comprises a number of attacking techniques:

        * Backcourt attack: an attack performed by a back row player. The player must jump from behind the 3-metre line before making contact with the ball, but may land in front of the 3-metre line.

        * Line and Cross-court Shot: refers to whether the ball flies in a straight trajectory parallel to the side lines, or crosses through the court in an angle. A cross-court shot with a very pronounced angle, resulting in the ball landing near the 3-metre line, is called a cut shot.

        * Dip/Dink/Tip/Cheat: the player does not try to make a hit, but touches the ball lightly, so that it lands on an area of the opponent's court that is not being covered by the defense.

        * Tool/Wipe/Block-abuse: the player does not try to make a hard spike, but hits the ball so that it touches the opponent's block and then bounces off-court.

        * Off-speed hit: the player does not hit the ball hard, reducing its acceleration and thus confusing the opponent's defense.

        * Quick hit/"One": an attack (usually by the middle blocker) where the approach and swing begin before the setter contacts the ball. The set (called a "quick set") is placed only slightly above the net and the ball is struck by the hitter almost immediately after leaving the setter's hands.

        * Slide: a variation of the quick hit that uses a low back set. The middle hitter steps around the setter and hits from behind him or her.

        * Double quick hit/"Stack"/"Tandem": a variation of quick hit where two hitters, one in front and one behind the setter or both in front of the setter, jump to perform a quick hit at the same time. It can be used to deceive opposite blockers and free a fourth hitter attacking from backcourt, maybe without block at all.

    Block

    Blocking refers to the actions taken by players standing at the net to stop or alter an opponent's attack.

    A block that is aimed at completely stopping an attack, thus making the ball remain in the opponent's court, is called offensive. A well-executed offensive block is performed by jumping and reaching to penetrate with one's arms and hands over the net and into the opponent's area. The jump should be timed so as to intercept the ball's trajectory prior to it crossing over the net. Palms are held deflected downward about 45-60 degrees toward the interior of the opponents court. A "roof" is a spectacular offensive block that redirects the power and speed of the attack straight down to the attacker's floor, as if the attacker hit the ball into the underside of a peaked house roof.

    You can also use a "swing block" in which the blocker wants to stay very close to the net (like in a regular block) and will use his/or arms to "swing" and block the ball. With all blocking, timing is very important. If you don't start at the right time, the block will not work. You want to start your blocking approach when the hitter begins to start their hitting approach.

    By contrast, it is called a defensive, or "soft" block if the goal is to control and deflect the hard-driven ball up so that it slows down and becomes more easy to be defended. A well-executed soft-block is performed by jumping and placing one's hands above the net with no penetration into the opponent's court and with the palms up and fingers pointing backward.

    Blocking is also classified according to the number of players involved. Thus, one may speak of single (or solo), double, or triple block.

    Successful blocking does not always result in a "roof" and many times does not even touch the ball. While it’s obvious that a block was a success when the attacker is roofed, a block that consistently forces the attacker away from his or her 'power' or preferred attack into a more easily controlled shot by the defense is also a highly successful block.

    At the same time, the block position influences the positions where other defenders place themselves while opponent hitters are spiking.

    Dig

    .

    Digging is the ability to prevent the ball from touching one's court after a spike, particularly a ball that is nearly touching the ground. In many aspects, this skill is similar to passing, or bumping: overhand dig and bump are also used to distinguish between defensive actions taken with fingertips or with joined arms.

    Some specific techniques are more common in digging than in passing. A player may sometimes perform a "dive", i.e., throw his or her body in the air with a forward movement in an attempt to save the ball, and land on his or her chest. When the player also slides his or her hand under a ball that is almost touching the court, this is called a "pancake".

    Sometimes a player may also be forced to drop his or her body quickly to the floor in order to save the ball. In this situation, the player makes use of a specific rolling technique to minimize the chances of injuries.

    Coaching

    Basic principles

    Coaching for volleyball can be classified under two main categories: match coaching and developmental coaching. The objective of match coaching is to win a match by managing a team's strategy. Developmental coaching emphasizes player development through the re-enforcement of basic skills during exercises known as "drills". Drills promote repetition and refinement of volleyball movements, particularly in footwork patterns, body positioning relative to others, and ball contact. A coach will construct drills that simulate match situations thereby encouraging speed of movement, anticipation, timing, and team-work. At the various stages of a player's career, a coach will tailor drills to meet the strategic requirements of the team.

