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Badminton Latest Rules & Regulations

The Badminton World Federation (BWF) is the official governing body of badminton. This organization is
responsible for maintaining the rules pertaining to game play, court and equipment specifications, and the
certification of badminton judges and officials. Rules and
regulations set forth by the BWF have been adopted by
organizations worldwide and are universally accepted as the
standard rules.
While reading the following, you may come across some strange
terms like rally and service, but dont fret. Rally simply
refers to the series of shots between opposing sides. Service, on
the other hand, is just a fancy term for the act of serving the
shuttlecock. For easy reference, here is a simplified version of
the rather long and complex BWF Statutes.

Scoring System

A match is in a best-of-three-games format with each game played to 21 points.

A point is awarded for each time a rally ends.

Service is awarded to the side that won the last rally.

At 20-all, the side which gains a 2-point advantage first, wins that game.

At 29-all, the side which reaches 30 first, wins that game.

The side winning a game serves first for the next game.

Toss
Before play begins, a toss will be conducted and the winning side shall decide whether to either:

Serve or receive first

Start play on one side or the other

If no coin is available, players can hit the game shuttlecock into the air and grant choice to the side in which the
shuttlecocks head faces.

Interval and Change of Sides

When the side of the leading score reaches 11 points, players may choose to have a 60-second interval.

When a game ends, players are allowed a 120-second interval.

After each game, players change sides.

In the third game, players change sides when the leading score reaches 11 points.

Singles

At the start of each game, service will begin from the right service court.

Service will be taken from the right service court when the servers score is even, and from the left
service court when the servers score is odd.

The receiver must be inside the correct service box before service is taken.

Doubles

At the start of each game, service will begin from the right service court.

Service will be taken from the right service court when the servers score is even, and from the left
service court when the servers score is odd.

The receiver must be inside the correct service box before service is taken. The receivers partner may
stand anywhere in the court.

If the servers side wins the rally, that team is awarded a point and service continues to be taken by the
server.

If the receivers side wins the rally, that team is awarded a point and service.

Players on each side only change service courts when a rally is won while their side is serving.

Game Play
During play, a fault occurs if:

A player touches the net or poles with the racket, person, or dress.

A player invades the opponents side by making contact with the shuttlecock past the plane of the net.

A player invades an opponents court under the net in such a way that an opponent is obstructed or
distracted.

During play, a let occurs if:

The server serves before the receiver is ready.

The shuttlecocks base separates from the skirt.

A rally ends if the shuttlecock:

Hits the net or post and begins to fall toward the strikers side of the net.

Hits the surface of the court; or

A fault or a let has occurred.

Doubles Service System


Side 1 AB, Side 2 CD
Rally Score(ABService Explanation
Won By CD)
None

Service begins from right service court


because it is the start of the game.

0-0

A>>C

1-0

Side 1 is awarded a point and switches service


A>>D courts. Service is taken from the left service
court because the score is odd.

Side 2

1-1

Side 2 is awarded a point and service. Service


D>>A is taken from the left service court because the
score is odd.

Side 1

2-1

Side 1 is awarded a point and service. Service


B>>C is taken from the right service court because
the score is even.

Side 2

2-2

Side 2 is awarded a point and service. Service


C>>B is taken from the right service court because
the score is even.

2-3

Side 2 is awarded a point and switches service


C>>A courts. Service is taken from the left service
court because the score is odd.

Side 2

2-4

Side 2 is awarded a point and switches service


C>>B courts. Service is taken from the right service
court because the score is even.

Side 2

2-5

Side 2 is awarded a point and switches service


C>>A courts. Service is taken from the left service
court because the score is odd.

Side 1

Side 2

Visual

MEASUREMENTS OF THE COURT

SEPAK TAKRAW LATEST RULES REGULATIONS

"Sepak" means to smash or kick in the Malay language, while "Takraw" originates from the Thai language,
meaning rattan ball. The objective of this game is to hit the ball over the net and onto the floor in the
opponent's court to score a point. Players are allowed to use their legs, head and torso to contact the ball, but
any contact with their arms or hands is an infringement of the rules.
Competitions and tournaments are run in accordance to rules and regulations set by the International Sepak
Takraw Federation (ISTAF). All equipment and attire must adhere to specifications set by ISTAF.
A game of Sepak Takraw is played between two teams (known as Regu). Each Regu has three players on court
and two substitutes. The players on court are the striker, server and feeder. Game play is very similar to the
sport of Volleyball. In Sepak Takraw, players are allowed a maximum of three contacts with the ball to get it
over the net.

