TEAM SPORT ACTIVITIES



BASKETBALL VOLLEYBALL FLOOR HOCKEY
ARENA FOOTBALL SOCCER SOFTBALL
TRAC-BALL ULTIMATE FRISBEE LACROSSE
SLOBOVIAN SOFTBALL WHS PE HOME PAGE MISC. GAMES
 
SEMESTER EXAM REVIEW


 
























FLOOR HOCKEY

1. Teams - Each team consists of 6 players
  A. One goal keeper to stop the puck with stick, hands or feet.
  B. One center who is the only player allowed to move full court and who leads offensive play.
  C. Two defense who cannot go past the center line into offensive area and whose responsibility is to keep the puck        out of their half of the floor.
  D. Two forwards who work with the center on offensive play and cannot go past the center line into their defensive        area.

2.The game
  A. The game starts with a face off at the center circle between the two center players. Neither player may touch the puck until it enters the circle.
  B.If the puck goes out of play, the last team touching the puck loses possession of the puck.


3. The play
  A. Play stops only for general substitutions or for a foul or after a goal.

4. Scoring
  A. A goal is not counted on an offensive foul.
  B. The puck can deflect off any player or equipment, but cannot be kicked into the goal.
  C. The score counts if the puck touches or goes over the goal line.
  D. The goal does not count if the puck enters through the back of the net.

5. Goal Keeping
  A. On a shot attempt,the goal keeper may use either hands, feet or stick to clear the puck away from the goal. He may not lay in the goal.
  B. The goalie must clear the puck by using his stick and is not allowed to throw the puck.
  C. The goalie has regular player rules out of the goal box.
  D. The goalie can only hold the puck for 3 seconds.

6. Fouls
  A. Roughing fouls
   1. Slashing or hacking
   2. High sticking-above the waist
   3. Contact with goalie in the box
   4. Pushing, holding, tripping
   5. Unnecessary roughness-body check
   6. Flat or horizontal swing
   7. Throwing the stick
  B. Misconduct fouls
   1. Holding up play by stepping on or holding the puck in any way.
   2. Players deliberately leaving feet to slide or dive for the puck.
   3. Guards or forwards over the center line.
   4. Any player except the goalie in the goal box.
   5. Catching the puck. It is ok to deflect or hit the puck.
   6. Deliberately hooking, grabbing or kicking the stick out of the opponents hand.
   7. Administration of fouls
    A. A roughing foul results in a two minute penalty. No other player may go in for the penalized player. Penalties are always void if a goal is scored.
    B. A misconduct foul results in a turnover.
    C. If the goalie commits a roughing foul, he may stay in but another player from his team must sit out for the penalty. The goalie is still penalized for the foul.
    D. Any player charged with five roughing fouls is out of the game. Another player may sub in.
    E. Fighting or a deliberate or an unnecessarily rough foul calls for immediate removal from the game.

REVIEW
 1. There are six players on a team.
  A. Goalie
  B. Center
  C. Defensemen-2
  D. Wings or Forwards-2
 2. The game starts with a face-off at the center circle
between the two center players. Neither player may touch
the puck until it enters the circle. If the puck goes out
of play, a face-off occurs at the nearest point of exit.
 3. Scoring
  A. A goal is not counted on an offensive foul.
  B. The puck can deflect off any player or equipment, but cannot be kicked into the goal.
  C. The score counts if the puck touches or goes over the goal line.
  D. The goal does not count if the puck enters through the back of the net.
 4. Goal Keeping
  A. The goal keeper may use either hands, feet, or stick to clear the puck away from the goal. He may not lay in the goal.
  B. The goalie has regular rules out of the goal box.
  C. The goalie can only hold the puck for 3 seconds.


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LACROSSE(STYX BALL)

History----Lacrosse comes from the Indian game "Baggataway" played by the North American Indians as a means to condition their warriors for war. Today's version of the game, though rough and fast, little resembles the Indian version. From 800 to 1000 would play at one time over several miles. Broken bones and even deaths were common results.

