my Favorite Sports
Football and Basketball are my 2 favorite sports
I Watch Sports online my Favorite Team is the New York Yankees In
my Own Opinion
The New york Yankees Has Had A Long History They Were the 2009 Champions in Baseball The Year Before
Last Was Not a Good Year For Them They Were Kicked Out of Many Many Seasons The Yankees Team Developed in 1903 They Have Won
The Most World Series
What is the best MLB franchise in history?
They have only had a ridiculous payroll for the last decade or so, in 1998 the Baltimore Orioles
had the highest payroll in baseball. Prior to the last 10 yeras the yanks had a fairly normal payroll and still managed to
win 1/4th of all the World Series ever played. They have the most history, the greatest players, they are in the biggest city
in the country, they have the most fans. The Yankees aren't a team anymore they are a brand. You go to a mall in Mexico City
and you may see a yankee hat. A takeout place in Tokyo, good chance you see a Yankee hat. Putting my bias aside, you cannot
argue with the facts, the Yankees (as of April 2007) held a whopping 25.4% of the MLB merchandise market share followed (distantly)
by the Red Sox with 8.2%. As for attendance, the Yankees led baseball in total attendance and average attendance. There is
not arguement, The Red Sox may have been the better team the last 4-5 years, but the Yankees are still the face of Major League
Baseball.
What is The Most Played Sport in the World
Here is a Estimation of Each Sport
Volleyball * 998 Million * 218 Basketball * 400 Million * 211 Table Tennis * 300 Million
* 186 Soccer *252 Million * 264 Badminton * 200 Million * 147 Tennis * 60 Million * 191 Baseball * 60 Million
* 110 Dragon Boat Racing * 50 Million * 51 Team Handball * 18 Million * 147 Hockey * 3 million * 118 Judo
* 2.5 Million * 187 Rugby * 2 Million * 97 Cycling * 600,000 * 160 Bocce * Pending * 72 Cricket * Pending
* 74
Sports Can Be a Lot of Fun Rather it Be Watching the Game Or Getting Out There And Playing it for
Some Sports its Better To Watch it on TV Some Sports it is Better to go out there and go and Play it especially if you have
many people it can be Fun To Play it will keep you and your friend busy
How to Play
Baseball
Step one You only need a couple of things. First you need a partner. Second you need a baseball
glove and bat. Your bat shouldn't be to heavy or to light also it shouldn't be to long or to short. You should have a bat
that is just right. Also you need a baseball if you don't have a baseball use a tennis ball (not recommended).
Step Two learning to throw Well this will
teach you how to throw a baseball. First stretch a little bit. Then try to throw the baseball to your partner try not to throw
it under hand or side arm. Underhand is not good for the arm, and it's better to learn overhand when you're just starting.
For now try to stay at least 10-15ft apart. Just keep throwing the ball back to each other for a little…
Step Three To catch your partner should throw the baseball. You should try to catch the ball in
the web of the glove not the pocket . Try to catch the ball with two hands one hand in the glove and one covering the glove
after you catch the ball. When a ground ball comes to you bend your knees bend your back and get your glove down with your
bare hand on top of the glove and watc…
Step Four Outfield Outfielders are, in most people's opinions, the most important players on a baseball
team. You've seen them in the outfield, behind the diamond. Their job is to catch pop-ups, hold the runners at their bases,
and stop anything that can go past them. Here's one of the best outfielders ever, Vladimier Guerrero. Let's start with pop-ups/fly
balls. You first want to step b…
Step Five Hitting Clearly, to hit you'll need a baseball bat or a whiffle ball bat. Hitting is the
most difficult part of baseball but don't get discouraged you can do it! First throw it up and hit the ball. This is good
practice but as you progress it will be better if your partner throws it to you instead so you get used to it. You can use
a tennis ball if you don't have a baseball. …
Step Six Base Running Base running can be confusing at some times. If your playing with friends
and someone hit a pop fly, you shouldn't run. For instance, if you were on first base and started running before the player
catches the ball, they could tag first and you would be out. However, a way to get around is is to tag up. Tagging up is when
you let the player catch the ball and once the p…
Step Seven Pick up Games Pickup games are fun and good experience. For pickup games you can use
sweatshirts for bases and you can have a parent be the only pitcher so there it wont take forever to get the ball over the
plate. To start one just call your friends up and start a game. You may want to try a pickup game; it might get you really
in to baseball. Thank you for reading my Instruct…
Step Eight Pitching Pitching is harder than it looks. First, you need to be able to throw the ball.
Both feet are on the rubber. Then, your front foot (opposite your pitching hand, i.e. left leg for righties) goes about a
foot's distance away from the rubber, on the same line as it. After, your other foot goes in the hollow right in fron of the
rubber. Some fields might not have this,…
Basketball
The game of basketball was invented over a hundred and fifteen years ago by Dr. James Naismith.
Although the game has undergone a lot of changes, the fundamentals of how to play basketball still remain the same.
To
start playing the game, we need to first gather the equipments. This should be very easy as the game only requires a ball
and two hoops perched at a height of ten feet at the opposite ends of the court. Next, we need to set the teams. Two teams
with members per team. The object of the game, very obviously is to score baskets. As for the length of the game, the famous
National Basketball Association (NBA) teams play a 60 minutes game with four 15 minutes sessions. The length can vary based
on tournaments and organizations.
Each goal or ‘basket’ is worth 2 points. However, if a basket is scored
from outside the 3 point line, that is the arc shaped line outside the free throw line, then the basket is worth 3 points.