A coin toss will decide which Regu will start service, while the other Regu can pick the side of court they wish
to start on. The feeder will start the game by tossing the ball to the server. The server will keep one foot within
the 'serving circle' and use his other foot to kick the ball past the net. On the defensive Regu, the server and
feeder becomes the setters to pass the ball to the striker within three contacts. The striker then hits or smashes
the ball over the net. During game play, the Regu who commits a fault will lose service and a point is awarded
to the opposing team.
Service will change over after three consecutive points scored by the serving Regu. Depending on the level of
competition and rules set by the organising committee, the first Regu that scores 21 points wins the set. The set
can only be won by the Regu with a two point lead, and the maximum points a set typically reaches is 25 points.
The umpire will announce for the set to extend to 25 points when there is a tie at 20 - 20. The game is played in
two sets with a two minute break in between. The Regu that wins two sets wins the match.
In the event that both Regus win a set each, the match is extended to a tie-break set. This third set is played to
15 points, and will be extended to 17 points if there is another tie at 14 - 14. Before the tie-break set, the Regus
will toss a coin to decide who starts the service. Service will change over when one Regu scores eight points.

MEASUREMENT OF THE COURT

Chess Game Rules


Basic rules
Chess is a two-player game, where one player is assigned white pieces and the other black. Each player has 16
pieces to start the game: one king, one queen, two rooks, two bishops, two knights and eight pawns.
Aim of the game
The object of the game is to capture the other player's king. This capture is never actually completed, but once a
king is under attack and unable to avoid capture, it is said to be checkmated and the game is over.
Start of the game
The game is started in the position shown below on a chess board consisting of 64 squares in an 8x8 grid. The
White player moves first. Then each player takes a single turn. In fact, a player must move in turn. In other
words a move cannot be skipped.

Playing the game


A move consists of placing one piece on a different square, following the rules of movement for that piece.
A player can take an opponent's piece by moving one of his or her own pieces to the square that contains an
opponent's piece. The opponent's piece is removed from the board and is out of play for the rest of the game.
Check
If a King is threatened with capture, but has a means to escape, then it is said to be in check. A King cannot
move into check, and if in check must move out of check immediately. There are three ways you may move out
of check:

Capture the checking piece

Block the line of attack by placing one of your own pieces between the checking piece and the King. (Of
course, a Knight cannot be blocked.)

Move the King away from check.

Checkmate
The primary objective in chess is to checkmate your opponent's King. When a King cannot avoid capture then it
is checkmated and the game is immediately over.
Stalemate
The game is drawn when the player to move has no legal move and his king is not in check. The game is said to
end in 'stalemate'. This immediately ends the game.
Time control
A regular chess clock is used to limit the length of a game. These clocks count the time that each player
separately takes for making his own moves. The rules are very simple, if you run out of time, you lose the game,
and thus must budget your time.
Special moves
Castling
If the necessary conditions are met, a king and rook can move simultaneously in a castling move. The
conditions are as follows:

The king that makes the castling move has not yet moved in the game.

The rook that makes the castling move has not yet moved in the game.

The king is not in check

The king does not move over a square that could be attacked by an enemy piece; i.e., when castling,
there may be no enemy piece that can move (diagonally, in the case of pawns) to a square that will be
passed over by the king. In short, you cannot castle through check.

The king does not move to a square that could be attacked by an enemy piece; i.e., you may not end the
castling with the king in check.

All squares between the rook and king before the castling move must be empty.

When castling, the king moves two squares toward the rook, and the rook moves over the king to the next
square; i.e., white's king on e1 and rook on a1 move to: king c1, rook d1 (long castling); white's king on e1 and
rook on h1 move to: king g1, rook f1 (short castling). The move is similar for black.
En Passant
A pawn, attacking a square crossed by an opponent's pawn which has [just] been advanced two squares in one
move from its original square, may capture this opponent's pawn as though the latter had been moved only one
square. This capture may only be made in [immediate] reply to such an advance, and is called an "en passant"
capture.
Pawn promotion
On reaching the last rank, a pawn must immediately be exchanged, as part of the same move, for [either] a
queen, a rook, a bishop, or a knight, of the same colour as the pawn, at the player's choice and without taking
into account the other pieces still remaining on the chessboard. The effect of the promoted piece is immediate
and permanent!
End of the game
Winning
The game is won by the player

who has checkmated his opponent's king.

whose opponent declares he resigns.