 The game was renamed "la crosse" which is the French translation for "the stick." It became the national sport of Canada. Enthusiasm for the game spread to the British Isles, Australia, and the United States. Of course, the rules were changed from those of baggataway to become a more civilized game and safer skill techniques developed. It still is one of the more rough and dangerous games. Lacrosse is not consider a major sport in most areas of the U.S. Its popularity lies mainly in the East at prep schools and colleges.


Rules

 A. Players -------There are 10 players on each team.

1. Goalkeeper: Usually stays in crease; blocks goals; passes the ball back to the point

2. Point: This person body checks opponents; intercepts goal attempts or passes; plays the ball upfield to either cover point or the first defense

3. Cover point: similar to the point but covers more area toward the opponents goal

4. First defense: this is the first line of defense; responsible to guard the opposing center

5. Center: starts the game; plays both offense and defense; guard the opposing center

6-7 left and right wings: These are the movers; play both offense and defense;

8. First attack: offensive player mainly; takes the passes from the center and works with the wings and inside home to score.

9. Inside home: scores and passes to set up scoring plays

10. Outside home: retrieves missed goal attempts behind goal; sets up scoring plays


THE GAME --- The game last 60 minutes divided into four quarters. There is a minute between quarters and 10 between halves. Play is started at the beginning of each quarter and after each goal scored by a facing off at the center. The two centers put their crosses with the back to the ball. At the whistle, players try to gain control of the ball. When the ball is being faced off, each team must have a goalkeeper and three defensive players in the defensive area, three players in the attack area and one player in each wing area. As soon as the whistle goes, the wings may move.

The other players may not move until
a) the ball is controlled by a player,
b) the ball goes out of bounds,
c) the ball crosses a defensive line.


 An opposing player may attempt to dislodge the ball by hitting an opponent's cross or by body checking
(NO BODY CONTACT).
No player may interfere with the another unless he has the ball, is about to catch it, or is within five feet of a loose ball.


 If the ball is carried out of bounds or passes out of bounds, a free play is given to the other team. A free play means that the ball is given to the player in his cross and play is started at the referee's whistle.

 No player may use a hand on the ball except the goalkeeper in blocking a goal attempt. Not attacking player is allowed in the goal crease while the ball is in his team's attack half of the field, nor can he at anytime interfere with the goalkeeper in the crease area.


FOULS ----

Infraction of rules are called fouls. There are two kinds: technical and personal. For technical fouls the penalty is exchange of the ball. These fouls are generally minor, such as interfering with another player, illegal equipment, throwing the cross, entering the crease area, and off-side play. For personal fouls the penalty is suspension from the game for one to three minutes. These fouls are more serious including tripping, pushing, slashing, illegal body checking and unnecessary roughness.


Offensive strategy ---- The keys to good offense play are good passes, a sense of timing among teammates, and a total game sense in which all players work to create a space for themselves and their teammates in which to receive a pass away from their opponents. A defensive player often begins the offensive play with a pass to an offensive player. This player should move toward the gaol until checked, looking for a teammate to pass to. The wings or center do not want to penetrate all the way to the goal. They pass to the offensive players downfield and stay back to pick up the ball if intercepted or missed passed. The offensive players should pass back and forth working their way to an open shot, much like basketball players.

Defensive Strategy ----
The object of the defense is to prevent opposing players from gaining or keeping possession of the ball and going to score, and to gain possession of the ball for their own team passing downfield to their offense. Individual defensive players mark their own opponents, body check, crosse check, and intercept the ball whenever possible, pass quickly and accurately. Close man-to-man marking enables the defender to have an equal chance of intercepting a pass. The defender should stay between the goal and the attacker. When a defensive player intercepts a ball, he should either pass if a player is free or run upfield until a pass is possible. The last resort is to just pass downfield to no one or to a teammate without good chance to catch the ball.


 In either offense or defense, if you do not have the ball or the player you are guarding does not have the ball, try to position yourself in the best position to receive a pass (offense) or to intercept or attack (defense). If every one is running after the ball, no constructive play can be set up.