    Strategy

    An image from an international match between Italy and Russia in 2005. A Russian player on the left has just served, with three men of his team next to the net moving to their assigned block positions from the starting ones. Two others, in the back-row positions, are preparing for defense. Italy, on the right, has three men in a line, each preparing to pass if the ball reaches him. The setter is waiting for their pass while the middle hitter with no. 10 will jump for a quick hit if the pass is good enough. Alessandro Fei (no. 14) has no passing duties and is preparing for a back-row hit on the right side of the field. Note the two liberos with different color dress. Middle hitters/blockers are commonly substituted by liberos in their back-row positions.

    An image from an international match between Italy and Russia in 2005. A Russian player on the left has just served, with three men of his team next to the net moving to their assigned block positions from the starting ones. Two others, in the back-row positions, are preparing for defense. Italy, on the right, has three men in a line, each preparing to pass if the ball reaches him. The setter is waiting for their pass while the middle hitter with no. 10 will jump for a quick hit if the pass is good enough. Alessandro Fei (no. 14) has no passing duties and is preparing for a back-row hit on the right side of the field. Note the two liberos with different color dress. Middle hitters/blockers are commonly substituted by liberos in their back-row positions.

    Player specialization

    Players do not usually master all six skills, but rather focus on one or more of them in connection with the tactics employed by each team. The most common specialization comprises three positions: attacker/blocker (also differentiated in "outside" and "middle"), setter and liberos (defensive specialist).

    Generally, taller players with the ability to jump high are utilized as attackers/blockers, where they attempt to block or spike opponents' initial hits and return the ball at high speed on steep trajectories so that the ball lands before the other team has time to react.

        * Setters have the task for orchestrating the offense of the team. They aim for second touch and their main responsibility is to place the ball in the air where the attackers can hit the ball into the opponents' court in the easiest way possible. They have to be able to operate with the hitters with variety and break up the enemy's block. Setters need to have swift and skillful appraisal and tactical accuracy, and must be quick at moving around the court.

        * Liberos are defensive specialists, who are responsible for receiving the attack or serve (the dig) and are usually the players on the court with the quickest reaction time and best passing skills. Liberos do not necessarily need to be tall, as they never play at the net, allowing shorter players with strong passing skills to excel. A player designated as a libero for a match may not play other roles during that match.

        * Middle blockers or Middle hitters are players that can perform very fast attacks that usually take place near the setter. They are specialized in blocking, since they must attempt to stop equally fast plays from their opponents and then quickly set up a double block at the sides of the court. In general they are the tallest players, but are often less skillful defensive players.

        * Outside hitters, also known as power hitters, attack from near the antennas. Since most sets to the outside are high, the outside hitter may take a longer approach, sometimes even starting from outside the court sideline. An outside hitter generally relies on a powerful swing to score, but some offensive plays may call for an angled approach and/or quick attacks to confound the defense. Outside hitters must also master passing, since they generally help the libero in receiving the opponent's serve. A strong-side hitter is an outside hitter that specializes in attacking from the front-left position. This hitting position is advantageous for a right-handed hitter, because the set will come from the right, and can therefore be delivered efficiently to the hitting arm. Conversely, the attacker in the front-right position is the weak-side hitter. Since the set is coming from his left, a right-handed hitter in the weak-side position will have to swing across his body to attack. Thus, left-handedness can be a desirable quality in a weak-side hitter.

    Formations

    The three standard volleyball formations are known as "4-2", "6-2" and "5-1", which refers to the number of hitters and setters respectively. 4-2 is a basic formation used only in beginners' play, while 5-1 is by far the most common formation in high-level play.

    4-2

    The 4-2 formation has four hitters and two setters. The setters usually set from the middle front position. (In the rare competitive 4-2, the setters more often set from the right front position.) The team will therefore have two front-row attackers at all times.

