Recreatinal Games Ladder Ball Origin There are several theries n hw Ladder Ball riginated. The game has many different names which makes it difficult t find the first versin. Sme nicknames t Ladder Ball are. One Legend is that an aernautical engineer invented the game in Flrida in the 1980 s. His father was a senir citizen wh enjyed playing but was n lnger able t lift and thrw the hrseshes, Ladder Ball as a slutin. Sme believe that an earlier versin f the game was played by in the using a live and fences r tree branches fr pints. Terminlgy Bla: A bla cnsists f attached tgether with a piece f nyln rpe. The are spaced apart. Ladder: The ladder is the that f 3 rungs. Each rung is 13 apart. Rungs: the f the ladder are used t at the f each rund. They are identified as: Tp Rung Middle Rung Bttm Rung Tss Line: The tss line is used t determine where players tss frm. Skills Underhand Tss: Grip the bla with the dminant hand Reach the back and step the frward Swing the bla frward and twards frnt, nn-dminant, ft Release bla in directin f ladder Bla shuld have a smth - - rtatin San Marin Physical Educatin SanMarinPE.weebly.cm
Rules 1. Ladder Ball is a race t 21 in a series f runds a. The scre at the end f the final rund must ttal b. If scre is than 21 at end f rund, the pints fr that rund are nt cunted tward the team scre i. Ex: Team A has 19 pints ging int a given rund. Team A scres 5 pints in that rund ttaling 24 pints. Team A will keep their scre f 19 frm the previus rund. 2. in the case f a 21 t 21 tie at the end f the rund bth teams will start the next rund with 17 3. Each rund cnsists f ne member frm each team tssing 3 blas 4. T initiate play the teams decide which team will tss first in the initial rund 5. Tssers must stay behind the tss line 6. Team A will tss 3 blas, then Team B will tss all three blas 7. After all 6 blas (3 fr each team) are tssed the blas remaining hung n the rungs are scred and added t the ttal a. Blas during the play f the rund are nt cunted twards the rund ttal 8. The rung pint values are as fllws: Tp Rung = 3 pints, Middle Rung = 2 pints, Bttm Rung = 1 pint a. A bla may scre pints if hanging in the sectin f tw separate rungs. 9. The winner f the previus rund will tss n the next rund. Strategies The key t a gd tss is making sure the bla will wrap arund the rung but nt. Keep track f yur ttal and knw hw many pints yu need t reach 21 Aim t if yur ppnent is near winning. San Marin Physical Educatin SanMarinPE.weebly.cm
Kan Jam Origin Kan Jam creatrs Charles Sciandra and Mitch Rubin riginally began playing the game thrwing a disk int a. Kan Jam being a game played mstly at beach parties, tailgating, camping trips, backyard parks, cllege campuses, etc. it was smewhat difficult t btain a t make Kan Jam a marketable game. T btain a patent, the funders created the t make the game mre interesting. The "Instant Win" slt is smewhat like a hail mary pass with the ability t f scre. With the patent, the game has becme much mre knwn being sld in ver 600 retail lcatins, played in schl all ver the place, and even has its wn Terminlgy Disc: Frisbee. Used t scre pints. Gal: Disc. Target fr player s thrw. The Hammer: Having the right t is called having The Hammer. Similar t having last bats in baseball. Overtime: Used t rectify a 21 t 21 tie. Ging Over: Pints that are fr scring mre than 21. Interference: When a player interferes with their ppnents play. Deflecting/Tipping: When a teammate the disc twards r in the gal.. Carry: An deflectin/tip. Perfect Game: Reaching exactly 21 in (3 pints each thrw) Dinger: A legal deflected hit Deuce: A Direct Hit Bucket: A deflected Jam r slam dunk Instant Win: A direct entry int the gal withut any Bunce Out: When the Disc enters and exits the gal San Marin Physical Educatin SanMarinPE.weebly.cm
Skills Backhand Thrw The finger f the thrwing hand extended twards the f the disc, this supprts the disc and supplies. Place finger alng the rim, this helps with and the middle finger This versin gives a f cntrl and stability Yur feet shuld be abut shulder width apart with yur target. Yur shuld be pinted tward yur target Rtate yur upper bdy away frm yu target while putting yur weight n yur. Then, shifting yur weight frward with a step, rtate yur upper bdy tward yur target, while swinging yur arm and the disc frward in a. Snap yur wrist as yu release the disc at yur target t put n it. This mtin is the same as snapping a twel. Keep the disc and apply a lt. Deflect/Tip Feet are in an psitin Feet shulder width apart Knees slightly bent Hands up in frnt f chest Redirect the disc with ne tuch using the hands, feet, knee, elbw, etc. Cntact must be made with the uter edge r f the disc Rules 1. Gals are set up 50 feet apart 2. 2 teams play against each ther with ne representative frm each team standing at each gal. 3. Teams t decide which team will thrw first. 4. Teams scre pints by thrwing the disc at the gal either being deflected by their teammate r nt. 5. A legal deflectin is ne tuch with n the edge r tp center f the disc. a. Players are nt allwed t the disc when trying t deflect. 6. If the disc cntacts the gal it scres pints as fllws: a. Disc is deflected by teammate and cntacts the gal i. Called a ii. Wrth 1 pint b. Disc cntacts the gal directly i. Called a ii. Wrth 2 pints San Marin Physical Educatin SanMarinPE.weebly.cm
