Team Sports Study Guide. Basketball

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Team Sports Study Guide History of Basketball Basketball Basketball was developed in 1891 by Dr. James Nainsmith at the Springfield, Massachusetts Y.M.C.A. The first ball used was a soccer football. His first baskets were peach baskets suspended from the traditional running track built in gyms during that period. Heights of the baskets were determined by the balcony height and were not standardized. Running with the ball was immediately eliminated and many of his original rules remain today. His first team had nine players, and during the first several years this number was reduced to five. More teams and more players play this sport in America than any other team game, but still more important, basketball is perhaps the greatest game to appeal to non-varsity students in all kinds of schools on an intramural basis. General Basketball Rules 1. Players: Each team consists of five players with unlimited substitutions allowed. 2 Guards, 2 Forwards, 1 Center 2. Length of Game: High School Four 8 minute quarters, 3 minute overtime College Two 20 minute halves, 5 minute overtime 3. Time Out: (High School) Anytime the ball is dead (out of bounds, jump balls, foul, rule violation, and team or official time outs), the game clock is stopped. Each team is allowed five time outs (an additional one during overtime). 4. Scoring: A basket is scored as two points, if it is within or the foot is touching the three point line. If it is outside the three point line, it is scored three points. A free throw is worth one point each. 5. Center Line: This line is called the 10 second line and divides the court laterally into two halves. The team gaining control of the ball must move it from the back court area to the front court within 10 seconds. The team can't return the ball to the back of the court area once it has been moved to the front court. Violation ball goes DB to the opponents. 6. Three-Second Lane: No offensive player can remain in the offensive free throw lane for more than three consecutive seconds. Violation ball goes DB to opponents. 7. Jump Ball: A jump ball shall occur when a game is started for the first time and to begin an overtime session. When a held ball occurs (two opposing players tie-up the ball for more than an instant), the ball will be awarded to the team with the possession arrow in its favor. 8. Free-Throw Shooting: One free throw: if a defensive foul is committed to any player not in the act of shooting after the bonus rule become effective. The ball is awarded DB to opponents when a common foul is committed prior to the bonus rule.

Two free throws: if an offensive player is fouled in the act of shooting when the basket is not scored or there is an intentional foul. Three free throws: if an offensive player is fouled in the act of shooting from outside the three point circle when the basket is not scored. 9. Shooting Free Throws: Free thrower may not step over/on the line until the ball touches backboard/rim. If the free throw does not touch the rim, the ball is taken OB by the opposing team. All players on the lane must not step on or over the lane lines until the ball is released by the free thrower. (Violation for shooting team ball goes OB to other team; Violation for other team substitute basket is given.) The non-shooting team will occupy the inside and outside positions on the lane. 10. Goal Tending: No defensive or offensive player may touch the ball on its downward arc when shot at the basket or may not touch the ball when it is directly above the rim. (Defense Violation basket is awarded; Offense Violation loss of ball and point if scored.) 11. Defensive Fouling: Fouls Tripping, striking, pushing, holding, or bumping an opponent, running into an opponent when being legally screened out. Double Foul When 2 opposing players foul each other simultaneously, no free throw awarded. A player will be eliminated once 5 personal fouls have been committed. 12. Offensive Fouling: When an offensive player with individual or team control of the ball commits a foul, the opponents take the ball out of bounds. Illegal Screening or Blocking: being a standing obstruction to the rear of defensive player at a distance less than three feet or running into a defensive player in an attempt to screen him out. Dribbling into and bumping a defensive player who has established a line of movement or who is standing still. Swing elbows excessively when pivoting with the ball and making contact with an opponent. Terms Traveling A violation in which a player moves his pivot foot or moves booth his feet without dribbling. Charge A foul committed by the dribbler in which he makes contact or charges into an opponent. Offensive Rebound When an offensive player recovers a missed shot by his team. Defensive Rebound When a defensive player recovers a missed shot by the offensive team. Double Dribble A violation that occurs when a player dribbles the ball a second time after his first dribble has ended or dribbles with two hands simultaneously. Assist When a player passes the ball to a teammate who, in turn, makes a shot. Carry the ball A violation when a player, while dribbling, brings his hand under the ball, lifts it slightly, and continues dribbling. Screen A legal action by a player who, without causing contact, delays or prevents an opponent from reaching a desired position Press Term used when the defensive team covers the entire court.

