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History and Rules of Ultimate Frisbee

Frisbee was invented in the 1940s when Fred Morrison began selling plastic flying discs based on the tradition of throwing pie tins on beaches in California. In the 1950s and 1960s, Wham-O began mass producing Frisbees and developing the sport. Ultimate Frisbee emerged in the late 1960s and gained popularity in schools and colleges. The standard rules were established, with teams of 7 passing the disc down a 120 yard field to score in the end zone. Various disc sports like Frisbee golf were also developed, growing the popularity of the flying disc.

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0% found this document useful (0 votes)
1K views25 pages

History and Rules of Ultimate Frisbee

Frisbee was invented in the 1940s when Fred Morrison began selling plastic flying discs based on the tradition of throwing pie tins on beaches in California. In the 1950s and 1960s, Wham-O began mass producing Frisbees and developing the sport. Ultimate Frisbee emerged in the late 1960s and gained popularity in schools and colleges. The standard rules were established, with teams of 7 passing the disc down a 120 yard field to score in the end zone. Various disc sports like Frisbee golf were also developed, growing the popularity of the flying disc.

Uploaded by

Jericho Degucena
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd

Brief History of Frisbee

What is Frisbee as a Sport?

            “A frisbee (pronounced FRIZ-bee, the origin of this term dates to January 23, 1957; it is also called a
flying disc or simply a disc) is a gliding toy or sporting item that is generally made of injection-molded
plastic and roughly 8–10 inches (20–25 cm) in diameter with a pronounced lip. It is used recreationally and
competitively for throwing and catching similar to flying disc games. The shape of the disc is an airfoil in
cross-section that allows it to fly by generating lift as it moves through the air.”  (Wikipedia, n.d.)

          Spinning the disc imparts a stabilizing gyroscopic force, thereby allowing it to be aimed with
accuracy and thrown for distance.

            “The goal of ultimate frisbee is to work your way down the field by passing a frisbee disc back and
forth to teammates while avoiding opposing players until you score into the other team’s end zone. With
no referee, the best part of this sport is its spirit, that is, sportsmanship and the expectation of fair play.
“ (How A Frisbee Works , n.d.)

          Teams generally consist of seven players, but this sport can be played with less or more than
seven people.

Brief History of Frisbee


          Frisbee was created by American inventor Walter Frederick Morrison in 1948. Fred Morrison
and his wife liked to play by throwing upside-down cake pans to each other on the beaches in
California. Throwing cake or pie pans was not new, but Fred Morrison had the idea to make a plastic
version. An investor named Warren Franscioni partnered with Morrison to make it.

           After a few years of selling his flying discs at shows and fairs, Fred Morrison created an
agreement with a toy company Wham-O Manufacturing in 1957. The founders of Wham-O learned
that students from the college use a different name for the discs. The “Frisbie Baking Company”
baked pies in Bridgeport, Connecticut, and throwing their pie pans had been done on college
campuses for years. So, every pie pan was stamped “Frisbie’s Pies.” Wham-O officially registered the
trademark name “Frisbee” and added it to the discs in 1958.

          The first name Fred Morrison gave for the plastic toy he sold in 1948 was “flying saucer.” At that
time, everyone was talking about the first sighting of saucer-shaped unidentified flying objects in the
United States. He even gave people “space licenses” with each flying saucer they bought.

          In 1955, Morrison changed the design and started selling the discs as “Pluto platters” instead.
This name stayed on until 1964.

          In 1964, Ed Hendrick at Wham-O started to develop Frisbee into a sport. He altered the Frisbee
design to make a professional model for tournaments.

          The team sport ultimate Frisbee started in approximately 1965 and first became popular in
high schools. Frisbee golf was created by Ed Hendrick in approximately 1976. Many other disc sports
were created, which increased the popularity of frisbees.” (Frisbee - History of Frisbee, n.d.)

Frisbee was developed in:

 1957 – Wham-O Produced Pluto Platter and then renamed as “frisbee;” they sold more
than 100 million of the flying discs.
 1970 – Joel Silver, 18 codified the rules and formed the first team.
 1972 – Princeton and Rutgers played the first intercollegiate game in the same place as the
first college football game 103 years earlier.
 1991 – Kenny Dobyns made “The Catch” at the world championships. Suddenly, people
realized that the athletes were playing seriously.
 2007 – A total of 4 million American players of ultimate Frisbee were registered this year.
Mike Payne thought that ultimate Frisbee can be “a peer with other second-tier sports.”
 2008 – Ultimate became larger than lacrosse and rugby. The college championships of
ultimate Frisbee in May 2008 were broadcast by CBS Sports for the first time.
Facilities and Equipment Used in Frisbee

          The first frisbee (professional model) to be produced as a sport disc with the first disc sports
tournament identification was used in the 1972 Canadian Open Frisbee Championships in Toronto.

          A memorial disc containing some of the ashes of Ed Headrick was on display on Ripley’s Believe
It or  Not! London.

1. Flying Disc

          “A frisbee is a gliding toy or sporting item that is generally made of injection-molded


plastic and roughly 8–10 inches in diameter with a pronounced lip. It is used recreationally
and competitively for throwing and catching similar to flying disc games.” (How A Frisbee
Works , n.d.)

          The shape of the disc is an airfoil in cross-section, which allows it to fly by


generating lift as it moves through the air. Spinning the disc imparts a stabilizing
gyroscopic force, allowing it to be aimed with accuracy and thrown at a distance.

2. Frisbee Gloves

           The most impressive feature of these ultimate Frisbee gloves is the ultra-durable
synthetic grip that is on the palm and fingertips of the gloves. The perfect grip provides
players with a balanced control while giving their throws power and distance along with
speed, accuracy, and enhanced rotation on release. High grip also enables players to
catch and handle the disk under all weather conditions.  (Delucia, 2019)

3. Frisbee Shoes

           “Some of the benefits of wearing good sports shoes include less aerodynamic
resistance while having more balance, grip, and flexibility.” (The Importance of Wearing the
Right Sports Shoes, 2019)

           It is not only about improved performance; it is also about guaranteeing safety.

Ultimate Frisbee Field Dimension


           An ultimate Frisbee field is 40-yard (37 meters) wide and 120-yard (110 meters) long. Even
though almost any size will work as long as both sides of the field are equal, each end zone is 25-
yard deep, and the playing area is 70 yards. On average, A human step is approximately 1 yard. Thus,
the easiest way to measure a field on the fly is to count your steps. A Brick Mark is centrally located
on both sides of the field 20 yards (18 meters) from the end zone. Bricks are occasionally not marked
even in legitimate tournaments. Thus, bricks are 20 steps in-field. The entire 40×120 box is the
playing field. If the frisbee leaves this area, then it will be considered out-of-bounds.
Ultimate Frisbee Rules and Guidelines
         The objective of the game is to gain points by passing the disc to a player in the opposing end-
zone. The outcome of a match is generally

          “determined by one team achieving a predetermined number of points first. This ensures that a
team can only win by scoring, rather than by running the clock down.” (Milton District High School, n.d.)

Standard Rules

a. Regulation ultimate is played between two teams of seven players. In informal “pick-up”
games, the number of players varies. Substitutions are allowed between points, and teams generally
can have approximately 20 players on their roster in a major tournament.
b. To start the play, the players line up at the edge of their respective end zones, the defensive
team throws or pulls, and the disc to the offensive team to begin play. Pulls are the first throws.
c. The game is played using a 175-gram disc.
d. The disc may be moved in any direction by completing a pass to a teammate.
e. A player catching the disc must stop after a few steps to run out their momentum and only
move their non-pivot foot.
f. Upon receiving the disc, a player has 10 seconds to pass it.
g. The defender is not allowed to stand closer than 3 ft. of the thrower.
h. An incomplete pass results in a change in possession. When this happens, the defense
immediately becomes the offense and gains possession of the disc where it comes to a stop on the
field of play or where it first traveled out of bounds.
(Milton District High School, n.d.)

Reasons for turnovers:

a. Throw-away – The thrower misses his target, and the disc falls to the ground.
b. Drops – The receiver is not able to catch the disc.
c. Blocks – A defender deflects the disc in midflight, causing it to hit the ground.
d. Interceptions – A defender catches a disc thrown by the offense.
e. Out of Bounds – The disc lands out of bounds, hits an object out of bounds, or is caught by a
player who lands or leaps from outside the playing field.
f. Stalls – A player on offense does not release the disc before the defender has counted out 10
seconds
(Milton District High School, n.d.) (Washington-Liberty, n.d.)