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SOCCER



1. THE FIELD AND PLAYERS


a. A playing team consists of not more than 11 players. A team may play with less than 11.

b. There are 5 forwards, 3 halfbacks, 2 fullbacks, and 1 goalkeeper.

c. Duties of players
 Forward= offense
 Halfback= 2nd line offense/defense

 Fullback= defense (stays on own half of field)
 Goalkeeper= defense (stays in goal area)


2. THE GAME

a. The game shall last for 90 minutes; two equal 45 minute periods with a 10 minute halftime dividing the halves.

b. Kickoff - At the referee's whistle the game is started by place kick into his opponent's half of the field. every player must be on his own half and every player on the opposing team must be at least ten yards away until the ball is kicked. A goal may be scored directly from a kickoff. The kicker may not play the ball again after he has kicked off until it has been touched by another player.


PENALTY--Any player who willfully encroaches on the 10 yard distance, or crosses the half early or kicks improperly will be warned and the second time, removed from the game.

c. After a goal the ball is kicked off in the same way as for the start of the game, by the side which was scored against.

d. Teams change ends at the half with the team kicking off that started the game as defenders.

3. OUT OF BOUNDS

a. If the ball is put out of bounds over the touchline, any member of the opposite team (except the goalie) may bring in the ball by a throw in from where the ball went out.

b. If the ball is put out by the offense over the goal line (but not through the goal), the ball is brought in by a goal kick. The ball is placed in the goal area nearest the spot where it went out. The ball must be kicked beyond the penalty area or the kick is retaken. The goalkeeper cannot receive the ball into his hands to kick it from a goal kick. It must be played by another first. The kicker may not play the ball until it has been touched by another player.

c. If the defending team kicks the ball over the goal line, the offensive team brings the ball back in with a corner kick. The ball is placed in the corner circle nearest to where the ball went out. A goal may be scored directly from a corner kick. Defensive players must stay 10 yards away until the ball is touched. The kicker may not play the ball again until it has been touched by another player.

4. SCORING

A goal is scored when the whole ball passes over the goal line between the goal posts and under the crossbar, provided it has not been thrown carried or otherwise come off the hand or arm. If the defending team deliberately stops or deflects the ball with hand or arm to stop the goal, it should be scored if it goes in. The team with the most goals at the end of the game wins.

5. VIOLATIONS
A player shall be penalized if he intentionally kicks, strikes, or attempts to do either, or if he trips, or jumps at an opponent. There is to be no holding or tackling. A player is penalized for handling the ball intentionally. The penalty for these violations is a direct free kick.

6. GOAL KEEPER PRIVILEGES

Within the penalty area, the goalkeeper may:

a. Carry, block or hit the ball with hands and arms.

b. Pick up the ball to throw it or kick it.

c. The goalkeeper may not be charged. (You cannot try to get the ball from him once he has it.)

Outside the penalty area the goalkeeper has no more privilege than any other player.


7. GOALKEEPER VIOLATIONS

The goalkeeper may not:

a. hold the ball for more than 3 seconds

b. take more than 2 steps with the ball.

c. intentionally kick the ball at another player or throw it at him with the intent to get the player out of the way.


8. FREE KICKS

All penalties result in either a direct or an indirect free kick. This is a place kick from the spot where the penalty occurred. The referee must whistle to start play before the kick can be taken.

a. DIRECT--A goal can be scored directly from the kick.

b. INDIRECT --The ball must be touched be another player before passing through the goal and cannot be played twice in a row by the kicker.

 For any free kick, the opposing team must stay 10 yards away until the ball has been touched. When a free kick is awarded to the defending team inside their own penalty area, the ball is brought outside the penalty area for the kick. The ball cannot be kicked directly to the goalkeeper to be picked up.

c. PENALTY KICK --This is awarded for any infringement of the rules by the defending team in the penalty area, which would normally result in a direct free kick. The penalty kick is taken from the penalty mark. When it is being kicked all players except the goalkeeper and the kicker must be outside the penalty area and 10 yards from the ball. the goal keeper must stand without moving on the goal line until the ball has been touched. The kicker may score directly from the kick. If the ball doesn't score, the kicker cannot play the ball until it has been touched by another player.

DIAGRAM OF A SOCCER FIELD



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SOFTBALL RULES AND STRATEGIES

THE GAME: There are seven (7) innings in a game, and each team is given three outs per inning.

PITCHING:

1.The ball bust be pitched underhand and with a minimum of a three-foot arc.