    The setters line up opposite each other in the rotation. The typical lineup has two outside hitters. By aligning like positions opposite themselves in the rotation, there will always be one of each position in the front and back rows. After service, the players in the front row move into their assigned positions, so that the setter is always in middle front. Alternatively, the setter moves into the right front and has both a middle and an outside attacker; the disadvantage here lies in the lack of an offside hitter, allowing one of the other team's blockers to "cheat in" on a middle block.

    The clear disadvantage to this offensive formation is that there are only two attackers, leaving a team with fewer offensive weapons.

    Another aspect is to see the setter as an attacking force, albeit a weakened force, because when the setter is in the front court they are able to 'tip' or 'dump', so when the ball is close to the net on the second touch, the setter may opt to hit the ball over with one hand. This means that the blocker who would otherwise not have to block the setter is engaged and may allow one of the hitters to have an easier attack.

    6-2

    In the 6-2 formation, a player always comes forward from the back row to set. The three front row players are all in attacking positions. Thus, all six players act as hitters at one time or another, while two can act as setters. So the 6-2 formation is actually a 4-2 system, but the back-row setter penetrates to set.

    The 6-2 lineup thus requires two setters, who line up opposite to each other in the rotation. In addition to the setters, a typical lineup will have two middle hitters and two outside hitters. By aligning like positions opposite themselves in the rotation, there will always be one of each position in the front and back rows. After service, the players in the front row move into their assigned positions.

    The advantage of the 6-2 is that there are always three front-row hitters available, maximizing the offensive possibilities. However, not only does the 6-2 require a team to possess two people capable of performing the highly specialized role of setter, it also requires both of those players to be effective offensive hitters when not in the setter position. At the international level, only the Cuban National Women's Team employs this kind of formation. It is also used in Women's NCAA play, partially due to the variant rules used which allow 15 substitutions per set (as opposed to the 6 allowed in the standard rules).

    5-1

    The 5-1 formation has only one who assumes setting responsibilities regardless of his or her position in the rotation. The team will therefore have three front-row attackers when the setter is in the back row, and only two when the setter is in the front row, for a total of five.

    The player opposite the setter in a 5-1 rotation is called the opposite hitter. In general, opposite hitters do not pass; they stand behind their teammates when the opponent is serving. The opposite hitter may be used as a third attack option (back-row attack) when the setter is in the front row: this is the normal option used to increase the attack capabilities of modern volleyball teams. Normally the opposite hitter is the most technical skilled hitter of the team. Back-row attacks generally come from the back-right position (position 1), but are increasingly performed from back-center in high-level play.

    The big advantage of this system is that the setter always has 3 hitters to vary sets with. If the setter does this well, the opponent's middle blocker may not have enough time to block with the outside hitter, increasing the chance for the attacking team to score.

    There is another advantage: when the setter is a front-row player, he or she is allowed to jump and "dump" the ball onto the opponent's side. This too can confuse the opponent's blocking players: the setter can jump and dump or can set to one of the hitters. A good setter knows this and thus won't only jump to dump or to set for a quick hit, but as well to confuse the opponent.

    The 5-1 offense is actually a mix of 6-2 and 4-2: when the setter is in the front row, the offense looks like a 4-2; when the setter is in the back row, the offense looks like a 6-2.

    Scoring system development

    In the traditional scoring system,[6] games were played to 15 points, except for women's singles which was played up to 11. A match was decided by the best of three games. Only the serving players were able to score a point. In doubles, both players of a pair would serve before the service returned to the other side: in order to regain the service, the receiving pair had to win two rallies (not necessarily consecutively).

    In 1992, the IBF introduced new rules: setting at 13-all and 14-all. This meant that if the players were tied at 13-13 or 14-14 (9-9 or 10-10 for women's singles), the player who had first reached that score could decide elect to set and play to 17 (or to 13 for women's singles).

    In 2002 the IBF, concerned with the unpredictable and often lengthy time required for matches, decided to experiment with a different scoring system to improve the commercial and especially the broadcasting appeal of the sport. The new scoring system[7] shortened games to 7 points and decided matches by the best of 5 games. When the score reached 6-6, the player who first reached 6 could elect to set to 8 points.

    Yet the match time remained an issue, since the playing time for the two scoring systems was similar. This experiment was abandoned and replaced by a modified version of the traditional scoring system.