Baseline The lines marking out-of-bounds at the ends of the court. Sideline The lines marking out-of-bounds on the sides of the court. Key The area inside the lines under each basket. Triple Threat Player who is in position to pass, shoot, or dribble. Foul Infraction of the rules which is charged and penalized. Soccer Game Rules: The game starts with a center by one team. The ball is passed to a teammate and must travel sideways or backward. The opposing team must be outside the center circle. All players must be onside at the start. Use of hands (intentional or non-intentional) results in a free kick. Pushing, kicking or tripping another player is not allowed, and a penalty kick is awarded to the player that the infraction was against. Penalty kicks may only be defended by the goalie. One point is awarded for each goal that is scored. When the offense kicks the ball out of bounds at the goal line, it results in a goalie kick. When the defense kicks the ball out of bounds at the goal line, it results in a corner kick for the offense. When the ball is kicked out of bounds at either sideline it is the opposing team's throw in. The throw must be made with both hands over the head and both feet must clearly stay on the ground. A goalie inside of her or his designated area may choose to pick up the ball or kick it. If the goalie should venture outside the goalie's area, the goalie then becomes a normal player. They must then abide to the rules governing the player. Games are usually player with two halves, consisting of 45 minutes. This can be modified to fit any level of soccer. Terms: Header - directing the ball with the use of the head. Dribbling -use of the feet to advance the ball down the field. Volleying - directing the ball with the chest, shoulder, knee, or hip. Blocking - stopping the progress of the ball with some part of the body. No use of the hands is permitted. Trapping - stopping or slowing the ball with the feet. Offensive team - team in possession of the ball. Defensive Team - team defending the goal. Positions: 1. Forwards: (1 to 3 per team) They play near the other teams goal and are charged primarily with scoring goals. Forwards playing near the touch lines are called 'wings'

while those in the midst of the field are called 'strikers'. Since their primary focus is scoring goals, power is more important than finesse. They don't generally have to be concerned about another player 'trapping' the ball. These players should be quick runners, with moderate to strong leg strength. Accuracy in shooting is a premium for these players. 2. Midfielders: also referred to as 'halfbacks'. (Usually 3 to 6 per team). Their primary task is to steal the ball and redirect it to the forwards, and to take shots at the goal. As the name implies, you can tell where they play. These players should be quick on their feet and have excellent tackling abilities. Accurate passing is required. 3. Defenders: also called 'fullbacks'. (Usually 3 to 5 per team). They play near their own teams' goal and are primarily assigned to prevent shots being taken on their goal by the opponent. They also take returns from the goalie and are directed to get the ball to the midfielders. They should have good leg strength and be able to kick the ball a fair distance when clearing the ball. Goalie, or goalkeeper: Always plays directly in front of the ball and is the only player allowed to use their hands to control the ball. Should always wear a contrasting jersey so that they can be identified easily and quickly. They should have excellent hand-eye coordination and have excellent reactions. They should have strong legs and be able to clear the zone. SOCCER FIELD Length: minimum 90 m (100 yds.), maximum 120 m (130 yds.) Width: minimum 45 m (50 yds.), maximum 90 m (100 yds.)

Touch Football Game Summary The team consists of 11 players (This number is modified during class). The game consists of 4 ten-minute quarters, with two minutes between each quarter and ten minutes between halves. Each team gets a maximum of two time-outs per half. Goals are exchanged at the beginning of each quarter. The field is divided into four equal zones. Each team has four downs to advance the ball into the next zone. Play is stopped when the ball carrier is tagged with two hands by the opponent, is forced out of bounds, or the body below the waist (other then the feet) touches the ground. Putting the ball into play The offensive team (the team with the ball) must have at least three players on the line of scrimmage before the center snaps the ball, except when punting. Every member of the offensive team must remain motionless for at least one second just before the ball is snapped. The offensive team has 25 seconds to put the ball into play after it was blown dead by the referee on the last play. The ball is put into play with a kick-off at the beginning of each half and after a touchdown or safety is scored. Immediately after scoring a touch down, the scoring team has one play to try for a point-after-touchdown. The ball is put into play on the 3-yard line. Touch down = 6 points Point-after-touchdown: Running = 1 point Passing = 2 points Passing Only one forward pass is allowed during one down. There is no limit to the number of lateral passes allowed during a down. A forward pass is a pass thrown forward from the passer and a lateral pass is a pass thrown parallel from the passer or to the rear of the passer. A legal forward pass must be thrown from behind the line of scrimmage to an offensive player. Defensive players (the team without the ball) may try to catch the pass and then run with the ball, however, interference will be called on any player who interferes with (touches in any way) the receiver after the pass is thrown, unless, in the opinion of the referee, he/she was reaching for the ball. The penalty for interference is an automatic first down on the spot where it occurred. Dead Ball The ball is dead in each of these circumstances and may not be advances: 1. It goes out of bounds 2. A pass is incomplete 3. A punt goes over the end zone 4. A bad snap from the center 5. The ball carrier steps out of bounds 6. The ball carrier is tagged 7. Any part of the ball carrier (except for feet or hands) touch the ground) Definitions 1. Block - Used by offensive team to try to keep their QB protected; must be executed to the front or side of the player being blocked