Ultimate in 10 Basic Rules

1. The Field — It is rectangular with end zones at each end. A regulation field is 64 m×37 m,
with end zones being 18 m deep.
2. Initiate Play — Each point begins with the teams lining up on the front of their own end zone
line. A player from the defense "pulls" (throws) the disc to the side of the offense. A typical
game has seven players per team. (California State University Channel Islands, n.d.)
3. Scoring — Every time the offense completes a pass in the defense’s end zone, the
offense scores a point, and 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 10
seconds to throw the disc. The defender guarding the thrower (“marker”) counts out the stall
count.” (What is Ultimate Frisbee?, n.d.)
5. Change of possession — When a pass is not completed (e.g., out of bounds, drop, block,
and an 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.” (Rules of Play, n.d.)
7. Noncontact — 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 with 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, then the play is redone.” (Ultimate Frisbee
Rules Equipment, n.d.)
9. Self-refereeing — “Players are responsible for their own foul and line calls. Players resolve
their disputes.” (Rules of Play, n.d.)
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.” (Rules of Play, n.d.)

Terminologies in Frisbee

 Air bounce: a forehand or backhand toss that is aimed slightly downward but then
boosted up by a cushion of air
 Bid: an impressive attempt at diving to catch the Frisbee (usually fails)
 Blade: a forehand throw (for right-handed players) that goes high in the air and curves
left; an extreme version of the reverse curve
 Clog: to prevent good cuts by standing in the way of your teammates
 Corkscrew: similar to a hammer throw, but the Frisbee is held in a backhand grip rather
than a forehand grip
 Hack: a foul
 Hammer: an overhead throw with a forehand grip in which the frisbee is released at an
angle so that it flattens out and the fly is upside down
 Huck: a long throw; equivalent to a bomb in football
 Pull: the throw that begins the possession, similar to a kickoff in football.
 Reverse curve: a backhand throw to the left that curves right (for right-handed players) or
a forehand throw (for right-handed players) to the right that curves left
 Scoober: a fast, difficult-to-intercept throw; similar to a hammer, a scoober is held
overhead, with a backhand grip
 Swill: a bad throw.  (Terms used in Ultimate Frisbee, n.d.)
 Backhand: a forehand throw (for right-handed players) that goes high in the air and
curves left; an extreme version of the reverse curve (Rules of Play, n.d.)
 Catches: lap catch and C catch. Clap catch uses two hands to catch by clapping disc
between hands. C catch can be done with either one or two hands. Catch disc between
thumb and fingers as you pinch them together.
 Defense: the team attempting to prevent the other from getting a score
 Dump: a player who stands behind the thrower to help out (must get free for an easy
pass) when the offense gets in trouble (Ultimate Lingo, n.d.)
 Flow: a series of quick passes to well-timed cuts that should result in an easy score.
 Force: to make it as difficult as possible for the thrower to throw the disc in one direction
(usually one side of the field) in an attempt to make (force) him/her to make a pass to the
other side.
 Forehand: to throw the disc from the right side of the body for right-handed players (or
from the left for left-handed players). The motion is comparable  in some respects to the
forehand in tennis (flick)
 Free: To be available to receive a pass. The “free player” may be an unmarked player or a
player who has managed to get away from his/her defender (open).
 Hammer: a high overhead throw; the disc flies upside down in a parabolic type path. The
grip, release, etc., are almost the same to the forehand.
 Hand block: When the defender stops the disc immediately after it is released by an
opposing thrower.
 Huck: Long pass; often nearly the full length of the pitch and high to a tall player in the
end zone.” (Rules of Play, n.d.)
 Man on man: The most common type of defense. Each player on defense marks an
offense player and stays as close as possible with the intention of getting an interception
or forcing a mistake.
 Open: The side to which the thrower is being forced (or a pass/cut to this side).
Occasionally used to describe being free to receive a pass (side, pass, or cut).
 Pivot: When you plant your foot (left for right-handed players and right for left-handed
players) and step to the side so you could throw around the marker
 Poach: when a defender steps away from their marker to try and make an interception on
a pass to another player” (Rules of Play, n.d.)

The most important thing in playing Frisbee is……….

BASIC SKILLS IN FRISBEE


          Frisbee is one of the most popular outdoor sports. It requires quite a bit of athleticism on the
part of the players to compete in it. It also takes a fair amount of skill to play well, even though it may
not appear to be the case when you watch people playing it.

          The two central aspects of the game are throwing and catching the Frisbee. While usually a
Frisbee is caught using both hands to cater for the spin and speed, catching the Frisbee with one
hand only adds to the style and makes the matter more challenging. It is difficult and takes a
significant amount of time to master. However, it can be done if you are looking to put in the correct
amount of effort and apply them properly.

A. Types of Throws
          The three types of throws that are primarily used in an Ultimate game are; the backhand and
forehand throw considered the basics, and the overhead throw, more commonly known as the
hammer throw, is deemed to be more advanced.

Forehand Throw

          The forehand requires a correct grip on the disc before it is thrown. The fingers should be
positioned in a gun-like manner with the thumb, index, and middle fingers sticking out and the last
two fingers closed. Hold the disc with the thumb on top and the index and middle fingers on the
underside along the rim of the disc. To launch the disc, hold out the disc away from the body and
snap the wrist inwards, with the entire arm following through the throw's motion. If done properly,
the disc will glide through the air without wobbling and hit on target accurately.

Backhand Throw

          The backhand throw, the grip along the disc's rim, should have the thumb on the topside and
all four fingers resting on the underside. The body should stand out at a forty-five-degree angle for
the throw. Grip the disc up parallel to the ground and snap the wrist in the direction of the throw,
and similar to the forehand throw, the arm has to follow through the action to ensure that the throw
is done correctly.

Hammer Throw

          The hammer throw should only be tried only after mastering the two basic forms of throws.
            “As it can be challenging to control the disc's trajectory in a hammer throw, it should only be
practiced in a safe place with lots of space. The hammer grip is similar to that of the forehand throw, but
instead of holding the disc parallel to the ground, it should be kept slightly above the head and moderately
angled. To throw the disc, snap the wrist downwards and follow through the motion of the throw with your
arm.” (Anwar, 2013)
B. Catching
            “In a game of Ultimate Frisbee, there are two ways to catch a flying disc – the pancake and the two-
hand grab. Both techniques are similar as they require both hands to execute, but each is
different.” (Anwar, 2013)

Pancake Catch

            “The pancake catch is easily the easiest and safest catching technique in the game. With the palms
of both hands facing each other, follow the trajectory of the flying disc. Once it is within reach, secure the
disc with both hands by trapping it between them. The motion is like clapping hands together but in a
vertical manner.” (Anwar, 2013)

One-Handed Catch

          One-handed catch keeps your thumb pointing up if the disk is coming in below your waist.
            “If the disk is coming in high, keeps your thumb pointing down. Utilize whichever position feels
most comfortable for in-between heights. Squeeze your fingers and thumb tightly together to grab the disk
just before it smacks into your palm.” (How to Make a Perfect Frisbee Catch: 9 Steps (with Pictures),
2021)

Two-Handed Catch

            “A two-handed catch might seem to be much more complicated but is not as challenging as it may
sound. With arms stretched out, follow the path of travel of the disc and secure it with an overhand grip
along the rim, with the thumbs on the underside and the rest of the fingers on the top side of the disc.” 
(Anwar, 2013)

STEPS AND STRATEGIES ON HOW TO PLAY FRISBEE

Direct Quote:

1. Launch the Frisbee to the winner of the coin toss.

            After dividing into two even teams and going over the basic rules, pick which
team will start with possession. This can be done by tossing a coin, flipping the Frisbee,
or using some other method of your choice, then launching the disc to start play.

            The opposing team will stand at their end zone and "pull" the disc to the other
team, essentially tossing it in the air for someone to grab, much as a ball is kicked off in
American football. This will also happen after each point is scored.

            The puller should make sure everyone is ready and then toss the Frisbee high
toward the opponent's group of players. All the puller's teammates should immediately
run toward the opposition to start playing defense.

2. Score points with complete passes.

            A point is scored by completing a pass into the opponent's end zone territory.
Upon scoring a point, the possession of the disc changes to the team that was scored
upon. The team in possession of the Frisbee will be trying to score, and the other team
will be trying to disrupt play and get possession of the Frisbee so that they may score.

            A point is scored when a player passes the Frisbee to another player standing in
the end zone, and that player makes the catch successfully. At that point, the play ends,
and the defending team will receive possession of the Frisbee.

            Substitutions may be made in the transition period after a point is scored and
before the other team takes over possession of the disc.

3. Do not make contact with opposing players.

            Physically contacting players on the opposing team is illegal. Picks, screens, and
other disruptive plays are not allowed in Ultimate Frisbee. It's important for defenders
to be disruptive and guard the other team, much as in basketball, but without actually
coming into contact.