    In December 2005 the IBF experimented again with the scoring system, intending both to regulate the playing time and to simplify the system for television viewers. The main change from the traditional system was to adopt rally point scoring, in which the winner of a rally scores a point regardless of who served; games were lengthened to 21 points. However, the new scoring system makes the game duration significantly shorter. The experiment ended in May 2006, and the IBF ruled that the new scoring system would be adopted from August 2006 onwards.[8] This scoring system is described in full in Scoring system and service, below.

    Laws of the Game

    The following information is a simplified summary of the Laws, not a complete reproduction. The almost always marked for both singles and doubles play, although the laws permit a court to be marked for singles only. The doubles court is wider than the singles court, but the doubles service court is shorter than the singles service court.

    The full width of the court is 6.1 metres, and in singles this width is reduced to 5.18 metres. The full length of the court is 13.4 metres. The service courts are marked by a centre line dividing the width of the court, by a short service line at a distance of 1.98 metres from the net, and by the outer side and back boundaries. In doubles, the service court is also marked by a long service line, which is 0.78 metres from the back boundary.

    The net is 1.55 metres (5 ft 1 inch) high at the edges and 1.524 metres (5 ft) high in the centre. The net posts are placed over the doubles side lines, even when singles is played.

    Surprisingly, there is no mention in the Laws of a minimum height for the ceiling above the court. Nonetheless, a badminton court will not be suitable if the ceiling is likely to be hit on a high serve.

    Equipment laws

    The Laws specify which equipment may be used. In particular, the Laws restrict the design and size of rackets and shuttlecocks. The Laws also provide for testing a shuttlecock for the correct speed:

        3.1

            To test a shuttle, 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 the correct speed will land not less than 530 mm and not more than 990 mm short of the other back boundary line....

    Scoring system and service

    A point shall be added to a player's score whenever he wins a rally.

    A match consists of the best of three games; a game is won by the first player to score 21 points, except if the score reaches 20 points each; in this case, play shall continue until one player either achieves a two point lead (such as 24-22), or his score reaches 30 (the score shall not extend beyond 30: 30-29 is a winning score).

    At the start of a match a coin toss is conducted between the players or pairs. The winners of the coin toss may make one of two choices: they may choose whether to serve or receive first, or they may choose which end of the court they wish to occupy. After they have made this choice, their opponents shall exercise the remaining choice. In less formal settings, the coin toss is often replaced by hitting a shuttle into the air: whichever side it points to shall serve first.

    In subsequent games, the winners of the previous game shall serve first. For the first rally of any doubles game, the serving pair may decide who serves and the receiving pair may decide who receives. The players shall change ends at the start of the second game; if the match proceeds to a third game, the players shall change ends both at the start of the game and when the leading pair's score reaches 11 points.

    In singles, the server shall stand in his right service court when his score is even, and in his left service court when his score is odd; his opponent shall stand in the diagonally opposite service court.

    In doubles, the players shall remember their service positions from the previous rally; the receivers shall remain in the same service courts. When a receiving pair wins a point and thereby regains the service, they shall not change their service court positions. If their new score is even, then the player in the right service court shall serve; if their new score is odd, then the player in the left service court shall serve. Thereafter, if they continue to win points, the server shall alternate between the service courts, so that he serves to each receiver in turn.

    There are several notable consequences of this system. First, rally point scoring ensures that the start of the game is fairer than under the older scoring system; without rally point scoring, serving at the start of the game is a significant advantage. Second, there is no "second server", unlike under the older scoring system. Third, each time a pair regains the service, the service court laws ensure that the server shall be the player who did not serve last.

    The server and receiver must remain within their service courts, so that their feet do not touch the boundary lines, until the server strikes the shuttle. The other two players may stand wherever they wish, so long as they do not unsight the opposing server or receiver.

    Faults

    Players win a rally by striking the shuttle onto the floor within the boundaries of their opponents' court. Players also win a rally if their opponents commit a fault. The most common fault in badminton is when the players fail to return the shuttle so that it passes over the net and lands inside their opponents' court, but there are also other ways that players may be faulted. The following information lists some of the more common faults.