2. The pitcher starts with both feet in contact with the pitcher' plate and takes no more than one step before releasing. Pitching mound to home plate equals 38 feet.

3. Strike zone: between knees and shoulders and over the plate.
** IN THE EVENT OF AN ILLEGAL PITCH: Batter receives a ball. Baserunners advance one base.

BATTING AND BASERUNNING

1. No bunting, stealing, or leading off. Pitched ball must leave the pitcher's hand before baserunners can start running.

2. A runner may only overrun first base.

3. Runners must return to base and tag-up on a fly ball that is caught. They may then run to the next base, even on a caught foul.

4. A foul ball on the third strike is an out.
** FOUL TIP: A foul ball which goes directly from the bat, not higher than the batter's head and into the catcher's mitt and is held results in a strike. On the third strike it is an out.

WALK:
1. Four balls make a walk.

OUTS OCCUR WHEN:

1. Three strikes for the batter.

2. Any fair or foul ball that is caught before hitting the ground.

3. When a foul tip occurs after the second strike.

4. When runner is hit by own ball in fair territory before it is played by a fielder.

5. Members of the team at bat interfere with a fielder attempting to make a play on a ball.

6. When the batter steps out of the batter's box while hitting the ball.

7. When a runner is tagged while off the base.

8. Force out: When the fielder with the ball touches the base where a runner is being forced to run to because other runners are forced to run.

9. If the runner goes more than three feet out of the baseline path to avoid being tagged.

10. The ball is thrown to the base before the runner gets back to tag up after a caught fly ball.

11. The ball is thrown to a base which the runner failed to touch.

12. The runner interferes with a fielder trying to field the ball.

13. The batter interferes with a play being made at home.

BATTER IS SAFE WHEN:

1. The fielder drops or juggles the ball while attempting to tag a runner.

2. The fielder blocks a runner's path without having possession of the ball or attempting to field a ball.

SOFTBALL RULES (continued)

INFIELD FLY RULE: A batter is automatically called out by the umpire when he/she hits an infield pop fly whether or not the fielder makes the catch. There must be less than two outs and baserunners on 1st and 2nd or on all three bases. (Runners may advance but at their own risk.)

OVERTHROW: Only one base is allowed on an overthrow. The runner may continue past the base he is running toward and continue to the next base only.

STRATEGY

1. Go for the sure out.

2. Do not leave any open spaces in the field. Fill the gaps.

3. Short stop covers second base on a ball hit to the right side of the base.

4. The Pitcher or 2nd baseman covers first when the first baseman fields the ball.

5. All positions should look to back up all throws and catches.

6. When fielding, watch the ball go into your mitt and use your free hand to secure the catch.

7. Outfielders throw to the base ahead of the runner unless you can make the out for sure.

8. Remember where every player hits (from previous innings), so that you can position yourself for the next time.

9. When fielding a ground ball, keep your mitt down and get behind the ball. On a fly ball, use both hands.

10. Run towards slow grounders to get the ball faster. Keep your eye on the ball.

11. Before the ball is hit, check where the baserunners are so you know where to make the play, if you get the ball. Think ahead.

DIAGRAM OF A SOFTBALL FIELD


Number, name, and position of defense (fielders)

1. pitcher

2. catcher

3. first base

4. second base

5. third base

6. shortstop

7. left field

8. center field

9. right field

10. rover
 
 

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FRISBEE



Ultimate in Ten Simple Rules


1. The Field -- A rectangular shape with endzones at each end. A regulation field is 70 yards by 40 yards, with endzones 25 yards deep.

2. Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team.

3. Scoring -- Each time the offense completes a pass in the defense's endzone, 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 not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count.

5. Change of possession -- When a pass in not completed (e.g. out of bounds, drop, block, interception), 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 timeout.

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 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 play.


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RALLY VOLLEYBALL


Rally Scoring: Scoring method where points can be won by the serving or receiving team.

LENGTH OF GAME

1.Game is played to 15 points.

2.The winning team must have a two-point advantage.

HOW THE GAME IS PLAYED

1. Game is started by the flip of a coin with the winner choosing side or serve.

2.Serving order:
  a. Players may be put in any order.
  b. All six players must serve.
  c. The service alternates as side out is called.