            It is up to the defender guarding the player in possession of the Frisbee to count


to 10, usually aloud. It is this defender's job to police 10-second infractions.

4. Play to 15 points. 

             Typically, a game of Ultimate Frisbee ends when one team scores 15 points,
though you can amend this rule to fit your time constraints and your desires for the
game. Typically, a game to 15 can take as long as an hour and a half, so you might want
to play to seven (7) or ten (10) if you don't have that long.

5. Police yourselves.

            Ultimate Frisbee is uniquely anarchic. Even in regulation play, no referees or line


judges are used to govern play. Fouls, points, and disputes are resolved on-field by the
two teams. Ultimate Frisbee requires honesty and goodwill, making it a game of trust
and fun.

            Sometimes an "observer" is used to offer some objective party, uncommitted to


each side, which may be used for procedural details, such as keeping track of the time.”
(Part One: Learn the Rules, n.d.) 

What is Dodgeball Game?


           Dodgeball, a team sport, is where players on two opposing teams try to throw balls and hit
opponents with these balls. The teams do this while trying to avoid being hit by the balls as well. For
each team, there objectives is to eliminate all of the members in the opposing team. They can do this
by hitting them with the balls thrown, catching a ball that was thrown by an opponent, or inducing
an opponent to commit a violation, like stepping outside of the court (Polytechnic University of the
Philippines, n.d.).

           Dodgeball is also a popular outdoor game. In this game, two teams or players of two teams,
with the purpose of hitting and eliminating the opposing players, the teams throw balls at each
other. It is a game that is played worldwide. The players’ main objective is to throw balls at the
opponents, score points, and win. Across the world, many different versions of the game are played.
It is also played all over with equal zest and zeal by people from all age groups (Sharma, 2016).

The History and Growth of Dodgeball as a Sport


           Originally, over 200 years ago, dodgeball was played in Africa. However instead of the fun and
jocular game that it is known as today, it was actually a deadly game. Large rocks or putrefied matter
was used in the game instead of soft, rubber balls. The game was used for the tribes as an intense
work out. To incapacitate or injure a competitor, each of them would attempt to hit their opponent
with the rock. And once a player was hit, to finish them off, they would attempt to be pelted by
further rocks. The team mates of the competitor that has fallen now has the responsibility to try to
defend him and force the attackers off with the use of their own rocks. This was said to be a great
way to encourage the tribesman to work together during skirmishes against other tribes by working
to take out the weak and protect their own.

           Dr. James H. Carlisle, a missionary, was intrigued by the ruthlessness and agility of the tribal
men when he saw what was happening. He was also intrigued by the solidarity and heart that these
men were showing. Many hours was spent by him watching the men. With the ritual that he saw on
a daily basis, he eventually became besotted with it. He then showed some of his pupils what he saw
when he went way back to England via Europe. The European men that tried what Carlisle told them
figured that they did not have the natural accuracy or agility to throw or dodge. And with Dr. Carlisle
continuously moving on, he failed to encourage the people he spoke to about the sport to carry it
on. When he returned to his teachings at St. Mary’s College in Norfolk, that was the only time that he
was able to transform the vicious training into an all-inclusive game (History of Dodgeball, n.d.).

           Dr. Carlisle changed the rock and petrified matter for a leather ball. This was still hard, but not
dangerously. The sport was played on an open field with no restrictions as to where players were
able to go. The game was also played as if it were a game of chess or war because the players move
strategically to try to trap an opponent. A player was considered out from the game only when they
are knocked to the floor due to the continuous blows of the ball. In an effort to deflect the power of
the ball away from them, the players would look to bat the ball away with their hands. For the next
century, the game was played in much the same way, only with minor variations (Dodgeball, 2018).

           In the 1800s, a missionary working in Africa learned about the game dodgeball. This was Dr.
James Carlisle. He had the opportunity to watch these games regularly. He was appalled and
shocked by the sport at first, but after careful observation, he marveled at the way the game taught
players to be agile, quick, and strong, and as well as the team-building component of the game it.
When Dr. Carlisle returned to England to teach at St. Mary’s College in Norfolk, he taught his
students how to play a somewhat safer version of dodgeball without the brutality and death. Instead
of rocks, a rubber ball was used. The students were slow and clumsy at first. However, they quickly
learned to be flexible and nimble (Harris, 2019).

Facilities and Equipment Used in Dodgeball

           Dodgeball Benches. Usually, the ones used in dodgeball games are standard metal benches
that can be found at youth sporting events. Generally, the benches are large enough to fit all the
players on a team. However, there are usually no exact and specified dimensions.

           To mark off boundaries and lines of the playing area, dodgeball cones are often used. It is not
uncommon to see cones lined up in the middle of a court, at corners, or along sidelines. This is
especially true for dodgeball games at locations that are outdoor. This is because in an empty field,
there may not be defined lines for boundaries in.

           A playing area or a court is one of the most basic needs in a game of dodgeball. An official
dodgeball court has two halves size 30x30 feet each, including a 4x30 foot rectangle around the
center of the court that serves as the ‘Neutral zone’ (Dodgeball Equipment List, n.d.).

           The game can be played on any surface that has clearly marked boundaries and a center line.
An example would be a volleyball or basketball court or even just a fenced area. In Elite Dodgeball, a
court with dimensions of 50 feet (15 m) by 25 feet (7.6 m), where a zone 10 feet (3.0 m) wide at the
junction of the areas that serves as a neutral zone is specified (Polytechnic University of the
Philippines, n.d.).
           In any dodgeball game, the dodgeball itself is the most important equipment. To get players
“out,” the dodgeballs are thrown and sometimes even caught. Most dodgeballs are similar to or just
smaller than normal playground balls, which in diameter, is 8.5 inches.

            To decrease the risk of any injury, some games may opt use softer and lighter balls. However,
and inflated rubber ball that is about 8.5 inches in diameter is considered as the standard dodgeball.
These can be purchased individually or as sets in most home or sporting goods stores. There are
many different types of dodgeballs that vary in material, size, and density.

           Often, indoor dodgeball games that are played on futsal or basketball courts do not include
court lines and marking specific to dodge ball. However, since it is more of a recreational sport than
volleyball, dodgeball courts are often marked using tape, or floor tape is usually kept and applied by
a physical education teacher or game official. This is usually non-marking, easily removable tape
such as masking tape.

Top 10 Health Benefits of Dodgeball:

1. A great form of anaerobic exercise: Cardiovascular health can be improved by the short
bursts of sprinting involved in a game of dodgeball. This is done by lowering blood
pressure and pulse, improving circulation, and burning calories. In this manner,
dodgeball can constitute a form of interval training, with players running for brief
periods of time.

2. Increases agility and balance: Players running across a court don’t just run, they also
have to dodge balls. This can improve agility as players adjust their bodies at a rapid
pace. It can also help players improve their balance.

3. Improves strength training: A standard dodgeball court is 30 feet across, and players
must throw large balls a moderate distance to successfully hit members of the other
team. This requires strength in the arms, shoulders, abs, and back, and repeatedly
throwing the ball can help build muscle endurance.

4. Improves hand-eye coordination: Both ball dodgers and ball throwers have to have good
hand-eye coordination. To successfully hit other players, throwers need to coordinate
their throws not only with the other players’ current location but also with their
anticipated location when the ball lands.

5. Promotes weight loss: The object of the game is to avoid getting hit so you can stay on
the floor and help your team. The longer you stay “alive,” the more calories you’ll burn.
According to [Link], a 155-pound person will burn 186 calories during 30
minutes of playing dodgeball.

6. Improves flexibility: When trying to dodge the ball, you are constantly twisting and
turning, bending up and down, and jumping around. Over time, your flexibility improves,
which can also carry over into daily activities as well.

7. Stress reliever: You can feel a bad day slip away bit by bit with every throw. Also, it’s fun!
Laughter is the best stress reliever, so get on the court, have fun and laugh out loud.

8. Develops fast reflexes: Dodging a flying ball coming straight at you takes some really fast
reflex skills. Working on your reflexive skills can be beneficial while practicing other
sports as well.

9. Builds teamwork: Working with your team to take down the opponents is a great way to
not only learn and work with others but also gain leadership skills.
10. Fun and uplifting: Dodgeball is also a fun way to meet new people or just enjoy a day of
fun with friends and family. Adult leagues in your city can help you grow your social and
professional network while staying active.

OVERVIEW OF THE GAME


           Eight players on the court at one time will compose the teams. At one particular time, a team
cannot have more than five men on the court. If a team is short on the required three women, they
must play a man down accordingly (Dodgeball Rules, n.d.).