    Several faults pertain specifically to service. A serving player shall be faulted if he strikes the shuttle from above his waist (defined as his lowest rib), or if his racket is not pointing downwards at the moment of impact. This particular law changed in 2006: previously, the server's racket had to be pointing downwards to the extent that the racket head was below the hand holding the racket; now, any angle below the horizontal is acceptable.

    Neither the server nor the receiver may lift a foot until the shuttle has been struck by the server. The server must also initially hit the base (cork) of the shuttle, although he may afterwards also hit the feathers as part of the same stroke. This law was introduced to ban an extremely effective service style known as the S-serve or Sidek serve, which allowed the server to make the shuttle spin chaotically in flight.[9]

    Each side may only strike the shuttle once before it passes back over the net; but during a single stroke movement, a player may contact a shuttle twice (this happens in some sliced shots). A player may not, however, hit the shuttle once and then hit it with a new movement, nor may he carry and sling the shuttle on his racket.

    It is a fault if the shuttle hits the ceiling.

    Lets

    If a let is called, the rally is stopped and replayed with no change to the score. Lets may occur due to some unexpected disturbance such as a shuttle landing on court (having being hit there by players on an adjacent court).

    If the receiver is not ready when the service is delivered, a let shall be called; yet if the receiver makes any attempt to return the shuttle, he shall be judged to have been ready.

    There is no let if the shuttle hits the tape (even on serviceing

    Equipment

    Racquet: A racquet is a vital piece of equipment in badminton. Traditionally racquets were made of wood. Later on, aluminium or other light metals became the material of choice. Badminton racquets are composed of carbon fiber composite (graphite reinforced plastic), with titanium composites (nanocarbon) added as extra ingredients. Carbon fiber has an excellent strength to weight ratio, is stiff, and gives excellent kinetic energy transfer. They are two types of racquet: isometric (square) and oval. Racquets normally weigh between 80-95 g but weight differs between manufacturers, as it can affect how fast the racquet can swing.

    Grip: Grip is the interface between the player's hand and the racquet. Type, size and thickness are three characteristics that effect the choice of grip. There are two types of grips: synthetic and towel. Synthetic grips are less messy and provide excellent friction. Towel grips are usually preferred as they are usually more comfortable and absorbent of sweat. Both have disadvantages as synthetic grips can deteriorate if too much sweat is absorbed and towel grips need to be changed often.

    String: Perhaps one of the most overlooked areas of badminton equipment is the string. Different types of string have different response properties. Durability generally varies with performance. Most strings are 21 gauge in thickness and strung at 18 to 30 lbf (80 to 130 newtons) of tension. Racquets strung at lower tensions (18 to 21 lbf or 80 to 95 N) generate greater power while racquets strung at higher tensions provide greater control (21 lbf, over 95 N). Simply, a higher tension rewards hard hitting, while it robs power from a light hitter. Conversely, a lower tensioned string helps light hitter with a better timed trampoline effect.

    Shuttlecock: A shuttlecock has an open conical shape, with a rounded head at the apex of the cone, they are made of cork and overlapped by sixteen goose feathers. There are different speeds and weights, but for easy classification, 75 is regarded as slow and 79 is the fastest shuttlecock.[10] The feather shuttle is fairly brittle and thus for economical reasons this has been replaced by the use of a plastic (usually nylon) or rubber head and a plastic (usually nylon) skirt for practice use.

    Shoes: Because acceleration across the court is so important, players need excellent grip with the floor at all times. Badminton shoes need gummy soles for good grip, reinforced side walls (lateral support) for durability during drags, and shock dispersion technology for jumping; badminton places a lot of stress on the knees and ankles. Like most sports shoes, they are also light weight. They have a thin but well supported sole with good lateral support to keep the player’s feet close to the ground, allowing for speed and ankle bending directional changes with lower chance of injury; light weight for faster foot movement.[11]

    Basic strokes

    There are many strokes in badminton; below is a list of basic strokes, which is divided into strokes played from the forecourt, midcourt, and rearcourt (the forecourt is the part of the court near the net, the rearcourt is the part of the court farthest away from the net, and the midcourt is the area in between them).

    This list does not include every possible stroke, but only the strokes that are commonly played from that part of the court. The descriptions also assume that the players are of a very high standard and are making sensible choices of strokes.