3.Rotation:
  a. Does not occur until the first server from both teams has completed his first serve
  b. The team receiving the ball for service immediately rotates.

4.Legal serve: The server may:
  a. Hit the ball off the holding hand
  b. Hit the ball after tossing it from the hand
  c. Hit the ball with one or two hands
  d. Hit the ball with the arms

5.Serving out of turn: When the player serves out of turn a side out is called and any points made are cancelled.

6.Playing the ball:
  a. The ball must be given immediate impetus at contact.
  b. The player may not hit the ball twice in succession.
  c. The player may use any body part from the waist up.

7.Number of contacts:
  a. A total of three hits is allowed by one team before ball is sent over.
  b. Simultaneous contact- two or more players of the same team may contact the ball and may hit the ball again.

8.Ball crossing the net:
  a. If the ball touches the net, it is still in play.
  b. The ball is in play when any part of the ball crosses the net.

9.Net play:
  a. The ball may be recovered as long as the player does not touch the net.
  b. If two people block, either one of the players may hit the ball on the next play

10. Boundary lines: If the ball lands on the line, it is considered good

11. Exchange of courts:
  a. Occurs at the end of each game
  b. The order of rotation shall not be changed

PLAYERS AND POSITIONS
1.There are 6 players on a team:
  a. Left, center and right forward
  b. Left, center and right back

2. Right back player serves and the player rotating from the right forward to right back becomes the new server.

3. All players must be in their correct positions on the serve.

SCORING
One point is awarded to the serving team each time there is an infringement of any rule by the receiving team.

RULES
Fouls:

1. Serves the ball illegally
  a. Player causes the ball to touch the net.
  b. Player causes the ball to touch an object outside playing court.
  c. Player steps on the line while serving.

2. Plays the ball illegally
  a. Player hits the ball illegally.
  b. Player hits the ball more than once in succession.
  c. Team has more than three contacts with the ball.
  d. Player catches the ball in or outside the court and calls it out.

3. Plays illegally at the net
  a. Player holds or pushes the ball against the net.
  b. Player touches the net with any part of the body.
  c. Player reaches over the net (except on a follow-through)
  d. Player reaches under the net.
  e. Player touches or steps over the center line.

Penalties for Fouls:

1. Point- If any player on the receiving team commits a foul, a point is awarded for the serving team.

2. Side out -Player from the serving team commits a foul

3. Replay- Simultaneous foul on the same play

TERMINOLOGY

Block- Defensive player or players place hands above the net attempting to stop the flight of the ball.

Body Foul -Ball touches any part of the body below the waist.

Dead Ball -Ball that is out of play

Double Foul -Simultaneous foul

Foot Fault -Server steps on or over the line when serving.

Illegal Hit -Ball comes to momentary rest on player's hands

Match- Team winning two out of three games

Out 0f Bounds -Surface or objects outside the court area

Term of service -Server continues to serve until a side out is called.


SKILLS:
VOLLEYBALL PASS(BUMP), SET, SPIKE, BLOCK, TIP, AND SERVE

1.PASS: The pass is used to receive the serve. A player clasps his/her hands out in front of them. The body is lowered into a squat position facing the hit. The arms are extended straight out in front of the body almost parallel to the floor. On the hit the body is raised, and very little upward arm movement is used. Avoid the elephant trunk motion. Remember the ball will usually go in what ever direction the shoulders are pointing.

2.SET: A set is used after the pass has been received. It is used to set up the spike. The setter forms a window with his/her hands so that the elbows are out at the side of his/her body and the thumb and index finger make most of the contact on the ball. When the ball contacts the fingers, the arms are extended above the head. There is no roll of the wrist on the set or a spin will result on the ball. If the set is spinning, it will make it difficult on the spiker to hit the ball.

3.SPIKE: It is a hard hit executed after the set. The set is best executed up at the net with enough room to clear the powerful arm swing on the follow through. A wrist snap is used to help force the ball downward. Timing the jump for the spike takes practice. A player should start the spike approach steps from the ten foot line. A player may take anywhere between 2-4 steps on a spike approach, but the last step should be a double foot plant to prevent any forward motion of the body into the net.