The
game starts with a jump ball. A jump is when one person from each team goes in the center of the court and jump to tip the
ball their team mates after the referee throws the ball straight up. The goal here is to direct the ball towards your team.
The
game of basketball comprises of offense and defense. When the ball is present with a member of your team, then all the team
members of your team are on the offense. The goal here is to score points by shooting the ball into the defending team’s
basket. Similarly, when the ball is present with the opponent team, them all the team members of your team are on the defense.
The goal here is to stop the other team from shooting the ball into your team’s basket and also to steal the ball from
them.
While on the offense you can pass on the ball either via dribble or passing. Bouncing the ball continuously and
moving forward simultaneously is known as dribbling. It is important to remember here that once you have dribbled the ball
past the mid court. The pass is used to advance your offense. Most passes are accompanied by a step forward to increase power
and are followed through with the hands to ensure accuracy.
Some very important rules to remember while playing basketball
can be enumerated as follows:
- The dribble ends when you stop and hold the ball.
- If you hold a ball for more than five seconds, then you incur a penalty as well as lose the possession
of the ball.
- An attempt to unfairly disadvantage an opponent through physical contact is illegal and is called
a foul.
- You are allowed five fouls per game. After that, you are removed from the game.
- On offense, you cannot remain in the "key" (area designated underneath and directly in front of basket)
for more than 3-seconds. If there is a 3-second violation, there will be a subsequent change of possession.
Well, now that we know the scoring details, the game and the fouls, here are some basketball tips. Always shoot with
both the hands. Using a single may look very fancy, but it is best to use both the hands. It is very important to learn to
dribble the ball without actually looking at the ball. Repetition is the key to improve your shooting. Lastly, Quality training
equipment will make the difference in your game.
Well, the game is simple and the equipments are easy to procure.
We have some basketball tips now, time to go out and shoot some baskets!
American Football
Football may not officially be "America's favorite pastime," but it certainly has gained a
huge following in this country over the years. One of the great things about football is that it can be just as enjoyable
to play as it is to watch. If you've never had the chance to get a handle on how the game is played, here's a step-by-step
guide to get you started down the great gridiron path.
Object of the Game
- In the game of American football, two teams compete to score points by moving a ball into the end
zones of their opponents—either passing the ball from one player outside the end zone to another who's inside, running
the ball from the playing field into the end zone, or sometimes kicking the ball through an end zone's goal posts. But more
on scoring later.
- Each team has 11 players on the field.
- Smaller teams or leisure players may compete with eight or fewer participants.
- The team with the ball at any given time is called the offense.
- The other team, which tries to stop the offensive advance and "defend" its end zone, is called the
defense.
The Field
1. Regulation football fields (minus the end zones) are 100 yards long. Each end zone contains
a goal post and is 10 yards long. Yards are measured from each respective end zone's goal line, beginning with 1, until yard
markers meet in the middle at the 50 yard line. 2. Though all yards are measured with "hash marks" or white
lines on the sidelines, plus a line extending across the width of the field every five yards. Only every 10th yard line (10,
20, 30, etc.) is labeled with a numeral.
Play Time
1. The length of a football game is divided between two halves, each with two quarters. In professional
football (NFL), along with college (NCAA) and arena football, each quarter in a game is 15 minutes long with a 12-minute half
time between the second and third quarters. High school teams, however, play 12-minute quarters in a 48-minute game. Participants
in amateur leagues or friendly games may shorten these periods. 2. When there are two minutes of play remaining
before the end of each half, respectively, officials signal for a "two-minute warning." This stops the clock and serves as
a free timeout for the teams. 3. An additional overtime play period is added if the teams are tied at the
close of the fourth quarter. 4. To stop the clock, teams are allotted a number of timeouts (three per half
in the NFL). In addition, some plays, such as running the ball out of bounds or scoring, can stop the clock (Arena Football
has exceptions to this rule).
Kick off
1. At the beginning of each half, and after every time a team scores, that team kicks
the ball at their own 30-yard line to the receiving team. The receiving team, or offense, can then run the ball as far as
they can toward the defensive team. The play ends either when the player who caught the ball is stopped by the defense or
if he scores. 2. It is illegal to kick the ball outside the lines of the playing field, so consequently, when
that happens, the receiving team automatically gets to start their possession on the field where the ball went out of bounds
or 30 yards from where it was kicked off. 3. If the ball is kicked into the receiving team's end zone, the
receiver can either run the ball or go down on one knee. When he does this, it's called a touchback. It means the play is
over and the ball will be placed at the 20-yard line for the next series of plays. A touchback is also the result of kicking
the ball out of bounds in the end zone.
Advancing
1. A team moves the ball toward its goal by having the quarterback (see "The
Players" below) either pass the ball or hand off the ball to another player, who then runs as far as possible without getting
tackled. When the quarterback throws a pass that either lands on the ground before its caught or is caught out of bounds,
it's ruled an incomplete pass. A team cannot advance as a result of an incomplete pass, but instead must re-play that down.
2. In one possession, the offense has four tries to move the ball forward 10 yards. These tries are called "downs" and are
measured at the end of each play by linesmen (non-playing judges on the sidelines). Each time the offense successfully moves
the ball forward at least 10 yards from where they started that series, it is a first down and players are rewarded with a
fresh set of downs to continue their advance. The "line of scrimmage" refers to the location on the field where the ball is
placed (then each team lines up and a play is set in motion). 3. The team with the ball can always exceed
10 yards, but if it has not advanced the ball that distance after three downs, the players can either "punt" (kick the ball
down-field to the other team), attempt a field goal if they're in range (see "Scoring" below), or use up their fourth down.