    Strokes played from the forecourt

        *

          Serve

              The serve begins a rally. Serves are subject to several service laws that limit the attacking potential for service. The overall effect of these laws is that the server must hit in an upwards direction; "tennis serves" are prohibited. The serve is always cross court (diagonal).

              Low serve

              The low serve travels into the receiver's forecourt, to fall on or just after the opponents short service line. Low serves must travel as close to the net tape as possible, or they will be attacked fiercely. In doubles, the straight low serve is the most frequently used service variation.

              High serve

              The high serve is hit very high, so that the shuttle falls vertically at the back of the receiver's service court. The high serve is never used in doubles, but is common in singles.

              Flick serve

              Although the flick serve is hit upwards, the trajectory is much shallower than the high serve.

              Drive serve

              Drive serves are hit flat to the back of the receiver's service court. The drive serve is almost never used in elite games, because it relies on the receiver being unprepared. If the receiver reacts well, then the drive serve will be severely punished.

        *

          Netshot

              A netshot is played into the opponent's forecourt, as close to the net as possible.

        *

          Net kill

              A net kill is an attempt to win the rally outright. A net kill is the most aggressive stroke in badminton: the opponent has little or no chance of returning the shuttle. Net kills are played steeply downwards with pace into the opponent's forecourt or midcourt.

              Long kill

              The long kill is a net kill that is not so steep and therefore travels towards the rearcourt. A long kill is only used if a steeper kill cannot be played. It is similar to a net drive, but much more aggressive. The long kill can be played when returning a poor low serve.

        *

          Net drive, net push, net lift

              These strokes are all the same as their midcourt counterparts, which are described below.

    Strokes played from the midcourt

    With the exception of the smash, all midcourt strokes are played with the shuttle either near the ground, or about net height, or slightly higher than net height. If the shuttle is ever high in the midcourt, a powerful smash will be played to finish the rally.

        *

          Drive

              A drive is played when the shuttle is near net height, at the side of the player's body. Drives pass with pace into the opponent's midcourt or rearcourt. Although drives are played with pace, very high shuttle speed is not desirable because the shuttle will go out at the back. The trajectory of a drive is approximately flat.

              Half-court drive

              A drive played from in front of the body, usually hitting the shuttle from nearer the net than an ordinary drive.

        *

          Push

              A push is played from the same situation as a drive, but played softly into the opponent's forecourt or front midcourt.

              Half-court push

              A push played from in front of the body, usually hitting the shuttle from nearer the net than an ordinary push.

        *

          Lift

              A lift is played upwards to the back of the opponent's court. Midcourt lifts are most commonly played in response to a smash or well-placed push.

              Defensive lift

              A lift that is hit very high, so that the player gains time for recovery to a good base position. Defensive lifts, because of the flight characteristics of a shuttlecock, force the opponent to hit from the extreme back of the court.

              Attacking lift

              A lift that is hit more shallowly, so that the opponent is forced to move very quickly to prevent the shuttle from travelling behind him. Attacking lifts, because of the flight characteristics of a shuttlecock, may be intercepted slightly earlier than defensive lifts.

        *

          Smash

              See the smash entry under rearcourt strokes, below. A midcourt smash is especially devastating.

    Strokes played from the rearcourt

    In the rearcourt, most strokes are played overhead. If the shuttle has dropped low in a player's rearcourt, so that he is unable to play an overhead stroke, then he is at a great disadvantage and is likely to lose the rally. The following strokes are all played from overhead:

        *

          Clear

              A clear travels high and to the back of the opponent's rearcourt.

              Defensive clear

              A clear that is hit very high, so that the player gains time for recovery to a good base position. Defensive clears, because of the flight characteristics of a shuttlecock, force the opponent to hit from the extreme back of the court.

              Attacking clear

              A clear that is hit more shallowly, so that the opponent is forced to move very quickly to prevent the shuttle from travelling behind him. Attacking clears, because of the flight characteristics of a shuttlecock, may be intercepted slightly earlier than defensive clears.

        *

          Smash

              A smash is a powerful stroke, played so that the shuttle travels steeply downwards at great speed into the opponent's midcourt.

              Jump smash

              A smash where the player jumps for height. The aim of a jump smash is to hit the smash at a steeper angle. Jump smashes are most common in men's doubles.