4.TIP: A tip is used instead of a spike, or when there is a wide open spot on the court. It is a light hit that places ball away from the opposing team on their side court. Players who are able to see opening in a split second and think on their feet (or in the air) do well with this shot. A tip can often be used when an opposing team's blockers are very efficient. When the blockers are expecting a spike, you may choose to tip over their blockers instead.

5.BLOCK: The block occurs at the net and is not considered a hit. A player may block a hit and then hit the ball to continue play. A block is not considered two hits. To execute a block: stand close to the net with your elbows out to the side and hands over your head. Watch for the hit coming over the net and jump at the precise moment to block a low hit ball. A block is generally used on a spike. A team will start to use the tip if the blockers are good.

6.SERVE: (Overhand, underhand, and sidearm.) You must serve within the serving area near the back boundary line. A player has one attempt to get the ball over the net on a serve. The serve cannot touch the ceiling or net. For the overhand hit, the toss is the key. The ball should be hit directly in front of the dominate hand at the highest height of the toss.

GENERAL RULES:

A team consists of six players. The games is started by the flip of a coin with the winner choosing side or serve. Rotation does not occur until the first server from both teams has completed his first serve. The game is played to 15 points provided there is a two-point advantage. One point is scored by the serving team for any infringement of a rule by the receiving team. Only the serving team can score points. They continue to serve until they stop scoring. A match consists of one team winning two games. The teams switch sides after each game.

The right back player is always the first server. Thereafter, right front rotates into right back position and serves. The server must serve from the serving area and may not touch the lines bounding this area at the instant of contact. All or part of the server's body may be in the air over or beyond these lines. The server can hit the ball with one or both hands or arms. The hands may be either open or closed.

On the serve, all players other than the server must by in correct serving order. This means that all front row players must be ahead of all the back row players; also, both the front and back lines must be in their respective order. For example, RF must be ahead of RE; LE must be to the left of CE. Failure to observe this rule is called overlapping. A overlapping violation results in the loss of the serve for the serving team. After the serve, players may move from their positions. If a player serves out of turn, a side-out if called as soon as the error is discovered and the serving order is corrected. Any points made before the error is discovered are erased if the opponents have gained the ball but have not yet served. If they have already served, there is no loss of points.

A ball may be played by any part of the body above the waist. The ball must be given immediate impetus at contact. Generally, anytime the ball is pushed or directed, it is illegal. A player may not hit the ball twice in succession unless the first hit was a block or simultaneous hit (2 people hit the ball at the same time.) The ball may be hit only three times on a side. A block or attempted block is NOT considered a hit.

A player may step out of bounds to play a ball. A ball landing on the line is in bounds. If the ball hits the ceiling above your court you may still play it. If it hits the ceiling and goes over the net, it is dead. A player may step over the center line as long as some part of the foot remains in contact with the line. No back row player may leave the floor to hit the ball in front of the 10 foot line. The ball may touch the net, other than on the serve.


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ARENA FOOTBALL


Arena football is played in the gymnasium and is very similar to flag football.

GENERAL PLAY OF THE GAME


 1. The game utilizes the Queens Court format. (Predetermined team in the wings, one team on offense, and one team on defense.)

 2. Predetermined defensive team kicks off by throwing the ball towards the predetermined offensive team. All team members must remain behind the white/blue line(just in front of the basketball hoop) until the ball has been released.

 3. Offense/receiving team catches/picks up ball and attempts to run towards opponents end zone.

 4. Defense/kicking team attempts to "down" the runner by touching them with one hand.

 5. If the receiving team is downed in their own end zone before they get a chance to run it out, the ball comes out to the white/blue line. If the ball is thrown out of the gym or gets stuck in the upper level, the receiving team starts at half-court.

 6. The offensive team has four downs(attempts) to score a touchdown. The end zone is designated as the tiled surface(including the silver strip) at each end of the gymnasium.

 7. The offensive team can pass on all four downs if they wish, but are allowed only one running play out of their four downs.

 8. The defensive team must wait to cross the "line of scrimmage" until the count of three. The count can be done by the instructor/referee or can be done by the defensive rusher. The count is deliberate and must be loud-1-1000, 2-1000, 3-1000. An infraction of this rule would result in an encroachment penalty.