Draw
The game is drawn when the king of the player who has the move is not in check, and this player cannot make
any legal move. The player's king is then said to be "stalemated". This immediately ends the game.
The game is drawn upon agreement between the two players.
The game is drawn when one of the following endings arises:

king against king;

king against king with only bishop or knight;

king and bishop against king and bishop, with both bishops on diagonals of the same colour.

The player to move can claim a draw if

the same position with the same player to move is repeated three times in the game

there are have been 50 consecutive moves of white and of black without
o any piece taken
o any pawn move

Losing
The game is lost by a player who has not completed the prescribed number of moves in the allotted time, unless
his opponent has only the king remaining, in which case the game is drawn.

CHESS PIECE MEASUREMENT

CHESS BOARD

Latest Rules and


Measurements On
BADMINTON
SEPAK TAKRAW
AND CHESS
Submitted By:
Andam, Rodel
Moreno, Leif Abeizer

Narag, John Paul


Pacion, Christian
Ranjo, James

Submitted To:
Sir Alan Taguiam
Latest Rules and Measurements On
BADMINTON
SEPAK TAKRAW
and CHESS

Gagarin, Van Michael


Mangulad, Regino

Sabben, Jansel
Sacramento, Roldan
Soriano, Rodel

BADMINTON
Scoring System
o A match consists of the best of 3 games of 21 points.
o Every time there is a serve there is a point scored.
o The side winning a rally adds a point to its score.
o At 20 all, the side which gains a 2 point lead first, wins that game.
o At 29 all, the side scoring the 30th point, wins that game.
o The side winning a game serves first in the next game.
Interval and Change of Ends
o When the leading score reaches 11 points, players have a 60 second interval.
o A 2 minute interval between each game is allowed.

o In the third game, players change ends when the leading score reaches 11 points.
Singles
o At the beginning of the game (0-0) and when the servers score is even, the server serves from the right
service court. When the servers score is odd, the server serves from the left service court.
o If the server wins a rally, the server scores a point and then serves again from the alternate service court.
o If the receiver wins a rally, the receiver scores a point and becomes the new server. They serve from the
appropriate service court left if their score is odd, and right if it is even.
Doubles
o A side has only one service.
o The service passes consecutively to the players as shown in the diagram.
o At the beginning of the game and when the score is even, the server serves from the right service court.
When it is odd, the server serves from the left court.
o If the serving side wins a rally, the serving side scores a point and the same server serves again from the
alternate service court.
o If the receiving side wins a rally, the receiving side scores a point. The receiving side becomes the new
serving side.
o The players do not change their respective service courts until they win a point when their side is
serving.
If players commit an error in the service court, the error is corrected when the mistake is discovered.
In a doubles match between A & B against C & D. A & B won the toss and decided to serve. A to serve to C. A
shall be the initial server while C shall be the initial receiver.

Scenario

Score

Service From

Love
All

Server

Right Service
Court because the
score of the
serving side is
even.

Winner

A serves
to C. A
and C are A
the initial &
server
B
and
receiver.

A & B win a point. A & B will


change service courts. A serves
again from Left service court. C & 1-0
D will stay in the same service
courts.

Left Service Court


because the score A serves
of the serving side to D.
is odd.

C
&
D

C & D win a point and also right


to serve. Nobody will change their 1-1
respective service courts.

Left Service Court


because the score D serves
of the serving side to A.
is odd.

A
&
B

A & B win a point and also right


to serve. Nobody will change their 2-1
respective service courts.

Right Service
Court because the
score of the
serving side is
even.

B serves
to C.

C
&
D

C & D win a point and also right


to serve. Nobody will change their 2-2
respective service courts.

Right Service
Court because the
score of the
serving side is
even.

C serves
to B.

C
&
D

C & D win a point. C & D will


change service courts. C serves
from Left service court. A & B
will stay in the same service
courts.

3-2

Left Service Court


because the score C serves
of the serving side to A.
is odd.

A
&
B

A & B win a point and also right


to serve. Nobody will change their 3-3
respective service courts.

Left Service Court


because the score A serves
of the serving side to C.
is odd.

A
&
B

A & B win a point. A & B will


change service courts. A serves
again from Right service court. C
& D will stay in the same service
courts.