If they choose to go for it instead of punt, but don't make the 10-yard marker, the offense turns over the ball to its opponents
at their current spot on the field. Except in special circumstances, most teams choose to punt in the "three and out" situation
because it's less risky in terms of field position.
the Players
it's a lot easier to understand how points are scored once you get to know the
players and their positions. The lineup of these positions is not static and coaches often will change the numbers of players
in certain positions to achieve a certain outcome. But here is a general outline of a team's lineup:
The Offense
1. Quarterback: Often at the center of attention on a team is the quarterback,
whose job it is to call plays for the offense. He's also the play maker because he's the one who must either pass/throw the
ball to another player after it's snapped to him, hand it off to a fellow player or hang onto the ball and run it up the field
himself. 2. Center: Aptly named, the center is the player who crouches in front of the quarterback before
a play and then snaps the ball back through his legs to his quarterback. 3. Running back: A running back is
typically the one who is handed the ball by the quarterback if a running play is called, but also can be called upon to block
and throw or receive passes. He can be either a fullback or a halfback (AKA tailback), depending on the type of offense being
played, and is extremely versatile. 4. Guards: The guards (right and left) flank the center player and their
job is to block (not tackle) their defensive counterparts in order to keep the ball moving forward. 5. Tackles:
The tackles (right and left) line up on the outside of the respective guards and join them in their efforts to protect the
ball and keep defenders at bay. 6. Tight end: This player can double as a receiver or blocker, depending on
the play call, and may line up on either end of the offensive line. 7. Wide receivers: The fast players are
usually sent down the field to catch the football when a pass is called for by the quarterback. It's their job to get on a
good running route and stay open to catch the ball. On running plays, they may help with blocking duties.
Defense
1. Defensive ends: These big guys play on the two ends of a defensive line.
It's their job to either tackle the quarterback before he can pass the ball or tackle running backs who are trying to carry
the ball up the field. 2. Defensive tackle/guards: Positioned side-by-side across from the offense's center,
these guys are also big and focus their efforts on tackling the quarterback before he can get a play off.
3. Linebackers: Linebackers are named thusly because they "back" the defensive "line." A linebacker is a jack of all trades
and can be called upon to do anything from tackling the quarterback to stopping a running back or providing pass coverage,
depending on the type of offense. 4. Cornerback (AKA defensive back): Players in this position have their
sights set on their offensive mirrors—wide receivers. Tackling a WR after a caught pass is a primary objective. A good
cornerback will attempt to swat the ball away in the air before it reaches the intended receiver or intercept the pass by
catching the football himself. 5. Safety (AKA defensive back): Safeties stand farthest back from the line
of scrimmage and provide essential deep pass coverage. Safeties are the final obstacle for an offensive ball carrier to overcome
if he makes it past the defensive line.
- Apart from the standard offensive and defensive lines, plays such as kickoffs, kickoff returns, punts,
extra points and field goals require a set of specialty players. These special teams athletes typically comprise second- and third-string players from other positions on the team.
- Kickers: Different athletes specialize in different kinds of kicks, so a team will use one kicker
for kickoffs and field goal attempts and another kicker, called a punter, for punt kicks.
- Returners: In the same vein, there is typically one returner designated for punts and another designated
for kickoffs. Both must be very fast.
- Gunners: These guys are a returner's worst nightmare, who dart up the field to tackle a returner
as quickly as possible.
- Holders and snappers: Holders hold the ball for the place kicker in field goal and extra-point attempts.
Snappers get the ball to the punt kicker when it's time to punt. (No holder or snapper is required in kickoff because the
ball is kicked from a tee on the playing field).
Tennis
Tennis is a sport that is played all over the world, and is fun none the less. This Instructable is
designed to teach the basics of tennis, as well as some advanced tips to improve your game.
Whether you are just beginning,
or hoping to refine your game, continue to read this Instructable!
Step one Choosing The Right Equipment When looking to buy a raquet, you should figure out the level
of play you are at. Beginners might want to choose a head that is wider, which reduces the chance of missing the ball. More
experienced players might want to choose a more narrow head which has more power and accuracy. The material used for the raquet
are nowadays synthetic materials such as composites a
Step Two Tennis Grip The grip on your raquet is an important aspect in your tennis play. You should
grip the tennis raquet loosley between strokes, but when you are about to swing, it is better to tighten your hold. The following
is the Eastern Grip 1)Note that the eastern grip is popular with beginners and is widely used with forehands because of its
comfort. The grip can also be used
Step Three Forehand Stroke The forehand stroke is usually the most powerful and the stroke most users
want to use. Of course it has to be on the right side of the person to get the forehand stroke. The forehand in tennis is
a shot made by swinging the racquet across one's body in the direction of where the player wants to place the shot. For a
right-handed player, the forehand is a stroke that
Step Four Backhanf Stroke The backhand stroke is when the ball is on the opposite side of you. It
is the opposite of the forehand. There are two types of back hands. There is the two-handed back hand, which is the first
picture below. There is also the one handed back hand which are primarily the same thing, except you are using different amounts
of hands. The backhand in tennis is a stro
Step Five Volleys Net play is an important aspect to playing tennis. At the net, the player will primarily
use a volley to hit the ball. The volley is when the ball does not hit the ground before you hit it. It is out of the air
pretty much. You want to get yourself about 3 feet away from the net. Make sure you keep your feet shoulder width apart. Hold
your racket in your contin
Step Six The serve in tennis is a shot to start a point. The serve is usually initiated by tossing
the ball into the air and hitting it (usually near the apex of its trajectory) into the diagonally opposite service box without
touching the net. It may be performed underhand or overhead. The serve is the only shot where a player can take his time to
set up, instead of having to r
The Rules of Tennis
Scoring goes like this: Love - 0 points 15 - 1 point 30 - 2 points 40 - 3 points Game
Every
single game starts at Love-Love. The server's score is called out first. So if the score is 15-Love, that means that the server
has 1 point (called 15) and the opponent (reciever) has 0 points, and if the score is 15-15, then both players have 1 point
each. DEUCE is a scoring 'nickname' for 40-40, which means that both players have 3 points each. However wins the next point
(for example say the server won the next point after the 40-40), dosn't win the game, but become AD (advantage). THen the
score would be Advantage Server. If the server then won the next consecutive point, then he/she woudl win that game. If not,
the score goes back to DEUCE.