10 Easy Dodgeball Rules

1. A typical Dodgeball court is similar to the size of a small Volleyball court. It also has a
centerline and 2 sidelines.
2. Primarily, dodgeball is self-refereed and played with the honor rules. However, in league
play, there are 4 referees. Two of which are stationed at the end of the centerline and
help facilitate the game. Referees are in charge of starting the game, confirming hits and
catches, and counting ball possession time.
3. 6 balls are split into 2 even groups near the ends of the centerline. When the game
starts, during the opening rush, the balls to your right are the only ones you can get.
4. You are out if: 1) you step over or on a centerline or sideline; 2) your body is hit by a
thrown live ball; and 3) a live ball that you throw is caught by an opponent.
5. Only 1 player can be hit out by a thrown live ball.  If the thrown balls hit the ground, the
wall, other balls, or other objects before hitting the opponent, they are considered dead
balls, and are ineligible to hit any players out.
6. Blocking, or if you fail to make a clean block (as in the thrown ball still ends up hitting or
grazing your body afterwards), you are out.
7. If you are out, line up on the side in the order you got out (think of it as being in an
‘resurrection’ line). If a ball is caught by your teammate, the player at the start of your
team’s ‘resurrection’ line comes back into play after touching the wall (the teammate
must be in the line at the time of the catch to be eligible to be brought back in).
8. A ball can only be held by you for 10 seconds. It will be considered dead afterwards.
Dead balls are to be rolled over to the other team immediately.
9. If the game comes down to 1 player per side, 10 seconds to hit each other out is given.
‘Showdown’ comes into effect if it is not done. The game is paused, each player gets two
balls, two balls are lined up at the ends of the centerline, and the centerline is dissolved.
The first player that can get the other player out wins the game.
10. Have fun, shake hands, make friends, and be spirited!

Ways to be Eliminated:
A. If a ball hits you on any part of the body or clothing before it has touched the ground, ceiling,
wall, or another ball.
B. If a ball you have thrown is caught by an opposing player. One player can also be brought in
by the opposing team.
C. If you attempt block a thrown ball with a ball that you are holding and then you drop your
ball.
D. If you fumble a catch.
E. If you step over the center line.
F. If you hit someone with the ball on their head, unless their head is below shoulder height.
G.  If you kick or attempt to kick a ball towards the opposing team.
H. If you are consistently holding the ball for more than 15 seconds.
I. If you are consistently throwing or dodging from an out-of-bounds position.
J. If eliminated teammates consistently re-enter the court with the intention of interfering with
the balls.
K. If you show unsportsmanlike behavior towards the referee or the opposing team.
L. As soon as the ball hits the floor, ceiling, walls, another ball, or the referee, it is considered
dead.
M. If a second player is hit by the ball, it becomes dead and the first player that was hit is out.
N. However, if the ball is caught after hitting someone else first, the catch does not count.
O. Stalling with the ball is not allowed. Within 15 seconds, all balls need to be thrown.
P. If this rule is consistently ignored by a team, the player that is stalling will be removed.
Q. If a ball is caught by a player, one eliminated team-mate can re-enter the game. The “first off,
first on” logic must be followed by the players. This means that the first player that was eliminated
should be the first player that will re-enter the game if a ball is caught. If a player consistently ignores
this rule, they will be eliminated.
R. If a player crosses the center line while throwing, or catches or throws a ball from an out-of
bounds position, no player on the other team can be eliminated. However, an out-of-bounds player
can still be eliminated by either by a catch or by getting hit by an opposing player.
S. If a player is hit in the head, and their head is below shoulder height (e.g., they are attempting
to dodge or duck away from the ball), they are eliminated. However, if their head is not below
shoulder height, the player that threw the ball is deemed to have thrown it unacceptably high, and is
thus eliminated. If a player intentionally moves their head towards the ball, they are eliminated. The
decision of the referee is final.

           Once all players are eliminated, the team with remaining players win the game. On the other
hand, if the three-minute game time is reached, the team with the most players remaining wins
(Dodgeball Rules, n.d.).

Terminologies

 Airborne Attack - The airborne attack in dodgeball is also seen as a 'sacrifice fly.' This
refers to a player that is jumping over the neutral zone to make their shot. Unless the ball
leaves the player's hand before they return to the ground, the player is eliminated.
 Attack Line - An attack line marked on their designated side of the court is present for
both teams. Players can only shoot from behind an attack line.
 Ball control - is a phrase which refers to the majority of the balls played on your side. It
also means staying on the offensive during the match for as long as possible.
 Buddy up - refers to synchronized throwing with one or more teammates.
 Dodgeball catchers - need good hands, and as well as a good hand-eye coordination.
Because it creates a two-player swing, the catcher position is highly important.
 Corner players attack - when it is beneficial, and they are defensive or a sacrificial buffer.
 Court Size - One of the most asked questions about the game is how big a dodgeball court
is. The court gets divided into two areas, and each area measures 30 feet by 30 feet (9.1 x
9.1 meters).
 A dead ball - is a dodgeball phrase referring to one that either hits a dead player, hits
another dodgeball, or hits any surface of the court.
 Deflection - refers to the ball when it ricochets off another ball or a player.
 Equipment -The equipment needed to play dodgeball in a regulation game is minimal. As
a rule, you need at least 5 balls, a suitable playing surface, and some uniforms for the
player to wear.
 Face Shot - The shot in the face is not the most sportsmanlike kill in dodgeball, but it is
effective.
 Fault - A fault is any action (other than being hit) which results in a player being ruled out.
Stepping over the attack line, repeatedly making high throws, or going out of bounds are
some dodgeball faults.
 Head Referee - The head referee’s word is law on the dodgeball court. They keep a
watchful eye on every player, and they make the final decision on any missed call or
disputed kill. Their role also involves keeping an eye on the middle line. They ensure
nobody steps over it and check that no player holds a ball for more than 10 seconds.
 Head shots - are those made above the chest and can be intentional or accidental. The
result is elimination from the game for that player.
 Jumper - A jumper can refer to a dodgeball trampoline game for small children.
 Kill (tag) - A kill or sometimes called a tag is a direct throw which gets another player out
of the game.
 Live Ball - Any ball that is in play and is not dead is considered a ‘live ball.’ Dodgeballs
become live when a player throws them.
 Muffins - Dodgeball muffins is a term describing bad throws where the ball floats slowly
through the air.
 Opening Run - The opening run refers to the initial run for getting the balls at the attack
line.
 Play - A play is one of the terms in dodgeball describing any attempt by a player to catch,
dodge, or block a directly thrown ball. 
 Pump Faking - If you pump fake you are fooling the opposition into believing a ball is
coming to their direction.
 Dodgeball retrievers - are individuals designated the role of retrieving balls that go out of
play. Players that are out of the game may also retrieve balls.
 Rush - The dodgeball rush is carried out at the beginning of each game or for a reset.
Once the official signals players from both teams rush to center court to retrieve as many
balls as possible. Players then take the balls behind the center line to take a shot at players
from the opposing team.
 Sacrifice - To sacrifice yourself means you are jumping over the attack line to hit another
player.
 Stalling - In dodgeball terms, stalling is the act of intentionally delaying the game. It also
refers to a player holding on to the ball for more than 5 - 10 seconds. A player caught
stalling loses possession of the ball after the initial warning from the dodgeball official
referee.
 Taking the Line - A team with ball control is looking to push their opponents back. They
want to take the line and hold it. Holding the line in dodgeball means you can pick off
players from the other team.
 Target - In dodgeball terminology the target is any 'live' player on the opposite team
getting hit from a direct throw.
 The 10 second count - is an edict issued by the referees to the team holding a majority of
the seven balls in play. They have 10 seconds to throw however many balls they hold more
than the opposition. If a team does not comply with the count, they must give the
opponent all of their balls.
 Thrower - A thrower in dodgeball terms is any 'live' player who makes a direct throw of a
dodgeball.
 Trap - In dodgeball terms, a trap ball is one caught simultaneously with a player's body,
another ball, and another part of the environment. The ball is subsequently ruled dead.
 Warm Up Game - Dodgeball warm up games allow players to practice all the skills such as
jumping, dodging, and moving in different directions. This is good practice before the
game starts.

Click the link: [Link] [Link]/articles/2720784-remember-the-5-ds-of-


dodgeball-dodge-duck-dip-dive-and-dodge 

How to Play Dodgeball


            Dodgeball is a fun and fast-paced game. It is a popular game among both kids and adults. It is
easy to get a game going because all you need is a ball, players, and a court that you can play on. If
you want to play on a rectangular court, try to play dodgeball while following its standard rules. On
the other hand, for some fun variations on the game, you can play dodgeball on a circular court. If
you want to put a chaotic twist, try playing survivor dodgeball with a large group of people. You get
to see who will be the last player standing with this twist!