Right Service
Court because the
score of the
serving side is
even.

C
&
D

MEASUREMENTS

4-3

A serves
to D.

CHESS

Starting a Game
At the beginning of the game the chessboard is laid out so that each player has the white (or light) color square
in the bottom right-hand side. The chess pieces are then arranged the same way each time. The second row (or
rank) is filled with pawns. The rooks go in the corners, then the knights next to them, followed by the bishops,
and finally the queen, who always goes on her own matching color (white queen on white, black queen on
black), and the king on the remaining square.
The player with the white pieces always moves first. Therefore, players generally decide who will get to be
white by chance or luck such as flipping a coin or having one player guess the color of the hidden pawn in the
other player's hand. White then makes a move, followed by black, then white again, then black and so on until
the end of the game.

How the Pieces Move


Each of the 6 different kinds of pieces moves differently. Pieces cannot move through other pieces (though the
knight can jump over other pieces), and can never move onto a square with one of their own pieces. However,
they can be moved to take the place of an opponent's piece which is then captured. Pieces are generally moved
into positions where they can capture other pieces (by landing on their square and then replacing them), defend
their own pieces in case of capture, or control important squares in the game.
The King
The king is the most important piece, but is one of the weakest. The king can only move one square in any
direction - up, down, to the sides, and diagonally. Click on the '>' button in the diagram below to see how the
king can move around the board. The king may never move himself into check (where he could be captured).
The Queen
The queen is the most powerful piece. She can move in any one straight direction - forward, backward,
sideways, or diagonally - as far as possible as long as she does not move through any of her own pieces. And,
like with all pieces, if the queen captures an opponent's piece her move is over. Click through the diagram
below to see how the queens move. Notice how the white queen captures the black queen and then the black
king is forced to move.
The Rook
The rook may move as far as it wants, but only forward, backward, and to the sides. The rooks are particularly
powerful pieces when they are protecting each other and working together!
The Bishop
The bishop may move as far as it wants, but only diagonally. Each bishop starts on one color (light or dark) and
must always stay on that color. Bishops work well together because they cover up each others weaknesses.
The Knight

Knights move in a very different way from the other pieces going two squares in one direction, and then one
more move at a 90 degree angle, just like the shape of an L. Knights are also the only pieces that can move
over other pieces.
The Pawn
Pawns are unusual because they move and capture in different ways: they move forward, but capture diagonally.
Pawns can only move forward one square at a time, except for their very first move where they can move
forward two squares. Pawns can only capture one square diagonally in front of them. They can never move or
capture backwards. If there is another piece directly in front of a pawn he cannot move past or capture that
piece.

Promotion
Pawns have another special ability and that is that if a pawn reaches the other side of the board it can become
any other chess piece (called promotion). A pawn may be promoted to any piece. [NOTE: A common
misconception is that pawns may only be exchanged for a piece that has been captured. That is NOT true.] A
pawn is usually promoted to a queen. Only pawns may be promoted.

En Passant
The last rule about pawns is called en passant, which is French for in passing. If a pawn moves out two
squares on its first move, and by doing so lands to the side of an opponents pawn (effectively jumping past the
other pawns ability to capture it), that other pawn has the option of capturing the first pawn as it passes by. This
special move must be done immediately after the first pawn has moved past, otherwise the option to capture it is
no longer available. Click through the example below to better understand this odd, but important rule.

Castling
One other special rule is called castling. This move allows you to do two important things all in one move: get
your king to safety (hopefully), and get your rook out of the corner and into the game. On a players turn he
may move his king two squares over to one side and then move the rook from that sides corner to right next to
the king on the opposite side. (See the example below.) However, in order to castle, the following conditions
must be met:

it must be that kings very first move

it must be that rooks very first move

there cannot be any pieces between the king and rook to move

the king may not be in check or pass through check

Notice that when you castle one direction the king is closer to the side of the board. That is called castling
kingside. Castling to the other side, through where the queen sat, is called castling queenside. Regardless of
which side, the king always moves only two squares when castling.

Check & Checkmate


As stated before, the purpose of the game is to checkmate the opponents king. This happens when the king is
put into check and cannot get out of check. There are only three ways a king can get out of check: move out of
the way (though he cannot castle!), block the check with another piece, or capture the piece threatening the
king. If a king cannot escape checkmate then the game is over. Customarily the king is not captured or removed
from the board, the game is simply declared over.