Usually matches are of best of three SETS, and each SET consists of 2 GAMES. Servers
switch every game, and court sides are switched every two games except for the first game of the match. So then after the
1st game, 3rd game and 5th game the players switch sides.
In a singles match (one on one) the court is only the smaller
portion of the tennis court that excluds the allies on the left and right side.
Server serves the ball overhead CROSSCOURT
into the correct half of the box that is closest to the net.
Hockey
The rules of hockey may at first seem complex and confusing. By understanding certain calls such as
offsides and icing, however, one can easily master the basics of the game. To pick up more than the basics, I recommend
the all-ages training guide Hockey Speed and Power
To win the Game
One team must score more goals than the opposing team.
To Score
- A goal is scored each time the puck goes past the goal line of the opposing team's net.
- A goal does not count if it is purposely kicked in by the foot, thrown in by the hand, or hit in
by a high stick.
- A goal accidentally deflected off of a player does count.
The Set up of the Players of The Game
- Six players from each team are allowed on the ice at one time. For each team this includes one goalie,
two defenders, and three forwards.
- There is a right defender and a left defender, although usually defenders may choose to rotate.
- Among the forwards, there is a center, a right wing, and a left wing.
- For a team playing in a league, there is usually a designated captain and assistant captain. These
players are allowed to talk to the referees if any problems arise in the game.
The Physical Set up of the game
- A typical hockey rink has two blue lines defining the offensive and defensive zones for each team
and a red line dividing the rink in half.
- A team's offensive zone is the area above the far blue line guarded by the opposing team.
- A team's defensive zone is the area below the near blue line guarded by its own team.
- The zone between the two blue lines is called the neutral zone.
- Circles on the left and right side of the goal nets define face-off dots for face-offs called in
that zone. Centers line up in the centers of the circles, and wings usually line up on the sides of the circles. Defensemen
usually line up in back of their wings outside of the circles. The defending team may reposition their forwards to better
cover the offensive defensemen.
Faceoffs
In a face-off, the center lines up against the opposing center. The centers take the face-off each
time a puck is dropped by a referee in the game. They are the first to fight for the puck once it is dropped by a referee.
Sometimes, either by a team's own decision or the referee's, another player may take a face-off instead of the center.
The right and left wings line up on the right and left sides of their center. They are lined up directly
opposite the opposing team's wings.
The defenders line up in back of the forwards on the right and left sides.
The puck is dropped in the center ice at the start of the game.
Based on where a puck goes out of play, all other face-offs can occur anywhere on the ice. If the
call is an icing or offsides, the play usually begins on the closest dot on either the right or left side. If the puck is
flung outside of the rink, the play resumes at a place designated by the referee to be closest to where the puck went out
of play.
Off Sides
When a player is completely across the blue line of his offensive side before the puck, the player
is offsides, and the referee will stop the play if the player does not return to the blue line before returning to the offensive
zone.
A new face-off is called right outside the offensive zone.
A player may straddle the blue line before going after the puck, after it passes the blue line.
A player may linger in his offensive zone even if the puck is not in the zone, but the player must
make sure that when the puck enters the offensive zone, he is not offsides. The player must let the puck enter the offensive
zone first before going after it
Icing
- If a puck that does not score is hit by a player before the red line and goes past the goal line
of his offensive zone without being intercepted by a teammate or the opposing goalie, it is called an icing.
- A new face-off is called in the defensive zone of the team that hit the puck.
Timing of the Game
- A typical game is played in three periods, each twenty minutes long. Running time stops when the
whistle is blown by the referee and starts when the puck is dropped into play.
- Penalties, called by the referee, can be 2 minutes or longer, depending on if it is a major penalty,
minor penalty, or misconduct. When a penalty is called, the referee will raise his hand. Time stops and the whistle is blown
when a member of the team that committed the penalty touches the puck. The penalized player is sent to the penalty box. More
information about penalties is available at LifetimeHockey.com and descriptions of different types of checking are described in more detail at: Wikipedia.org.
- Overtime may be called if the game is tied at the end. Other rules may call for a shoot-off if the
game is tied at the end of the third period.
Power Plays and Penalty Kills
- When a team has more players than the other on the ice, that team is said to be on the power play.
This occurs when players on the opposing team have committed penalties.
- The team with less players on the ice is said to be on a penalty kill. Icings are allowed for teams
that are on a penalty kill.