A. Playing Dodgeball on a Court


1. Gather three or more people on each team. To play a traditional dodgeball game, each
side of the court should have at least 3 people. However, you may have as much players
that you want on each side.

2. At the center of the court, arrange one or more balls. At least 1 ball should be available
for players to throw, but with multiple balls, the game will be even faster paced. Make
sure to place the ball or balls on the center line.

3. Set a timer for 10 minutes, the maximum amount of time that a match can go on. Make
sure to set it before you play the first game. Each game may only last for a minute or 2,
but multiple games may be played to decide which team is the match’s overall winner.

4. When play begins, rush to the center of the court to get to the balls. When you are ready
to start the game, blow a whistle or shout “go!” Then, allow the players to run towards
the balls. Here, a ball may be grabbed by any player, but as a strategy, teams may opt to
choose their fastest player to rush towards the ball, especially only 1 ball is being used.
After the first player gets a ball in their hands, they should wait for 5 seconds before
throwing it at someone. This ensures that the other players have an adequate chance to
get to a ball as well.

5. Try to dodge the balls that is being thrown to you by the other team. As the players rush
for balls and aim those at the other team, try to dodge the balls of the opposing team.
To avoid getting hit, you may move to any part of the court. Just make sure that you stay
inside the side of your court.

6. To get them to be out, throw balls to other players. You have to throw the ball within 5
seconds once you’ve picked it up. Make sure that you don’t throw the balls too hard or
else you might hurt someone! Also, to avoid hitting anyone in the head, throw balls only
below the level of the other players’ shoulders to avoid. It does not count, if a ball hits
someone’s head.

7. To win, tag out all of the players in the opposing team. The objective of the game is to be
the team that has players left on the court. Your team wins if your team is able to tag
out all of the players in the opposing team first. Even if your team has only one player
left on the court, but the other team has no players left, your team still wins the game.
You may also switch sides after each game if desired. This can ensure that no team will
have an unfair advantage. After 10 minutes of play, it is the team that won the most
games that will be considered as the match’s winner.

B. Trying Survivor Dodgeball


1. In the center of a court or gym, place a few balls. To be the last person standing is the
objective of survival dodgeball. Start the game by having a few balls in the court’s center
that anyone can run to and grab. You can use as many or as few balls as you want.
However, this game is more fun with at least a few balls because they are easier to get.

Try starting by having one ball for every 2-3 players. So if you have 8-12 players, you can
use 4 balls.

2. Stand on the outskirts of the court. In survival dodgeball, there are not teams. At the
beginning of the game, everyone has the option to decide where they want to stand. The
players can choose to spread out. They can also try to position themselves in a place
where they might have an advantage.

For instance, if you want to be one of the first players to get to the balls, you might want
to try to stand as close to the balls as possible.

3. When the game starts, to get the ball, run towards the center of the court. When it is
time to begin the game, blow a whistle or shout “go!” All of the players are allowed to
run towards the center of the court to try to get a ball once they hear this signal.
However, if you are not very fast, you may want to stay near the outskirts to save your
energy for evading balls.

4. To get the players to be out, throw the ball at them. Make sure to not aim at the head of
another player! The balls should be aimed below the waist. Also, when players are down,
never throw the ball at them. Do not throw the ball too hard as well! To try to get a
player out, throw the ball to another player right away when you get one.

Take note that there are no teams in survivor dodgeball. You may throw the ball to
anyone on the court. A person is out if they are hit by a ball. However, if they dodge the
ball, they can pick it up and try to throw it back at you. So make sure that you are ready
to run!

The Basic Skills of Dodgeball


           There are few things in Dodgeball that are as easily identified and as obvious to influence
game outcome as throwing and dodging ability. It constitutes the bulk of what one focuses on during
training, it sets the best players apart from everyone else, and no amount of tactical skill can
compensate for a lack of these skills. During international competitions, teams are always talking
about the players that have the “greatest arm,” the “best catches,” and the “best dodges,” and
prepare their tactics accordingly. These skills are palpable, visible, and easily measurable, and are an
essential part of Dodgeball.

The four basic acts in dodgeball are:


1.  Throwing

a. Overhead Throw - A direct and powerful throw

b. Sidearm - The sidearm throw is often less tiring and adds a curve to the flight path. 
c. Gorilla - Gorilla gripping the ball for a throw can add speed and unpredictable curve

d. Cross-court - Catch them unaware by throwing across the court at them.

2.  Catching

a. Normal Catch - A basic catch the thrower is out; one player from the catcher's jail comes back in.
 

b. Team Catch - If your teammate catches a ball that hit you, you’re still in and one player in your jail
comes back in.  The thrower of a team catch is not out.

c. Strip - Steal a ball out of an opponent's hands.  Same results as a basic catch.

3.  Dodging

A.  Run - Run away from the ball so it doesn't hit you.
B.  Slide - If you need to get away and get lower, try sliding.
C.  Jump - Lift your legs or jump.
D.  Duck - Get down under a throw.
E.  Twist - if you don’t have time to move much, twist your body away from the ball

4.  Blockings

Types of Blockings
A.  Basic - The basic block is easy to quick and easy to execute.
B.  Kneeling - Kneeling to block makes it much easier to defend your feet.
C.  Running - If you run and block at the same time, you will quickly get close to your now unarmed
opponents.
D.  Gorilla -  Gorilla gripping the ball gives you a tight enough hold to block with one hand.

    Basketball is a fast-paced game that requires the knowledge and skills to play properly and
successfully. The sport of basketball requires five basic skills.

A.   SHOOTING
          In order to score points in basketball, you need to shoot the ball into the hoop. This requires
the ability to properly hold and throw the ball into the air toward the basket while avoiding  the
opposing team. Making a  proper shot requires precision, proper arm extension and enough lift
from the legs. Remember BEEF (Balance, Eyes, Elbow, And Follow Through) when shooting the ball.

1. Jump Shot
A shot executed with both feet taken off from the floor in a vertical jump, with arms
straight upward, and legs and feet slightly apart in the air.

2. Dunk or Fancy Shot


A shot that is commonly known as slam dunk. It is executed forcefully, putting the ball
directly into the hoop. 
3. Set Shot
It is a two-handed shot usually done from a stationary position, without jumping off the
ground.

4. Free Throws
A shot that is given to the team that the foul was committed against. It is worth one
point.

5. Lay-up Shot
It is a shot done near the basket. The player takes off on one foot, reaching out with one
hand, and bouncing the ball off the backboard to put it in the basket.

B.   DRIBBLING
          Dribbling is a ball handling skill that allows you to move up and down the court while you’re in
possession of the ball.

1. Control Dribble
This can be used to protect the ball from an opponent who is close by.

2. Speed Dribble
This can be done during a fast break.

C.   PASSING
          Passing is a way for players to move the ball from one member of the team to another in 
order to find a teammate who is open for a shot.

1. Chest Pass
This pass originates from the chest, generally with one foot forward towards the
receiver, knees flexed slightly and the ball released with extended arms and proper wrist
snap.

2. Overhead Pass
The overhead pass is performed with the ball held overhead and passed above the
defender.

3. Bounce Pass
The object is to get the ball to a teammate on the first bounce. The ball must be
bounced a little more than halfway between the two players.

4. No look pass
The no-look pass is designed to confuse the defense with the passer looking to a
different direction than the intended receiver. 
5. Outlet Pass
It is the pass used by the defensive rebounder to start a fast break. This pass is often  a
two-hand overhead pass or a bounce pass.

D.   RUNNING
         Running is another basic skills that a basketball player should possess. During the game,
players run up and down the court as the game transitions between offense and defense .

E.   JUMPING
         Jumping is an offensive skill during the jump ball at the start of the game, while taking shots and
sometimes, while trying to catch a pass. On the defensive, you will need the ability to jump when
trying to block a shot or a pass. Being able to out jump your opponent for a rebound is also
important. 
(Stewart, 2018) (Wesley, 2015)

ORIGINS OF BASKETBALL
         Basketball is the only major sport of U.S. origin. On January 15, 1892, James Naismith published
his rules for the game of "Basket Ball" that he invented.  The original game played under  rules that
were quite different from the one played today as there was no dribbling, dunking, three-pointers,
shot clock, and goal tending was legal.