        *

          Dropshot

              A dropshot is played downwards into the opponent's forecourt. Dropshots are usually disguised as smashes or clears, so that the opponent cannot anticipate the dropshot.

    Advanced strokes

    Advanced strokes are typically variations on a basic stroke. Often the purpose of an advanced stroke is to deceive the opponent, but advanced strokes may also be used to manipulate the flight path of the shuttlecock by introducing spin. Spin may cause the shuttlecock to follow a curved path and to dip more steeply as it falls.

    A common technique for advanced strokes is slicing, where the shuttle is hit with an angled racket face. Often players brush the racket face around the shuttlecock to achieve more spin from their slice. Slices can be used to deceive opponents about the direction in which the player is going to hit the shuttle, and to make apparently powerful strokes that travel slowly (a dropshot may be disguised as a smash).

    The lightness of modern rackets allows good players to play many strokes with a short swing. This skill provides opportunities for deception, because the player may pretend to play a soft stroke (such as a netshot), but then accelerate the racket at the last moment to play a more powerful stroke (such as a lift). This form of deception may also be reversed: players may pretend to play a powerful stoke, but then decelerate the racket at the last moment to play a soft stroke. In general, the former type of deception is more common towards the front of the court, whereas the latter type of deception is more common towards the back of the court.

    Another technique for deception is double motion. In this technique, the player will make an initial motion towards the shuttlecock and then quickly withdraw the racket to hit the shuttlecock in a different direction. The aim is to show the opponent one direction but then quickly place the shuttlecock elsewhere. Some players may even use triple motion, although this is much rarer.

    The following lists are not comprehensive; the scope for advanced strokes in badminton is large, in particular for deceptive strokes.

    Sliced strokes

        *

          Sliced dropshot

              A sliced dropshot allows the player to deceive his opponent about both the power and direction of the stroke. For example, the opponent may expect a straight clear or smash, but receive a crosscourt dropshot instead. Slicing the shuttlecock heavily will cause it to follow a curved path and dip more sharply as it crosses the net. There are two types of sliced dropshots - the normal slice and the reverse slice. The normal slice is played so that the shuttle goes left while the receiver thinks it goes right, however the reverse slice requires more of a brushing motion in order to slice the shuttle to the right while the opponent thinks the drop is being played to the left.

        *

          Sliced smash

              A sliced smash allows the player to deceive his opponent about the direction of his smash. Slicing a smash also allows players to hit in directions that they might otherwise find impossible given their body position on the court.

        *

          Spinning netshot (also called a tumbling netshot)

              Slicing underneath the shuttlecock allows the player to spin the shuttlecock so that it turns over itself several times as it crosses the net. The opponent will be unwilling to address the shuttlecock until it has corrected its flight. The spin also makes the shuttlecock fall tighter to the net.

        *

          Sliced low serves

              Slicing the low serve may be used both for the straight low serve and for the wide low serve to the left side lines (for a righthander).

              Sliced straight low serve

              The purpose of slicing this serve is to not to change the direction, but to make the shuttle dip more steeply as it passes the net. The slicing may also cause the shuttle to wobble or shake in the air (introducing precession to the shuttle's flight), making it harder for the receiver to time and control his reply.

              Sliced wide low serve

              The purpose of slicing this serve is to deceive the opponent into believing that a straight serve, either low or flicked, is being played. For a righthander, the racket head will move at least slightly from left to right, but the shuttlecock will be sent to the left.

    Deceptive strokes from the net

        *

          Deceptive lift (hold and flick)

              The player holds the racket ready for a netshot, but at the last moment flicks the shuttlecock to the rearcout instead. This is mainly used in singles.

        *

          Deceptive crosscourt netshot (breaking the wrist)

              The player holds the racket ready for a straight netshot, but at the last moment turns the racket face sideways to play the shuttle across the net instead. This is so called since the action required to perform this manoeuvre looks as if the wrist has been twisted badly in the opposite direction to the original movement; hence the name - breaking the wrist.

        *

          Racket head fakes

              The player begins a stroke from the net in one direction, but then slightly alters the direction by rotating the racket head during the hitting. This can be used to make it harder for opponents to return net drives and pushes. A more pronounced racket head fake may be produced by using double motion, but this requires that the player have more time to perform the lengthier deception.