c. Disc is deflected int the gal i. Called a ii. Wrth 3 pints d. Disc lands in the gal (withut deflectin) i. Called ii. Wrth autmatic game winner e. If a bunce ut ccurs it is wrth pints i. 1 pint by teammate ii. 2 by teammate 7. Oppsing teams are nt allwed t interfere with play. There is in Kan Jam. a. Intentinal interference results in a win fr the thrwing team b. Unintentinal interference can be reslved with a re-thrw 8. Games are played t 21 9. If a team s scre wuld ttal mre than 21 in a rund, the scre fr that rund is subtracted instead f t the ttal scre a. Ex: Team A has 19 pints and gets a Bucket (3 pints). Instead f adding 19+3= the scre is subtracted 19-3=. Team A s crrect scre is Strategies Teamwrk Make sure yu are with yur teammate n what yu are trying t scre And hw many pints yu currently have and need Use backhand thrws t be cnsistent and predicable fr yur teammate Stay ready in an athletic psitin t when deflecting. Perfect Game Scring is cnsistently the fastest way t reach 21 (nly 7 thrws) Be aware f yur surrundings This game is ften played in a turnament style with many games in clse prximity. Staying alert will help. San Marin Physical Educatin SanMarinPE.weebly.cm
Spikeball Origin Spikeball was invented by Chris Ruder in but has just recently becme a natinwide activity after appearing n the ABC shw. The game is very similar t with a few exciting differences. The game uses a t hit ff f instead f a rectangular net t hit ver and there are n bundaries! Spikeball s ppularity is cntinuing t grw as turnaments and leagues are beginning t develp in larger scales. Terminlgy Ball: The bject by the players and used t scre pints. Tuch/Hit: Legal cntact f the ball using f the bdy Spike: A tuch that results in hitting the ball ff f the net. Can be with. Server: The player wh fr that pint. Standing f returner behind serving line. Returner: The player wh is receiving the serve, standing ppsite f the server,. Serving Line: 6 ft line that the net. Net: The f spikeball. The ball is played ff f the net t change pssessin. Rim The supprt system f the net. Cntacting rim results in an. Pcket: Space between net and rim. Infractin: A vilatin f the rules. Results in a pint fr the ppsing team. Hinder: Cntacting anther player making. Skills Rules Tuch Spike Use f the bdy t tuch the ball and pass t a teammate Cntact the ball with the f the dminant hand. Aim fr net. Avid hitting the. 1. Spikeball is played between 2 ppsing pairs. (2 vs. 2) 2. Teams decide wh will serve first. 3. T start play: San Marin Physical Educatin SanMarinPE.weebly.cm
a. Teams must stand n f the net b. Server and Returner must stand frm each ther c. Server and all ther players must be behind Serving Line (6 ) : i. Returner can be they chse frm the net 4. Hits a. Each team has befre they must play the ball ff the net b. Hits must between teammates. c. The ball cannt be tuched by tw hands at nce r cntacted twice. d. Once the ball hits the net the ther team f the ball. 5. Scring a. games are t 21, win by 2 b. Teams switch sides after ne team reaches 11 c. Pints are scred when: i. The ball des nt bunce ff the net in a. 1. Ball must clear the rim in rder t be gd. ii. The ball hits the rim. iii. The Ball hits the grund. 6. Infractins a. Defensive players must t get ut f the ffensive team s way. If they d nt, the ffensive team may call a and the pint is replayed. b. If a player s spike ges ff the net then the ball hits,, they lse the pint. c. If any player makes cntact with the net that r f the ball, they lse the pint. If the cntact mve the net r affect the trajectry f the ball,! Strategies Hits Spikes Scring Make passes the net in rder t set up yur partner fr a Spike. Passing directly t yur partner, away frm the net, will usually. Be aware f where yur are and try t hit it where they are nt. Aim clse if they are far. Remember there are. Spike at t make it harder fr yur ppnents. Spiking straight dwn gives yur ppnents. State yur scre befre every pint t help keep track. San Marin Physical Educatin SanMarinPE.weebly.cm