2. Clipping - Blocking someone illegally from behind 3. Down - One of four chances to move the ball into the next zone 4. Fumble - A ball is dropped due to the fault of the ball carrier or because it was knocked out by another player. 5. Line Of Scrimmage - Imaginary line across the field where the ball is placed at the beginning of the down. 6. Off-sides - Player on either team steps over the line of scrimmage before the ball is snapped. This is illegal. 7. Punt - Ball kicked after dropped from hands. Used on the forth down in order to get the ball deep into defensive territory. The punting team MUST announce its intention to punt, and then must actually punt the ball. 8. Receivers - Players for whom a pass is intended. May be anyone one the offensive team. 9. Quarterback - Calls the plays, team leader, throws the ball 10. Center - Located in front of the quarterback, and his/her job is to snap the ball. Pass Patterns: Fly Flag Curl Curl & Square Left Right (Post) Go Slant Player Positions: Line of Scrimmage O (RE) Defense O (RT) O (RG) O (RHB) Offense O (C) O (QB) O (FB) O (LG) O (LT) O (LHB) O (LE)

Ultimate Frisbee HISTORY Ultimate Frisbee was developed in 1968 at Columbia High School in Maplewood, New Jersey. The sport was thought of as just a rag-tag bunch of guys running around with a Frisbee. The student council at Columbia high school developed an entirely new sport as a gag and an activity for their high school nights. Joel Silver a member of the council adapted the rules of Frisbee Football and ultimately invented the fast moving team sport we know today. The sport of Ultimate. Since 1968 Ultimate Frisbee is played in 42 countries with programs in Sweden, Norway and Japan. It is estimated that at least 100,000 people play the sport worldwide, about half in the United States. Ultimate became a medal sport in the 2001 World Games in Japan. THE RULES 10 SIMPLE RULES 1. THE FIELD: A rectangular shape with end zones at each end. A regulation field is 64m by 37m, with end zones 18m deep. 2. INITIATE PLAY: Each point begins with both teams lining up on the front of their respective end zone line. The defense (throws) the disc to the offense. A regulation game has 7 players per team. 3. SCORING: Each time the offense completes a pass in the defense s end zone, the offense scores a point. Play is initiated after each score. 4. MOVEMENT OF THE DISC: The disc may be advanced in any direction by completing a pass to a teammate. Players may only take 3 steps with the disc!! The person with the disc has 10 seconds to throw the disc. The defender guarding the thrower counts out loud the stall count. 5. CHANGE OF POSSESION: When a pass is not completed (out of bounds, drop, blocked, intercepted), the defense immediately takes possession of the disc and becomes the offense. 6. SUBSTITUTIONS: Players not in the game may replace players in the game after a score and during an injury time-out. 7. NON-CONTACT: No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made. 8. FOULS: When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone. 9. SELF-REFEREEING: Players are responsible for their own foul and line calls. Players resolve their own disputes.

10. SPIRIT OF THE GAME: Ultimate Frisbee stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of the play. THE GAME Ultimate Frisbee is played between two teams of 7 players on a large rectangular field (same as a football field). A goal is scored when a team completes a pass to a player standing in the end zone they are attacking. Players can only take 3 steps with the disc and have 10 seconds to pass the disc to a teammate. DEFINITIONS: 1. BACKHAND: To throw the disc from the left side of the body for right handed players. The motion is similar in some respects to the backhand in tennis. 2. BREAK: (side, pass or cut) The side to which the marker is trying to prevent the throw. 3. CLEARING: To get out of the area where the thrower wants to pass the disc. 4. CUT: An attempt to get free to receive the pass. 5. DEFENSE: The team attempting to prevent a score. 6. FLOW: A series of quick passes to well times cuts should result in an easy score. 7. FOREHAND (FLICK): To throw the disc from the right side of the body for right handed players. 8. FREE: To be available to receive the pass. The free player may be unmarked or have manages to get away from their defender. 9. HAMMER: High overhead throw, the disc flies upside down in a parabolic type path. 10. HAND BLOCK: This is when the defender stops the disc directly after the thrower releases it. 11. HUCK: A long pass; often nearly the full length of the pitch and a high to a tall player in the end zone. 12. MAN-ON-MAN: The most common type of defense. Each person on defense marks an offense player and attempts to stay as close as possible with the intention of getting an interception or forcing a mistake. 13. OPEN: Being free to receive a pass. 14. PULL: The throw at the start of each point that initiates play.