Changing Players
- While the puck is in play, offensive and defensive players may switch on and off the ice. Usually,
once a player is within 5-10 feet of the bench, the other player can start getting on the ice. A penalty for having too many
men on the ice may be called depending on the discretion of the referee.
- Changes can also be made before each face-off. If an excessively long time has already elapsed, a
referee may disallow any player changes to be made before that face-off.
- Sometimes to boost the chance of scoring offensively, especially at the end of a game, the goalie
may be called in to let another offensive player on the ice.
How to Play Cricket A Guide By Nathan This is The Easiest I Found to Explain The Game
How to Play Cricket
“Cricket is played with two teams of eleven players , with two umpires (referees) on an oval
shaped field. The size of the field varies, but generally has a diameter of around 350 yards. A cricket bat is oblong shaped
with a narrow handle. A full-sized bat is around 3 feet in length. A cricket ball is made of cork and covered with leather,
and is then stitched up. A ball weighs around 5 ounces.
In the middle of the field is what is known as a pitch. A pitch is a hard, flat strip of dry ground
around 22 yards long. 22 yards is an old imperial measure called a chain. Two batsman are at the pitch at a time, both
at different ends, with one facing the delivery of the ball from the bowler.
At either end of the pitch is the crease. This is a line marked about 4 feet in from either end
of the pitch, and it is used for 2 reasons. The first is as a mark from which the bowler must bowl from or behind, and
a mark for the batsmen to stand at to deliver the ball and to mark whether a run has been completed. If a batsmen is out
of his crease, he can be stumped by the wicket keeper if he is receiving the ball at the batsmen’s end, or can
be run out by the fielders at either end when taking a run.
The bowler runs up to the pitch where he bowls the ball overarm with a straight arm. the delivery
is usually overarm but there have been famous incidents when cricketers in international matches have bowled underarm
Teams score by getting runs. A run is completed when a batsman hits the ball and then runs to the
other end of the cricket pitch, getting past the crease. The non striking batsman has to run to the opposite end as
well. The batsman can run as many times as they like, but the batsmen can get out if their stumps are hit with the ball
by a fielder before the batsman reaches the crease. The stumps are three sticks of equal size measuring around 3 feet
tall with the width of a ball separating them. This is the traditional method to set up the pitch. The stumps are placed
at either end of the pitch in the ground and set out so that the ball cannot pass through the gap between them. Bails (small
pieces of wood) are balanced on top of the stumps.
Other ways runs can be scored are by hitting boundaries. Boundaries are scored when the ball is
hit and touches or goes past the outer edge of the field. Four runs are scored when the batsmen hits the ball and the
ball hits the ground before reaching the outer edge of the boundary, and six runs are scored when the ball is hit and goes
over the boundary without touching the ground. Runs can also be scored in the following ways: No balls, when the bowler
oversteps the crease, bowls in a dangerous manner or incorrectly. A no ball is worth one run. A wide is scored when
the ball goes outside the line of the pitch before coming in line with the batsman. This is also worth one run. A leg
bye is scored when the ball hits the batsman but doesnt contact his bat and then proceeds to run. A bye is scored when
the batsman runs without the ball coming into into contact with the batsman or his bat, and then runs.
The fielding team can get the batsman out in several ways, by
1) catching him out. This is done when the batsman hits the ball with his bat and a fielder catches
the ball on the full (without bouncing).
2) bowling him out. This happens when the bowler bowls the ball andthe ball strikes the batsman’s
stumps or bails.
3) leg before wicket, or LBW. This happens when the bowler bowls it and the stumps being hit by
the ball are prevented when the batsman’s leg gets in the way. This rule is a bit complicated, and you can let the
ball hit you on the legs sometimes without being out leg before. This rule is one where the umpires have to make some judgments
and can cause a few arguments!
4) stumped, when the batsman comes forward to hit the hit but steps out of his crease, misses the
ball and the fielder behind the stumps collects the ball hits the stumps before the batsman gets back behind his crease.
5) run out, when the batsman attempts to score a run but has his stumps hit by the ball before
he reaches the other crease.
6) Hit wicket, when the batsman hits his own stumps while trying to hit the ball.
7) retired, when the batsman voluntarily decides to finish his innings,
timed out, when the next batsman doesn’t appear on the pitch within two minutes of
the last batsman getting out. This last one doesn’t happen very often and I have never seen it happen
Each team has one innings. This innings can last anything from 20 overs (a series of 6 bowls by
a bowler) to an unlimited over match. Most one day matches are played with each side having 50 overs (or 300 balls).
If 10 of a team’s batsman are out, the innings ends there regardless of how many balls are left to be bowled. The
team that scores the most runs in their innings is the team that wins.
How to Play Pool Step By Step
Step one Find a cue that has a comfortable weight. Too heavy and your arm will tire and less
accurately wield the cue over time. Too light and you will not have the momentum of the cue helping to strike the Cue ball
firmly. Many house cues are damaged or warped due to cheap materials and inconsiderate people using them. Examine the tip.
Find one that is slightly domed in shape, not too worn down and is firmly attached to the ferrule (the white piece under the
tip). Also ensure that the ferrule is not loose. If any of these pieces are loose or improperly glued it will serve to absorb
some of the energy that you want to transfer to the cue ball and you will not get a nice solid hit when striking the ball.
Step two Chalk the cue tip before every shot. The Blue cube shaped chalk usually sitting around the
edge of the table. Don't twist it onto the top of the cue, use more of a painting type motion. Remember, chalk the cue, don't
cue the chalk!