    Specialised net kill techniques

        *

          Short-action net kill

              This is a technique for killing shuttecocks that are close to the net tape. The player uses a very short forwards tapping motion to avoid hitting the net tape (which is a fault). The tapping action makes use of sudden tightening of the fingers to create power.

        *

          Brush net kill

              This is a more difficult technique for killing shuttlecocks that are extremely close to the net tape. The player swipes the racket nearly parallel to the tape instead of hitting forwards. With a slight turning of the racket face during the swipe, the shuttlecock may be struck steeply downwards and in the direction of the swipe. For both forehand and backhand brush net kills, the swiping action is inwards to the centre.

    Strategy

    To win in badminton, players need to employ a wide variety of strokes in the right situations. These range from extraordinarily powerful jumping smashes to soft, delicate tumbling net returns. The smash is a powerful overhead stroke played steeply downwards into the middle or rear of the opponents' court; it is similar to a tennis serve, but much faster: the shuttlecock can travel at 300 km/h (186 mph). This is a very effective stroke, and pleases the crowds, but smashing is only one part of the game. Often rallies finish with a smash, but setting up the smash requires subtler strokes. For example, a netshot can force the opponent to lift the shuttle, which gives an opportunity to smash. If the netshot is tight and tumbling, then the opponent's lift will not reach the back of the court, which makes the subsequent smash much harder to return.

    Deception is also important. Expert players make the preparation for many different strokes look identical, so that their opponents cannot guess which stroke will be played. For many strokes, the shuttlecock can be sliced to change its direction; this allows a player to move his racket in a different direction to the trajectory of the shuttlecock. If an opponent tries to anticipate the stroke, he will move in the wrong direction and may be unable to change his body momentum in time to reach the shuttlecock. In badminton you use your wrist a lot and pressing of fingers to a full-body smashes and clears.

    Doubles: In doubles, each side has two players. Both sides will try to gain and maintain the attack, hitting downwards as much as possible. Usually one player will strive to stay at the back of the court and the other at the front, which is an optimal attacking position: the back player will smash and occasionally drop the shuttlecock to the net, and the front player will try to intercept any flat returns or returns to the net. Typical play involves hitting the shuttle in a trajectory as low and flat as possible, to avoid giving away the attack. A side that hits a high shot must prepare for a smash and retreat to a side-by-side defensive position, with each player covering half of the court. The first serve is usually a low serve to force the other side to lift the shuttle. A "flick serve", in which the player will pretend to serve low but hit it high to catch the receiver off-guard, is sporadically used throughout the game. Doubles is a game of speed, aggression, and agility.

    A mixed doubles game. Scottish Schools mixed doubles under 12s tournament - Tranent (near Edinburgh), May 2002

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    A mixed doubles game. Scottish Schools mixed doubles under 12s tournament - Tranent (near Edinburgh), May 2002

    Singles: Players will serve high to the far back end of the court, although at the international level low serves are now frequently used as well. The singles court is narrower than the doubles court, but the same length. Since one person needs to cover the entire court, singles tactics are based on forcing the opponent to move as much as possible; this means that singles shots are normally directed to the corners of the court. The depth of the court is exploited by combining clears (high shots to the back) with drops (soft downwards shots to the front). Smashing is less prominent in singles than in doubles because players are rarely in the ideal position to execute a smash, and smashing out of position leaves the smasher very vulnerable if the shot is returned. At high levels of play, singles demands extraordinary fitness. It is a game of patient tactical play, unlike the all-out aggression of doubles.

    Mixed doubles: In this discipline, a man and a woman play as a doubles pair. Mixed doubles is similar to "level" doubles where pairs are of the same gender. In mixed doubles, both pairs try to maintain an attacking formation with the woman at the front and the man at the back. This is because the male players are substantially stronger, and can therefore produce more powerful smashes. As a result, mixed doubles requires greater tactical awareness and subtler positional play. Clever opponents will try to reverse the ideal position, by forcing the woman towards the back or the man towards the front. In order to protect against this danger, mixed players must be careful and systematic in their shot selection.:-)

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