15. TURNOVER: When the disc has been dropped or intercepted and the offense becomes the defense. 16. ENDZONE: Area at the either end of the pitch within which a point is scored. 17. FLYING DISC: Frisbee 18. OFFENSE: The team with possession of the disc. 19. POINT: when a player on the offense catches the disc in the end zone. START OF A POINT Each point begins with the two teams standing on the opposite end zone lines. The team with the disc throws it as far down the pitch as they can, and the other team then takes possession where it lands. AFTER A POINT After a team has scored a point, the keep hold of the disc and wait while the opposition walks back to the other end of the pitch. The team that scored then throws off to start the next point. This way, the team s change ends after every point. Volleyball PLAYING THE GAME A match consists of three games. The team winning two out of three games is declared the winner. The game is played until one team has scored fifteen points. The winning team must lead by two points before play ends. A toss of the coin determines which team will serve first and which court each team will occupy, the choice being given the winner of the toss and the loser receiving the alternate choice. Teams change courts after each game and at eight points or four minutes into the third game. The team not serving first in the first game serves first in the second game, and so on. Three minutes is taken between games for rest and reorganization. Each team is permitted to call two team time-outs per game; the length of time-outs being thirty seconds each. The game is started with a service by the right back player on the serving team. The server is permitted to put the ball into play on each serve only after the referee has sounded the whistle. The player must be outside the court and within the service area until the ball has been contacted on the serve. The ball may be hit or batted with the hand, fist or arm, and is directed over the net between the sidelines into the opponents' court. The server continues until his team loses the service or the game is completed. When one team loses the service, its opponents will serve after having rotated one position to the right (clockwise). During the service, it is illegal for a team to screen the server's action from the opponents' view in any way. If this occurs, side-out is called. It is also illegal to serve out of order. If this occurs and is discovered during that service, all points scored during that serve are deducted and the service is terminated. If, however, the error is not discovered until after the opponents have served,

after the illegal order, no penalty is assessed, but positions must be corrected. After the service, the ball must be clearly hit when it is volleyed by any player. It may be contacted with any part of the body above (and including) the waist, as long as the player does not play the ball twice in succession. If the ball contacts two parts of the body at the same time, this is considered to be one play. Simultaneous contact of the ball by teammates or by two opponents (above the net) constitutes one play and either player may play the ball again. In addition, if a player participating in a block contacts the ball, he may play it again. Each teammate plays the ball only three times before it crosses the net to the opponents' court. A player may go outside the court to play the ball, provided that any ball hit over the net from out of bounds must cross the net over or between the sidelines. When playing at the net, a player may not touch the net or its cable while the ball is in play. A player returning the ball may reach over the net to follow any otherwise legal play, as long as he first contacts the ball on his own side of the net. It is legal to reach over the net to block opponents' hit, provided the opponents have hit the ball to return it. The ball may be played off the net. It is legal to reach over the centerline, but illegal for a player to reach under it beyond the centerline onto the opponents' court. It is also legal for a player to reach under the net to play a ball which is in play on his court, but it is illegal to reach under the net and interfere with opponents' activity. The Court, Net, and Ball The volleyball court-playing surface measures thirty by sixty feet. It is bounded by lines two inches in width and is divided into two identical square areas by a four-inch centerline. There should be at least a twenty-six foot space above the court free from obstructions. There should also be a minimum six-foot area beyond the rear of each court area, between an extension of the right sideline and a mark ten feet from the right sideline, known as the service area. If the minimum of six feet is not available, the serving area should be extended into the court the distance necessary to afford the server a six-foot area. Additional lines are placed ten feet from the side of the centerline and parallel to it. These lines are known as the spiking lines and govern the spiking area for back line players. A net, measuring three feet by thirty-two feet, is tautly stretched from all four comers across the court over the centerline. The height of the top of the net is seven feet and eleven and five-eighths inches from the floor for men's play and co-educational competition and seven feet and four and one-eighth inches for women's play. 60 ft. 10 ft. RF RB Server 30 ft. CF CB LF LB