Direct quote:

1. “The ball may be thrown in any direction with one or both hands.
2. The ball may be batted in any direction with one or both hands.
3. A player cannot run with the ball. The player must throw it from the spot on which he
catches it, allowance to be made for a man who catches the ball when running at a good
speed if he tries to stop.
4. The ball must be held in or between the hands; the arms or body must not be used for
holding it.
5. No shouldering, holding, striking, pushing, or tripping in any way of an opponent. The
first infringement of this rule by any person shall count as a foul; the second shall
disqualify him until the next basket is made or, if there was evident intent to injure the
person, for the whole of the game. No substitution shall be allowed.
6. A foul is striking at the ball with the fist, violation of rules three and four and such
described in rule five.
7. If either side makes three consecutive fouls, it shall count a goal for the opponents
(consecutive means without the opponents in the meantime making a foul).
8. A goal shall be made when the ball is thrown or batted from the grounds into the basket
and stays there (without falling), providing those defending the goal do not touch or
disturb the goal. If the ball rests on the edges, and the opponent moves the basket, it
shall count as a goal.
9. When the ball goes out of bounds, it shall be thrown into the field of play and played by
the first person touching it. In case of dispute the umpire shall throw it straight into the
field. The thrower-in is allowed five seconds. If he holds it longer, it shall go to the
opponent. If any side persists in delaying the game, the umpire shall call a foul on that
side.
10. The umpire shall be the judge of the men and shall note the fouls and notify the referee
when three consecutive fouls have been made. He shall have power to disqualify people
according to Rule 5.
11. The referee shall be judge of the ball and shall decide when the ball is in play, in bounds,
to which side it belongs, and shall keep the time. He shall decide when a goal has been
made and keep account of the baskets, with any other duties that are usually performed
by a scorekeeper.
12. The time shall be two fifteen-minute halves, with five minutes rest between.
13. The side making the most points in that time is declared the winner.”
(Zhang, 2020)

RULES OF BASKETBALL
          A jump ball is done to start the game or resume the game. At least two players of the opposing
teams fight for control of the ball after it is tossed up by the official.

Direct quote:
          “The basket or the hoop is placed at the height of 10 feet on a back board. Each team tries to
protect the goal on their side while trying to make a goal on the opponent’s side of the court. The ball is
dribbled and passed among the teammate until one is able one to take a shot. The opposite team tries to
get the ball while it is being passed to take control of it.

          When a player commits a foul, the other team gets a chance for a free throw or to inbound the ball.
Each goal carries two points and each free throw one point. The shot made beyond the line that forms an
arc is worth three points. The team with higher score wins the game. Players can be substituted by a player
from the bench.

          Personal fouls include many types of illegal physical contact such as hitting, pushing, slapping,
holding,  sticking out a limb to block the path of the opponent.  Violations include walking/ traveling,
carrying/palming, double dribble, held ball, goaltending, backcourt violation and holding inbound ball
beyond time restriction.   

          In the international sport, each game is divided into four 10 minute periods. However, if there’s a tie
at the end of 40 minutes,  they play for an extended period of 5 minutes. After the first period and after
the third period, the players take 2 minute breaks. After the second period, the players take a 15 minute
break and exchange baskets. After a break, the last player holding the ball throws the ball in and starts the
next period.” (Basketball - How to Play?, n.d.)

PLAYER POSITIONS

  Position   Offensive Role  Defensive Role


1. Center - usually tallest and usually Be open to receive a pass and shoot Blocking opponents’ shots in the key
plays near the basket Open other players to drive to the area
basket Rebound
Rebound
2. Forward - usually next tallest and  Be open for a pass Prevent drives to the goal by the
plays in different areas  Take outside shots opponents
 Drive for goals Rebound
 Rebound
 3. Guard - usually the shortest and Dribble and pass Steal passes
very good at dribbling and passing Set up offensive plays Contest shots
Drive to the basket Prevent drives to the basket
Shoot from perimeter Box out opponents

Volleyball as Team Sport

Direct quote from the Rizal Technological University:


            “Volleyball is a team sport which is played in a court with a high net by two (2) teams with six (6)
Persons on each team court. It may be played by all male, all female, or mixed teams with net height
Adjustments for boys, girls or age-group differences; and using a variety of playing surfaces; wood,
rubberized materials, and or grass.
            The basic objective of the game is to keep the ball which is served over the net, from contacting the
Floor on your side and to return it so that it contacts the floor on the opponents’ side before they can
return it.

            The team that fails to return the ball within the specific limits loses the chance to serve and gives a
point to the team’s opponent. In the game volleyball, the cooperation of the members of the team is
important.” (Rizal Technological University, n.d.)

Direct quote from the Department of Education, Republic of the Philippines:


            “In the game volleyball, the cooperation of the members of the team is important.” (Department
of Education, Republic of the Philippines, n.d.)

The History Volleyball

Direct quote from the Rizal Technological University:


          “Volleyball was first developed by William G. Morgan. After graduation from Springfield College in
Massachusetts in 1895, William G. Morgan took a position as physical director of the Holyoke Young Men’s
Christian Association. The main activity was basketball, a relatively strenuous sport for the businessmen
who used the facilities of the gymnasium.”  (Rizal Technological University, n.d.)

Direct quote from the Department of Education, Republic of the Philippines:


            “Some older men did not like it because of the roughness of the game. In 1896 at a YMCA
Conference at Springfield College, Mr. Morgan publicized a new game. A net 6 feet 6 inches was stretched
across the gymnasium. The main object of this new game was to hit the ball back and forth over the net
with the hands. The game was started with a serve. 

            The server was allowed three ‘outs’ after which the opposite team was permitted to serve. To
constitute an out, the ball had to land out-of-bounds or hit the floor on a second bounce. The game was
introduced as “Mintonette” but after watching the game, a faculty member of Springfield College, Dr. Alfred
T. Halstead, recommended that the name be changed to volleyball. Shortly after the game’s invention, Mr.
Morgan drew up specifications for a special ball. By 1912, several rule changes had been made. Volleyball
became very popular with schools, colleges, playgrounds and the armed forces. In 1929, the United States
Volleyball Association was formed. The game volleyball was introduced in the Philippines by the YMCA in
1910. This sport became an Olympic sport in1964 during the Tokyo Olympic Games.” (Department of
Education, Republic of the Philippines, n.d.)

Historical facts about volleyball

            Direct quote from the Red Bank Regional High School District:
A.  “Volleyball was developed in 1895 by William G. Morgan at the Young Men's Christian Association
(YMCA) in Holyoke, Massachusetts.
B.  It was created for businessmen who required a game that involved less physical contact than
basketball.
C.  Volleyball blended elements of baseball, basketball, handball, and tennis.
D.  Volleyball was originally played using tennis net hung 6 feet 6 inches above the floor.
E.  The first game of volleyball was played on July 7, 1896 at Springfield College. - Official volleyball was
designed in 1900.
F.  The set and spike were introduced in the Philippines in 1916.
G.  the United States Volleyball Association (USVBA, now called USA Volleyball) was formed in 1928.
H.  Volleyball was introduced to the Olympic Games in Tokyo in 1964.
I.  the Association of Volleyball Professionals (AVP) was formed in 1983.
J.  U.S. men's team won the Gold medal, and the U.S. women's team won the Silver medal at the 1984
Olympics in Los Angeles.
K.  U.S. men's team won the Gold medal at the 1988 Olympics in Korea.
L.  Volleyball celebrated 100 years of existence in 1995.
M.  Two-person beach volleyball was added to the Olympics in 1996.”
(Red Bank Regional High School District, n.d.)

Volleyball Equipment
Direct quote from Mr. Hinojosa's PE Class 2020-2021:
“The Net

 The net is placed vertically over the center line.


 The top of the net is set at the height of 2.43 meters
 (7 feet 115/8 inches). For men and 2.24 meters (7 feet 41/4 inches) for women.
 Its height is measured from the center of the playing court.
 The net is 1 meter wide and 9.50 meters long and is made of square black mesh.

The Ball

 The ball is spherical and is made of flexible leather or synthetic leather with a
 Bladder inside made of rubber or a similar material.
 It may be a uniform light color or a combination of colors.
 The volleyball measures 65 to 67 centimeters (25 to 27 inches) in circumference and
weighs 260 to 280 grams.

Playing area

          The size of the volleyball court will depend on the playing ability level and the equipment used.
Dimensions will range from approximately 20 feet wide by 40 feet long for Lawn or backyard volleyball to
19 feet 6 inches wide by 59 feet long for tournament play. The width of the court is determined by the size
of the net used. The service areas should be a minimum of 6 feet in depth back of the end
line.”  (VOLLEYBALL, n.d.)

Basic Rules in Volleyball

Direct quote from the Drumheller Valley Secondary School:

 “Volleyball is played by two teams of six players on a court divided by a net.