 9. The offensive team must remain on their side of the line of scrimmage until a starting signal is given by the quarterback. Any infraction of this rule would result in an off-side penalty.

10. Everyone on the offensive team is eligible to receive a pass or run with the ball.

11. All player except the quarterback can be in "motion" if they so choose, as long as they do not cross the line of scrimmage prior to the starting signal.

12. A touchdown is scored if any portion/part of one foot touches the end zone. A touchdown would be scored if the ball crosses the end zone.

13. The ball may be caught off the walls, railings, and ceiling. The stairs are considered part of the floor.

14. When a team scores a touchdown, that team stays in the game and kicks off to the team that was waiting in the wings. The team that got scored on will then be the team in the wings. The game will continue until class time is over. Captains of each team should keep track of their team's scores throughout the class period.

15. Defensive and offensive pass interference penalties will also be called as well as offensive and defensive holding infractions.

16. Blocking should be done with the hands close to the body with elbows out. The hands should not be used to shove anyone.

17. "Laterals" or "backward passes" to the line of scrimmage are permitted on the kickoffs or on any down, but "forward passes" can only be thrown behind or on the line of scrimmage.


TERMINOLOGY


1. DOWN- a. the touching of an offensive player by a defensive player(downed)
                    b. each attempt or signal to start an offensive play

2. LINE OF SCRIMMAGE- an imaginary line that extends from the point of the football to the sidelines(bleachers)

3. OFFENSE- the team with the ball

4. DEFENSE- the team guarding the end zone (against the team with the ball)

5. WINGS- the team sitting on the stairs waiting to play

6. MOTION- offensive players that are moving but not crossing the line of scrimmage

7. KICKOFF- a throw made from behind the white/blue line towards the receiving team

8. LATERAL PASS- a pass that follows a line straight left or right but not forward towrds the end zone

9. BACKWARDS PASS- a pass that is thrown backwards away from the opponents end zone

10.FORWARD PASS- a pass towards opponents end zone; can only be used behind the line of scrimmage

11.BLOCKING- attempting to help the ball carrier by putting hands close to body with elbows out and preventing defense to down your teammate

12.PASS INTERFERENCE- when the ball is in the air, both the offense and defense must play the ball and not the person.

13.HOLDING- grabbing player by the shirt, hands, arms etc.

14.OFF-SIDE- offensive team crosses the line of scrimmage before quarterback signal

15.ENCROACHMENT- defensive player crosses line of scrimmage before 3-COUNT

THE PASSING TREE


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HALF-COURT BASKETBALL
HOW THE GAME IS PLAYED

P.E. BASKETBALL IS PLAYED HALF COURT- QUEENS’ COURT FORMAT!!!

3 PREDETERMINED EQUAL TEAMS WILL BE ASSIGNED TO PLAY HALF COURT BASKETBALL, WITH TWO TEAMS PLAYING UNTIL A BASKET IS MADE; THEN THE TEAM IN THE WINGS WILL BEGIN PLAY WITH POSSESSION OF THE BALL; TEAM THAT SCORED PREVIOUSLY WILL STAY IN AND PLAY DEFENSE; TEAM THAT WAS SCORED UPON BECOMES THE TEAM IN THE WINGS

SCORING


In Queen’s Court play, a field goal inside the 3 point arc, is worth 1 point.

A field goal (made basket) beyond the 3 point arc is counted as 2 points.

There are no free throws in this game.

VIOLATIONS = TURNOVER


1. BALL HANDLING- kicking the ball, holding the ball more than 5 sec.when closely guarded, double dribble, traveling, and palming the ball

2. THREE SECOND LANE/KEY- player without the ball in the key for more than 3 sec. when his team has possession of the ball

3. OUT OF BOUNDS- causing ball to go out of bounds, touching boundary line when in possession of the ball.

4. JUMP BALL AND FREE THROW- there are specific rules for this aspect of the game but we will not be using them in P.E. basketball.

FOULS = TURNOVERS


1. BLOCKING- opponent enters the path of moving player without giving him time to change directions.

2. CHARGING- the player with the ball moves his body into opponent whose position has been established.

3. HACKING, TRIPPING, PUSHING OR HOLDING- an opponent with or without the ball is a foul

4. SIMULTANEOUS FOULS- when two opposing players foul each other at the same time- team in possession of the ball would retain possession.