The volleyball is twenty-seven inches in circumference and weighs approximately ten ounces. The outer casing, which should be laceless, is made of leather. Teams, Players, Positions, and Substitutions A volleyball team consists of six players positioned into a front line and a back line of three players each. At the time the ball is contacted on the service, all players shall be positioned in serving order and each front line player so that their feet in no way overlap. At the same time, each player in both front and back line may not overlap laterally with the player to the right of the left in the same line. After the service, all players may move to play or cover any area of the court with the stipulation that a back line player may not return the ball over the net from above net height while in advance of the ten foot line and a back row player may not block. LF Left Front LB Left Back Positions CF Center Front CB Center Back Shown RF Right Front RB Right Back Above Players must follow the serving order established with their positions at the start of the game. After the loss of service by the opponents, the serving team rotates one position in a clockwise direction. Substitutions may be made upon request of and recognition by the official anytime the ball is dead. A player may enter the game three times, provided he entered each time at the same position relative to his teammates, which he occupied at previous entries. Each team is limited to twelve substitutions per game. FOULS AND PENALTIES A foul is an infraction of the rules or a failure to play the ball properly. The penalty for fouls is a point scored for the opponent if the foul is committed by the receiving team, or side-out is called (loss of service), or if the foul is committed by the serving team. Fouls are called whenever (1) the server is out of the service area before the ball is contacted; (2) any player is illegally positioned on the service; (3) screening of the service is used; (4) a back line player is attempting to spike, goes into the air in front of the ten foot line; (5) a player serves out of order; (6) the server hits the ball out of bounds or fails to hit it completely over the net; serves are allowed to hit the net on their way over; (7) the server fails to hit the ball over the net clearly with his hand, fist or arm; (8) a player causes the ball to land out of bounds at anytime during the play; (9) a player does not clearly hit the ball (the ball may not visibly come to rest at the time it is contacted by the player); (10) one plays the ball successively; exception: after participating in a block or after having made a simultaneous hit with either a teammate or an opponent, a player may play the ball again; (11) a team player hits the ball more than three times before sending it to the opponents' court; (12) a substitute returns to the game in a position other than his original one, in relation to his teammates; (13) a server unnecessarily delays putting the ball into play.... (14) a player touches the net, reaches over the net, crosses the center line, or interferes with opponents under the net, while the ball is in play; exception: a blocker may reach over the net to block a return provided the opponent has hit the ball; (15) a player enters the game more than three times or otherwise substitutes illegally; (16) a player delays the game in any unnecessary manner; (17) a team calls more than two time-outs per game. If unsportsmanlike conduct occurs, the official may invoke the penalty for the foul or at his discretion may disqualify the player from the game.

If two opponents commit fouls simultaneously, a double foul is called and the point is replayed. Several other violations of rules may occur during play. These are summarized as follows: (1) a time-out is charged to a team which fails to substitute without delay; (2) a player entering the game for the fourth time or in the wrong position must leave the game; (3) all points scored are cancelled if made by an improper server or while an illegally entered or positioned re-entry player is on the court; (4) a forfeit game, scoring 25-0 is called if a team does not have six players or refuses to begin play. A point is replayed whenever (1) an official commits an error; (2) any object enters the court or there is interference with play; (3) a player serves the ball before the official's whistle is blown and signals for service; (4) a player is injured and time-out is called while the ball is in play; and (5) a doublefoul occurs. Block: opponents' Bump Pass: Catching or Holding the Ball: Dead Balls: Dig Pass: Double Foul: TERMS defensive play by players (or a player) in the forward position who place their hands and arms above the net so that a spiked ball rebounds into the court or back to their own. the forearm bounce pass made on low balls. the ball must be clearly batted. If it rests momentarily in a player s hands, it is considered illegal. the ball is dead following a point, side-out, or any decision temporarily suspended play. a pass made with the one hand slightly cupped or with the fist of one hand, usually on a difficult play. infraction of rules by both teams during the same play. Out of Bounds: outside the boundary lines. If a ball lands on a boundary line, it is good. Playing the Ball: Point: Rotation: the act of serving, passing, spiking, blocking, or otherwise making contact with the ball. (New Rule) point is given to the team that wins rally. Does not matter which team is serving. shifting of the players, clockwise, just before a new person serves. Service: Side Out: Spiking: the right back puts the ball in play by batting it over the net to the opponents. His feet must be behind the rear service line. side is out when the serving team fails to win a point or plays the ball illegally. a forcible hit of the ball down into the opponents court.