 The object of the game is to send the ball over the net so that the opposing team cannot return
the
 Ball or prevent it from hitting the ground in their court.
 Each team has three hits to attempt to return the ball.
 The ball is put in play with a serve that is hit over the net to the opponents (May the touch net)
 The volley continues until the ball hits the playing court, goes out of bounds, or a team fails to
return it properly.
 When the receiving team wins a volley, it gains a point and the right to serve. The players rotate
One position clockwise.
 When the serving team wins a volley, it wins a point and the right to continue serving.
 Each team consists of no more than six persons, with each side having an equal number.
 Each player must be in his or her own position before the ball is served.
 After the server strikes the ball, each player may cover any section of the court.
 Each player serves in turn and continues to serve until the volley is lost (side out).
 After a team has lost its serve, the team receiving the ball for the first serve must rotate one
position clockwise before serving.
 The ball may be volleyed only three times from one team member to another before returning it
over the net.
 During this volley, a player may not hit the ball twice in succession. One or both hands may be
Used.
 A blocking player is entitled to a second play at the ball. This 2nd hit counts as the team's 1st
touch.

YOU ARE ALLOWED TO:

 Serve from anywhere behind the end line.


 Play the ball after it hits the net, even off of a serve.
 Spike, or Volley the ball off of a serve.
 Hit the ball with any part of the body.
 Double contact the first ball that comes over the net.
 Reach over the net to block, as long as it is the 3rd hit for the other team.

YOU ARE NOT ALLOWED TO

 Block the serve.


 Touch the net.
 Cross the center line and interfere with play.
 Scoop or “carry” the ball.
 Double contact the ball
 Play the ball when it’s on the opponent’s side of the net (see blocking exception above)
 Block, if you are a back row player.

SIDEOUT

 A player holds or throws the ball.


 The ball touches any part of the body, other than the hands or forearms.
 A player touches the net with any part of the body or hands or reaches over the net.
 A player does not clearly hit the ball or allows the ball to come to rest on any part or parts of
the
 Body.
 A player hits the ball out of the boundaries of the court.
 A player allows the ball to hit the floor, or any object outside or over the court (except net),
 Before being legally returned to the opponent’s court.
 A player touches the ball twice in succession.

SCORING

 The game is played by the Rally point system, and a point is awarded on every serve.
 When the serving team fails to score, it is side out, and the receiving team becomes the serving
team.
 The game is played to 25 points, “win by 2.” With a cap of 30.
 A match consists of normally either 2 out of 3 sets or 3 out of 5 sets. In the event that the sets
are
 Tied with only one set remaining, the last one is played to 15 points.

BASIC POSITIONS

 Power – blocks, and attacks on the outside


 Middle – blocks, and attacks in the middle
 Setter – sets the ball
 Libero – a back-row-only player that is a defensive specialist

SERVING
 “W” Service Formation - Receiving
 Front row: the middle player moves up to the net, the other two players receive short serves
 Back row: the middle player moves up to receive short serves, the other two players receive all
the
 Deep serve”
(Drumheller Valley Secondary School, n.d.)

        The ability to pass the ball to a teammate is the most fundamental skill to be learned. It is
required on almost all plays. To receive spikes, serves, and low balls, a forearm pass should be used.
The forearm pass is used to recover the opponents’ attack called a “dig.” A set, which is generally the
second play by a team, is a high pass that is used to relay the ball to the spiker. A spike is a ball that
is hit forcibly from a height from above the net. Moreover, a spike that is impossible to return is
called a kill. Now, a defensive play that attempts to stop the ball from returning over the net is called
blocking.

Basic Skills in Volleyball


          Competitive teams master six basic skills: serve, pass, set, attack, block, and dig.  A number of
specific techniques compromises each of these skills. Over the years, these techniques have been
introduced and are now considered as standard practice in high-level volleyball.

A.   Serve
          A serve is what always starts the game and helps to keep the game. In an attempt to drive the
ball into the court of the opponent, a player stands behind the inline and serves the ball. The main
objective of serving is to make the ball land inside the court. It is also desirable that the direction,
speed, and acceleration of the ball is set so that the receiver will find it difficult to handle it properly. 
A serve is called an "ace" in certain situations. It can be when the ball lands directly onto the court,
travels outside of the court after being touched by an opponent, or when the server is the only
player on the server's team to touch the ball.

In contemporary volleyball, there are many types of serves that are employed:

1. Underhand - A serve in which instead of tossing it up and striking it with an


overhand throwing motion, the player strikes the ball below the waist. Underhand
serves are rarely employed in high-level competitions because they are considered
as very easy to receive.
2. Sky Ball Serve - A specific type of underhand serve occasionally used in beach
volleyball, where the ball is hit so high it comes down almost in a straight line.
3. Topspin – An overhand serve wherein the server tosses the ball high and then hits it
with a wrist snap. This gives it topspin, which will cause the ball to drop faster than it
would otherwise and will help maintain a straight flight path. Generally, topspin
serves are hit hard and aimed at a specific part of the court or returner. Standing
topspin serves are rarely used above high school’s level of play.
4. Float - An overhand serve where the ball is hit with no spin so that its path becomes
unpredictable, akin to a knuckleball in baseball.
5. Jump Serve - An overhand serve wherein the ball is first tossed high in the air, then
the player makes a timed approach and jumps to make contact with the ball. They
would then hit it with much topspin and pace. Among college and professional
teams, this is the most popular serve.
6. Jump Float - An overhand serve wherein the ball is tossed high enough that the
server may jump before hitting it similarly to a standing float serve. Here, the ball is
tossed lower than a topspin jump serve, but contact with the ball is still made while
in the air. The jump float serve is becoming more popular among college and
professional players. This is due to its certain unpredictability in its flight pattern.
This is also the only serve wherein the player’s feet can go over the inline.
B.   Pass
          A player making a forearm pass or bump is also called reception, which is a way of receiving
the ball and setting for offensive attack. To properly handle the serve or any form of attack of the
opponent, the pass is attempted by a team. In proper handling, it must include not only preventing
the ball from touching the court, but also making it reach the setter’s position both quickly and
precisely.

          Two specific techniques is involved in the skill of passing: underarm pass, or also known as
bump, wherein the ball touches the inside part of the joined forearms or platform, at waistline; and
the overhand pass, where it is handled with their fingertips, like a set, above the head. In
professional and beach volleyball, either are acceptable. However, in beach volleyball, there are
much tighter regulations on the overhand pass. It is ideal that the ball does not have a lot of spin
when the player passes a ball to their setter to make it easier for the setter.

1. Underhand Pass - The best option in receiving a spike or serve.


2. Overhead Pass - This is also known as toss. As preparation for an offensive attack, like
the spike, this is usually done by the setter.

C.   Set
          Usually, the set is the second contact that a team will make with the ball. Putting the ball in the
air in a way that it can be driven by an attack into the court of the opponent is the main goal of
setting. The offensive movements of a team  is coordinated by the setter. They are also the player
who ultimately decides which player will actually attack the ball.

          Sometimes, a setter may refrain from raising the ball for a teammate to perform an attack and
instead try to play it directly onto the court of the opponent. This movement is called a ‘dump.’ Only
when the setter is in the front line that this movement can be performed, otherwise, it constitutes as
an illegal back court attack. The most common dumps are to 'throw' the ball behind the setter or in
front of the setter to zones 2 and 4.

          More experienced setters may toss the ball into the deep corners or even spike the ball on the
second hit. As with a set or an overhand pass, the setter or passer must be careful that they touch
the ball with both hands at the same time. On the occasion that one hand is noticeably late to touch
the ball, a less effective set could be the result, and as well as the referee calling a 'double hit,' which
will give the point to the opposing team.

D.   Attack
          The attack is also known as the spike. Usually, it is the third contact that a team makes with the
ball. The object of this volleyball skill is to handle the ball so that it may land on the court of the
opponent and cannot be defended. To do so, a player makes a series of steps (the "approach"),
jumps, and then swings at the ball.

E.   Block
          The actions taken by players standing at the net to stop or alter an attack of the opponent is
referred to as blocking. A block is called offensive if it is aimed at completely stopping an attack,
which will make the ball remain in the court of the opponent. A well-executed offensive block is
performed by jumping and reaching to penetrate with one's arms and hands over the net and into
the area of the opponent. It requires anticipating the ball’s direction once the attack takes place. It
may also require calculating the best footwork to execute the ‘perfect’ block.