OTHER HALF-COURT RULES


RECORDING THE BALL- Team A shoots the ball- Team B rebounds the missed shot- the ball cannot be shot again by Team B until it has been recorded (taken back) to the 3 point arc.

TOP OF THE KEY- All stoppage of play- (fouls, out of bounds, violations, etc.) will resume with CHECK( pass to opponent, opponent looks to see if his team is ready, and passes ball back); then play will resume at the top of the jump ball circle with a pass to teammate.

DIAGRAM OF A BASKETBALL COURT

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TRAC-BALL


DOUBLE-BACK TRAC

THE PLAYERS- This game works best when there are SIX players- three on defense, (1 catcher and 2 outfielders) and three on offense.

THE FIELD- This game can be played wherever there is enough space to play. Playing on a hard surface(gym floor, hard surface lots, tennis courts) adds the bounce/skip aspect to the game. Softball/soccer fields are also condusive to a great double-back trac-ball game.

THE EQUIPMENT- Wham-o trac-ball is the best racquet out there, but there are some substitutes you can use. You will also need bases or markers of some sort. Orange marker cones are just fine for this game.

THE GAME

The basic strategies of this game are very similar to baseball/softball.

The objective of this game is to score more runs than your opponents.

Runs are scored by throwing the trac-ball while standing on home plate, then running around the marker/base/cone (double-back) towards home again before the outfielder can catch/retrieve the ball and then throw it to the catcher. The double-back base/marker/cone should be 20 yards from home plate. This distance can be adjusted according to age level, skill level, and/or weather conditions.

The offense (throwing and running) can continue to throw and run until three outs are made. A batting order must be followed and all players must throw and run.

Outs are made by the defense (catcher and outfielders) when the catcher gains control of the ball thrown by the outfielder before the offense touches home. Catching the ball in the air does NOT constitute an out. The outfielder must throw the ball back to the catcher.

The game can be a specific number of innings or game is called when class time is over.



Ultimate and LaCrosse Trac-ball follow the same rules as Ultimate Frisbee and LaCrosse except the Trac-ball racquet and ball are used.

ULTIMATE- TRAC     REFER TO ULTIMATE FRISBEE RULES

LACROSSE-TRAC     REFER TO LACROSSE RULES



CATCH AND THROW TRAC GAMES

GYM-TRAC

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SLOBOVIAN SOFTBALL


This game is played much like softball, only indoors, and uses a different ball. A volleyball is used and the diamond(playing area) is the basketball court in the gymnasium. An old volleyball should be used and should be slightly deflated. Floor mats/rugs should be placed on the gym floor as the batter's box. Obviously, the team with the most runs is the winner!


1. Pitcher must throw ball (volleyball) underhand from anywhere inside the basketball center circle. Pitcher should attempt to pitch the ball in such a way as to let the ball bounce once before the batters box.

2. Batter must stay in batters box to hit the ball- use rugs on basketball floor to protect floor.

3. Batter must let ball bounce only once before attempting to hit the ball

4. After hitting the ball, the batter has the choice to run to first or third base. The batter must make that choice before his feet leave the basketball lane/batters box.

5. The defense gets outs in the following ways:
A. Catching the ball in the air before the ball hits the floor
B. Throwing the ball at the runner and hitting them while the runner is off the base.
C. Force out at first or third only, when the runner has committed to run to that base after striking the ball.

6. Determine fair or foul territory in your specific facility.

7. You also can accumulate up to three runners on each base.

8. An optional additional rule is: when a runner crosses home plate, the on deck batter has the choice (or you can make it mandatory) can run to first or third without batting.

9. A foul ball after two strikes is also an out. (every foul ball hit is a strike. Obviously a swing and a miss is also a strike. Most other softball rules apply- three outs per half- inning etc.)

10.Basically, time is called (no play on the runner) when the pitcher has the ball in the center circle or when the defense makes no attempt to make a play on the runner and the runner makes no attempt to advance.

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MISC. GAMES


UNDER CONSTRUCTION