Step Three Keep proper form. If you're right-handed, hold the thick end of the cue in your right hand.
Find the spot where when holding the cue with your right hand palm up, the cue is evenly balanced. Then hold it about an inch
behind that spot. There are many ways that people hold the front end of the cue for support. Yes there is a correct way, but
in the beginning try to do what is comfortable for you. You will learn why there is a correct way over time. Hint: accuracy.
The proper way is to make a circle with your left thumb and index finger. Put the cue through the circle and rest it on the
top of your middle finger, behind the knuckle. Spread out your pinky, ring and middle finger tips to create a tripod like
support. The ridge of your hand should be on the table and the thumb side of your hand should be lifted a bit higher. Now
you have a stable support and the cue cannot go flying up left or right when you stroke the cue.
Step Four Get in the proper stance. Your left foot should be forward and your right foot back about
2 feet with your body slightly twisted to the left so it does not interfere with the cue stroke. Don’t stand too close
to the table, depending on the shot you’re taking, lean into it a bit.
Step Five
Practice your stroke and form without hitting any balls at first. Your stroke should be approximately
4 to 6 inches. Make sure that your right arm is swinging from the elbow down only with the part of your arm from your shoulder
to your elbow parallel to the floor. Watch the cue as you stroke and avoid the See Saw effect. This happens when you drop
your elbow during the stroke and will cause you to lose accuracy and hit the Cue ball in the wrong spot.
Step Six Focus on the proper hit. As a beginner, don't waste time trying to make the ball "follow"
or "draw" after hitting the cue ball. Every little extra thing you try to do will adversely effect your accuracy. Just hit
the cue in the middle. Before every single shot you should take 2 or 3 practice strokes and then follow through. If you want
to get fancy, you can hit the cue slightly above center to make the cue ball follow the ball you just hit or slightly lower
than center to make the cue ball stop or actually spin back toward you after hitting the ball. Hitting the cue to the left
or right of center is called " English " and will cause the object balls trajectory to be augmented in one direction or another.
Not for beginners, stick to the center of the Cue Ball.
Step Seven Imagine a ring around the center height of the balls. When you think of the point at which
the cue ball and the object ball makes contact in a 2 dimensional way it will be easier for you to figure out the correct
angles when trying to sink the ball. Also remember your cue ball will deflect off of the ball you just hit at approximately
90 degrees. Careful not to sink it as well. You want the white ball to stay up.
How to Play Dragon Boat Racing
Some teams only practice a few times before the race day. Some teams train throughout the whole year.
It just depends how involved your teams wants to get. That’s the great thing about this sport...you can just do your
community race or you can do more and venture out to other communities and participate in more distant race events. Or if
you are really keen, there are possibilities to paddle internationally.
TECHNIQUE 1/ OFF-SEASON TRAINING Off-season training typically runs from October to January.
Pool Practice could start in January. Weight training and Cardio should be done in addition to Dragon boat practice. The
focus of the pool paddling sessions is technique and conditioning. Pool paddling consists of having the paddlers sit along
side the pool with slimmed down paddles.
The practice starts with stretching and a three to five minute paddling warm-up. For the first half
of the practice, the paddlers work on specific drills to improve on various parts of the stroke technique. The second half
of the practice is the work-out portion where the team will paddle as group for 20-30 minutes. Each paddler is video taped
once per month and an analysis is done by the coach. The video is slowed down to check the various positions like 1/ paddle
angle of entry, 2/ setup position and body rotation, 4/ catch, 4/ exit paddle position. As well, the three motions or phases
are analyzed: 1/ entry, 2/ pull, 3/ recovery.
SIT UP - Part of what is important here is that all paddlers in the boat are sitting up in the same
position with their paddles held in the same position. This gives a comment start point for all team members in the boat.
When the next command is given all paddlers are making the same coordinated movements. This gives the team a faster response
time, organized with no confusing movements and almost as important you look good as a team, when you look good you feel good,
this is empowering.
Common sit up positions are Paddles in the relaxed position, parallel over the water pointed at 90
degrees to the side of the boat. Our team sits with our paddles pointing forward to the front of the boat at about a 45 degree
angle like a chevron. The water side hand resting on the paddle shaft which is on the gunnel rail. This puts the paddle closer
to the paddles up position reducing response time and simplifying the movement from sit up to paddles up.
PADDLES UP - paddles above the water ready to take a stroke. Commonly used for starting the movement
of the boat in a non-race
situation.
TAKE IT AWAY - command to start paddling.
LET IT RUN - paddling stops and boat coasts to a stop on its own.
HOLD THE BOAT - bringing the boat to a full stop with the use of the paddles.
READY, READY - race command in a start situation for paddles to be placed in position for the first
stroke (submerged or out of water).
SERIES - a combination of strokes during a race, often a set of 10 or 20 strokes that are quicker
and more forceful.
COMMON INCORRECT DRAGON BOAT TERMINOLOGY
ROWING - rowers use oars, therefore they are rowers. Dragon boaters use paddles therefore they are
paddlers. You do not row a dragon boat!
COXSWAIN (koksn) - steersperson of the boat, often incorrectly referred to a Cox man. In this area
commonly called the "Cox".
The technique that will be discussed is based on flat water sprint canoe style used by the two time International
Dragon Boat Champions - The Canadian Men's Dragon Boat Team. There are six key parts to the dragon boat stroke. When done
properly, a boat flies; executed improperly, the boat will feel sluggish and heavy. The first three components set up the
stroke, while the last three are considered to be the work-phase part of the stroke. The six components are called: rotation,
reach/extension, catch, pull, exit, and recovery.