          To intercept the trajectory of the ball prior to it crossing over the plane of the net, the jump
should be timed. Palms are held deflected downward at roughly 45–60 degrees toward the interior
of the court of the opponents. A ‘roof,’ which is a spectacular offensive block, redirects the attack’s
speed and power straight down to the attacker's floor as if the attacker hit the ball into the
underside of a peaked house roof.

F.   The Dig


          Digging, another volleyball skill, is the ability to prevent the ball from touching one's court after
an attack or spike, particularly a ball that is nearly touching the ground. This skill is similar to passing,
or bumping in many aspects: overhand dig and bump are also used to distinguish between
defensive actions taken with fingertips or with joined arms. It varies from passing, in a way that it is a
much more of a reflex-based skill, especially when it comes to the higher levels. While digging, it is
especially important for players to stay on their toes; several players choose to employ a split step to
ensure that they are ready to move in any direction.

Rules of the Game


Toss a coin. The winner can either:

1. Choose whether to serve or receive.


2. Select the side of the court. The loser will take the remaining choice. If necessary,
another toss coin will be made before the start of the fifth set.

Serve
          The server must serve the ball anywhere inside the serving area and behind the end line.
The server must wait for the signal of the referee before serving. If the server makes a wrong toss,
she must not hit the ball and just let it fall onto the floor before retrieving it and repeating the serve.
Otherwise, the serve will be considered in play.

Scoring System
          The failure of the receiving team to return the ball legally over the net into the opponent’s
court scores one point for the serving team.

          The first team to score 25 points wins the set, but they must win by at least two points. A match
is won by the team that first scores two of three games. Rally scoring eliminates side-out, and thus a
point is scored on every serve.

Player’s Rotation
          Each time a new server takes their turn to serve, players will rotate in a clockwise direction. The
same player will serve for their team until a side out occurs, wherein the opposing teams earns the
point and the serve. Illegal rotation, with the wrong players, may switch positions, but only front line
players may jump from the attack area to bring the ball over the net to the other side of the court.

Hits
          A maximum of 3 hits per offensive play is given to each team. Except for a block, a player
cannot hit the ball two consecutive times if two players hit the ball at the same time. It will be taken
as one hit.

          The ball must not come to rest. To hit the ball, any part of the body, including the feet, may be
used. A serve must not be blocked nor attacked by the opponent. The ball may be played off the net
off during a volley and on serve. The ball is called in if it lands on the line.

Violations
 The following are violations which will result in the loss of a point.

1. A server steps on the end line during a serve.


2. A serve does not cross the net or goes under it.
3. The ball is illegally hit, through caring, palming, and throwing.
4. A player touches the net or steps over the center line during the game.
5. A player reaches over the net (except during follow through or block).

Volleyball Game Officials

 FIRST REFEREE She/he makes the major calls, such as awarding of Points, calling
violations, deciding on matters that are not covered by rules, inspecting the condition
of the playing area before and during the game, giving an explanation of calls made
upon the team captain’s request, displaying sanction cards, and taking responsible
over other officials. The first Referee stays at the referee’s stand at one end of and
above the net.
 SECOND Referee she/he assists the first referee in making calls, especially on actions
that occur in her/his area (such as under the net), supervise time-outs, substitutions,
and monitor player and team bench conduct. The second referee stands at the end of
the net opposite the first referee
 FOUR LINE JUDGES They are responsible for calling checked balls and balls in and out
of bounds. Each stays at a corner of the court and holds a flag.
 BALL RETRIEVER In charge with the out-of-bound balls. Provide ball to be used by the
player.

Sanction Cards

 YELLOW CARD Assessed to a player as penalty for rude conduct. A point will be
awarded to the opponent, as well as the serve.
 RED CARD assessed to a player or coach, and includes-expulsion from the set-for the
second incidence of rude conduct-for the first incidence of offensive conduct (insulting
words or gestures). As a consequence, the team member cannot play for the
remainder of the set and will have to sit on the bench. Coaches who are expelled may
not intervene with the team’s game and will be asked to stay in the penalty area for
the rest of the set. RED AND YELLOW CARD given to a player or coach as
disqualification for the third incidence of rude conduct, the second incidence of
offensive conduct, or for physical attack or threatening aggression. As a consequence,
the disqualified player or coach must leave the competition area for the remainder of
the game.

Common questions

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Turnovers in Ultimate Frisbee result in an immediate change of possession where the defensive team becomes the offense from the location where the disc hits the ground or enters out-of-bounds . Actions leading to turnovers include throw-aways, where the target is missed; drops, where the receiver fails to catch the disc; blocks, where the defender deflects the disc; interceptions by the defense; and stalls, where the thrower exceeds the 10-second limit without releasing the disc . These actions instantly disrupt offensive plays and shift momentum to the opposing team.

In Ultimate Frisbee, a 'bid' is an attempt to dive dramatically for a disc, often requiring significant physical effort to intercept or catch the disc in close quarters . 'Hand block,' by contrast, occurs when a defender stops the disc immediately as the offensive player releases it, effectively disrupting the play and shifting possession . While a successful bid can change the game's momentum by unexpectedly gaining possession, a hand block exemplifies precise defensive effort, blocking throwing lanes. Both tactics are high-risk and can energize a team by preventing scoring opportunities for the opposing team.

The fundamental skills in Frisbee include throwing and catching, with a particular emphasis on mastering the backhand and forehand throws, as well as the hammer throw for more advanced players . Improving these skills involves practicing the proper grip and wrist motion to achieve a wobble-free throw. Catching often requires catching the disc with both hands to accommodate its spin and speed, though mastering one-hand catches can add challenge and style to gameplay. This requires significant effort and practice .

Self-refereeing in Ultimate Frisbee implies that players are responsible for calling their own fouls and resolving disputes, fostering a high level of sportsmanship and integrity . This aspect of gameplay is distinct from many other sports, where referees or umpires are present to enforce rules and resolve conflicts. The reliance on players to manage conduct emphasizes respect and fair play, aligning with the ethos known as the "Spirit of the Game," which underlines the importance of respect and joy in competitive play .

The layout of an Ultimate Frisbee field, with its rectangular shape and clearly marked end zones, facilitates strategic elements such as spatial awareness and positioning . The dimensions, notably the 70-yard central playing area, demand players optimize their positioning to maintain efficient passing lanes and prevent turnovers. The spaciousness encourages strategic long throws, known as 'hucks,' to advance field position rapidly . Brick marks provide a setup point for standardized gameplay and affect strategies regarding the field's boundaries, adding complexity to both offensive and defensive maneuvers. This configuration compels players to maintain a comprehensive understanding of space utilization during play.

The non-contact rule in Ultimate Frisbee significantly shapes the nature of gameplay by emphasizing skill and agility over physical dominance, ensuring the sport remains accessible and safe for players of various sizes and strengths . Competitors must rely on positioning and speed rather than physical confrontation to gain advantage, necessitating strategic planning and execution of plays over brute force. This emphasis on non-contact fosters an environment where players prioritize precision in their movements and rely heavily on teamwork and communication to outmaneuver opponents without incurring penalties by maintaining a demonstrable distance from competitors during play .

The principle of "Spirit of the Game" in Ultimate Frisbee plays a critical role in maintaining the sport's ethos by promoting fair play, respect, and integrity . Unlike many competitive sports that rely on external officiators to enforce rules, Ultimate Frisbee depends on players themselves to uphold these values through self-refereeing. This system reinforces personal accountability and mutual respect, seen as crucial for upholding the integrity of competition, creating an environment where sportspersonship is paramount and the joy of play is preserved over mere competition .

A point is scored in Ultimate Frisbee when the offense successfully completes a pass to a player in the opposing end zone . Following a score, both teams line up on the front of their respective end zone lines, and a player from the defensive side initiates the next play by pulling the disc to the offensive team . This method of restarting play ensures continuous action and requires teams to quickly transition between offense and defense.

An Ultimate Frisbee field is divided into a playing area and end zones, forming a total rectangle of 120 yards (110 meters) in length and 40 yards (37 meters) in width. Each end zone is 25 yards deep, leaving the central playing area to be 70 yards . The Brick Mark is placed 20 yards from each end zone, serving as a reference point for play. This layout is intended to ensure equal field dimensions and facilitate fair play, with the overarching aim of guaranteeing safety .

Player positioning and defensive strategies in Ultimate Frisbee involve tactics such as the 'man-on-man' defense, where each player marks an opponent closely to induce turnovers or errors . Strategic player positioning includes concepts such as forcing plays to the open side, where the thrower's options are limited based on field constraints . The use of 'poaching,' where a defender temporarily leaves their mark to intercept or block passes to other players, can disrupt offensive flows. These strategies require acute awareness and coordination among team members to effectively anticipate and react to the opponents' movements .

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