Rotation The image some coaches use to help paddlers picture rotation is that a pole is inserted
through the head, along the spine, and then anchored to the dragon boat seat. Another way of achieving full rotation is
to present your back to the shore or have your chest facing your partner. Full rotation, or twist as it is sometimes called,
allows for maximum reach/extension.
Reach/Extension This position in the stroke is crucial in maximizing the length of the stroke.
The position of the outside paddling arm is equivalent to pulling a bow and arrow. The outside shoulder should be dropped
slightly and also extended forward. The torso leans forward for additional extension.
A proper reach position is the foundation of a proper dragon boat stroke. The reach position is the
extended position with the paddle a few inches above the water before the driving it into the water. This reach position determines
the length of a stroke and a long stroke means more water is pulled. The reach position is the end point of the Recovery phase,
but is the beginning of a new stroke cycle.
The reach position determines the rotation of the torso. If the torso is "rotated" forward upon the
paddle entering the water, the torso will naturally want to "de-rotate" back to the normal seated upright seated position.
As mentioned previously, the lower arm position is similar to drawing a bow and arrow. The bottom
arm is extended straight forward parallel to the water. The lower shoulder is dropped and is extended forward and therefore
the shoulder on the top hand side comes back and up. In the Reach position, these four points on the body should be lined
up in a vertical plane: (a) top hand , (b) head, (c) lower shoulder and (d) lower hand.
From the side view there should a straight line from the top hand, head and hip. The torso rotation,
extension of both arms and the forward lean are important aspects of the stroke. The upper arm coming over the
head. The lower arm is fully extended and is almost locked at the elbow. The lower hand grip should be relaxed and not grip
the paddle too hard. The paddle flips forward into the reach position where it is at its highest potential energy level. From
this position, the potential energy will be used to submerge the paddles as the stroke progress.
Catch The catch phase is the most critical to the speed of the boat. The catch is the moment the
paddle blade first bites into the water. The top hand is held over the water, then drives down on the paddle with the outside
arm relaxed and fully extended.
Pull Once the paddle is fully submerged or "buried", the next component of the stroke is the pull
phase. The paddles should pull back directly parallel with the boat. The top hand stabilizes the paddle as the bottom arm and
back muscles pull back. To use the back muscles effectively, the paddler sits up while pulling and continues to drive the
paddle downward with the top hand. Maximum power and endurance will come from using the larger muscles of the back, shoulder
and trunk rather than relying on the smaller arm muscles. Exit At the end of the stroke the paddle should
exit the water at the hip. Allowing the stroke to go past the hip results in the paddling blade being at an angle that
would slow down the boat. The phrase "out at the hip" is often used to correct a stroke that is too long. The outside arm
blends slightly to allow the paddler to clear the water and then it is pushed or snapped forward.
Recovery This part of the stroke is the rest phase when the muscles are not working as hard; recovery
speed plays a large role in determining the stroke rate. During recovery, the torso starts rotating and leaning forward
to setup for another cycle of the stroke.
The boat crew is broken into three sections, the front which is the first six paddlers, the engine
room which is the middle eight paddlers and the back which is last six paddlers. Weight of the paddlers must be taken into consideration
when setting up the boat. Any serious weight distribution problems will adversely affect how the boat tracks for steering.
The biggest paddlers are placed in the middle or engine room and lighter paddlers at the front and back sections. The
front six paddlers set the pace and should be reserved for paddlers with good long paddling strokes. The rest of
the boat needs something visual to follow. The rest of the boat will have short choppy stroke if the front has short
choppy strokes.
The middle eight or the "engine room" is usually reserved for the heavier, stronger paddlers. During
the middle of the race the engine room dictates the pace. The stroke rate of the crew is usually determine by the engine
room. The stroke rate is not too fast as long as the big engine room paddlers can twist and reach. Once the engine room
paddlers start shortening up on their stroke, you know the pace is getting too fast.
The back six paddlers of the boat should have the strongest people in the boat. It is not uncommon
for a novice crew to setup the boat with weaker paddlers who get out of stroke. For an intermediate crew or an advanced
crew this would be a missed opportunity. A series which is a sequence of more powerful strokes meant to advance the boat
and is initiated by the back six paddlers and ripples to the front of the boat.
Side to side and front to back weight distribution must be taken into consideration when setting up
the boat. The steersperson must have the knowledge of how to move paddlers around to improve the balance of the boat.
Having the boat off balance can seriously affect how the boat tracks. The steersperson is 100% responsible for the safety
of the crew. The steersperson has the best view of any obstructions on the water and must make the required commands to
the crew to maneuver the boat. In race situations the steersperson must also be able to read wind and be knowledgeable
of how the boat reacts in certain conditions. It is not good enough that the steersperson can just keep the boat straight,
he or she must be able to bring the boat to the line in whatever wind conditions and make the maneuvers or commands to hold
the boat on the line.
Racing can be broken down in to smaller elements: pre-race, start, middle, finish, post-race.
Pre-Race- Includes on-land stretches, positioning of paddlers in boat, warm-up to the start line that
should include one practice start.
Start Sequence - The start that is taught to novice teams is "5 and 10" meaning five deep long strokes
to get the boat moving from a stationary position followed by 10 sprint strokes that accelerate the boat to top speed. A
series of transition strokes follow to bring the stroke rate down to allow the stronger and longer "power strokes".
Middle - For the purpose of advancing race positions, teams often include one or more "series". A
series is a set 10 or more strokes that are harder and sometimes faster to help the boat speed up. Please note that the paddlers
must still hit in-stroke, must not shorten up on the stroke reach for a series to be effective.
Finish - The last 20-30 strokes on a race has its own elements. At this point in the race the objective
is to bring the boat up in speed for that last finishing kick. It is similar to the "10" strokes of the start. The paddlers are
leaning forward and using their arms only to accelerate the boat. Paddling with arms is quicker than paddling using your
back although paddling with the back is much more powerful.
Post-Race - Analyze what went right, what went wrong. Make the adjustments for the next race.
KEEP A TRAINING LOG: Many competitive paddlers have a detailed training log which records their training activities:
on-water, weight training, pool etc. Usually a little booklet showing the date, work-out (ex: 3 sets x 1.5 km paddling
@ 60%, 2 min rest between), how they felt about it. Body weight and basal or morning heart rate is also sometimes included.
Training logs will help you in the long term. If you have a bad racing year, you can look back at previous years logs and
find out how hard you trained and felt in previous years. Good paddling years are usually a result of how well you have
trained.
Coaches should also keep a log the team training from year to year. You can draw from this data base
of work-outs each year and adjust accordingly. As a former paddler as well as a coach, I know how hard I can push the
training by looking at my previous training logs. If I have done the work-outs myself I know other people can also do the
work-out. The amount of training a team does will determine how well a team will perform in races. Remember, practice makes
perfect.
Overtraining can result in sudden loss in body weight and increase in morning heart rate. Training
becomes flat. Body becomes susceptible to injury and illness. Good habit of getting into is checking your heart rate before
getting out of bed in the morning. If the heart rate suddenly goes up more than six beats over the usual rate, over training
has probably taken place. The body has been overloaded and the heart is working extra hard to compensate. Reduction in
overall activities and more recovery time may be necessary.
How to Play Dodgeball
Unless you're really fast, stay behind and let your teammates get the balls. If nobody on your team
is fast, then let the other team get the balls and just stay back and try to dodge and catch. If you and your team do get
them, then roll the extras back to your side so the enemy won't get them.
Once you get a ball, hold on to it until the other team's best players have thrown theirs, then
go up and throw it at some of the people who are not as good. Get the average throwers out first so there are less distractions.
If you are a bad thrower, just catch them as they get thrown at you.
While getting ready to throw, stay crouched low to the ground and start to sort of gallop towards
the line that divides the two sides. This will help you gain power for the throw. If they throw a ball at you while going
towards the middle line, crouching and running up to the line will help you dodge it because you are ready to move quickly
and you will be a smaller target. This will make it harder for them to hit your body and when they throw it, it will be towards
your head and therefore easier to dodge because instead of moving your whole body you will just have to move your head. And,
also, in some games of dodgeball, throwing at the head doesn't count!
When throwing, do not be afraid to turn sideways and almost fall then catch yourself with your hand
to help increase power.
To catch a ball, let it come to you, don't go to it. Let it come to your chest and when it is about
two feet from you start to bring your hands up to catch it. By the time it hits your chest your hands should be there to make
sure that it has nowhere else to go. This should make sure that you catch it.
When dodging, always be ready to jump, as they will most likely go for your feet. TRY AS HARD AS
YOU CAN TO STAY ON YOUR FEET. If you fall down it may look cool but it leaves you a sitting duck for attacks.
Practice jumping, throwing, and running...the essential ingredients to becoming a good dodge ball
player.
Think of the game as war. Pretend that you are fighting for your life and you are facing your greatest
rival.
Pay attention to all directions.
Don't move if someone throws a ball at you! Sometimes, it will miss and you can catch it. The oldest
trick in the book is to deliberately throw it a little far off from the target, hoping that the person will go in that direction.
A good strategy is to get some friends, then have them all shoot at one player from different points
on the field. This will help you hit the target.
Do not show any mercy whatsoever! Take out the good players first so they don't get teammates out.
Be quick on your feet. This means no resting or "time outs".
Get two balls and throw one at an enemy's foot. He/she will most likely try and pick the ball up
if he or she does throw the second ball at them.
- When your throwing the ball towards an opponent do not aim for the upper body as it makes it easier
for them to dodge it or catch it, aim for the shins as they cant catch it and makes it harder for them to dodge it.
Tips
- Always stay in a crouched position! This is a very important thing to do.
- If the referee calls you out, don't argue because they can have you kicked out of the game.
- Never talk or interact with anyone during the game; it will only distract you.
- Don't think about any situations that might affect the game (unless it is revenge, of course).
- Never rush to the balls in the beginning, unless the rival does the same.
- If you're fast enough and you are not one of the better throwers on the team, rush to the balls and
knock them back to your teammates. Almost all of the time, one of your teammates will catch a ball later and you'll be allowed
back in.
- Use the lob and drive method. Get a friend on your side. Tell them to lob the ball high. The person
you are trying to hit will think "this is an easy out. I should go catch it." Right before the enemy or target gets the ball
drill the ball at the person or otherwise throw it really fast to get them out.
- Try not to lock your knees.
Warnings
When a ball is coming at you, move out of the way.
Don't stand too close to the line and don't step too far from the line.
Do not go rushing to the balls...you will get hit.
Things you will need
Comfortable clothes and shoes
A ball
Something to divide the court And Of Course Players
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