Draws
Occasionally chess games do not end with a winner, but with a draw. There are 5 reasons why a chess game
may end in a draw:

The position reaches a stalemate where it is one players turn to move, but his king is NOT in check and
yet he does not have another legal move

The players may simply agree to a draw and stop playing

There are not enough pieces on the board to force a checkmate (example: a king and a bishop vs.a king)

A player declares a draw if the same exact position is repeated three times (though not necessarily three
times in a row)

Fifty consecutive moves have been played where neither player has moved a pawn or captured a piece

Chess 960
Chess960 follows all the rules of standard chess, except for the starting position of pieces on the back rank,
which are placed randomly in one of 960 possible positions. Castling is done just like in standard chess, with
the King and Rook landing on their normal castled squares (g1 and f1, or c1 and d1). 960 plays just like
standard chess, but with more variety in the opening.

Some Tournament Rules


Many tournaments follow a set of common, similar rules. These rules do not necessarily apply to play at home
or online
Touch-move
If a player touches one of their own pieces they must move that piece as long as it is a legal move. If a player
touches an opponents piece, they must capture that piece. A player who wishes to touch a piece only to adjust it
on the board must first announce the intention, usually by saying adjust.
Introduction to Clocks and Timers
Most tournaments use timers to regulate the time spent on each game, not on each move. Each player gets the
same amount of time to use for their entire game and can decide how to spend that time. Once a player makes a
move they then touch a button or hit a lever to start the opponents clock. If a player runs out of time and the

opponent calls the time, then the player who ran out of time loses the game (unless the opponent does not have
enough pieces to checkmate, in which case it is a draw).

Basic Strategy
There are four simple things that every chess player should know
#1 Protect your king
Get your king to the corner of the board where he is usually safer. Dont put off castling. You should usually
castle as quickly as possible. Remember, it doesnt matter how close you are to checkmating your opponent if
your own king is checkmated first!
#2 Dont give pieces away
Dont carelessly lose your pieces! Each piece is valuable and you cant win a game without pieces to
checkmate. There is an easy system that most players use to keep track of the relative value of each chess piece:

A pawn is worth 1

A knight is worth 3

A bishop is worth 3

A rook is worth 5

A queen is worth 9

The king is infinitely valuable

At the end of the game these points dont mean anything it is simply a system you can use to make decisions
while playing, helping you know when to capture, exchange, or make other moves.
#3 Control the center
You should try and control the center of the board with your pieces and pawns. If you control the center, you
will have more room to move your pieces and will make it harder for your opponent to find good squares for his
pieces. In the example above white makes good moves to control the center while black plays bad moves.
#4 Use all of your pieces
In the example above white got all of his pieces in the game! Your pieces dont do any good when they are
sitting back on the first row. Try and develop all of your pieces so that you have more to use when you attack
the king. Using one or two pieces to attack will not work against any decent opponent.

Getting Better at Chess

Knowing the rules and basic strategies is only the beginning - there is so much to learn in chess that you can
never learn it all in a lifetime! To improve you need to do three things:
#1 Play Just keep playing! Play as much as possible. You should learn from each game those you win and
those you lose.
#2 Study If you really want to improve quickly then pick up a recommended chess book. There are many
resources on Chess.com to help you study and improve.
#3 - Have fun Dont get discouraged if you dont win all of your games right away. Everyone loses even
world champions. As long as you continue to have fun and learn from the games you lose then you can enjoy
chess forever!

SEPAK TAKRAW
"Sepak" means to smash or kick in the Malay language, while "Takraw" originates from the Thai language,
meaning rattan ball. The objective of this game is to hit the ball over the net and onto the floor in the
opponent's court to score a point. Players are allowed to use their legs, head and torso to contact the ball, but
any contact with their arms or hands is an infringement of the rules.
Competitions and tournaments are run in accordance to rules and regulations set by the International Sepak
Takraw Federation (ISTAF). All equipment and attire must adhere to specifications set by ISTAF.
A game of Sepak Takraw is played between two teams (known as Regu). Each Regu has three players on court
and two substitutes. The players on court are the striker, server and feeder. Game play is very similar to the
sport of Volleyball. In Sepak Takraw, players are allowed a maximum of three contacts with the ball to get it
over the net.
A coin toss will decide which Regu will start service, while the other Regu can pick the side of court they wish
to start on. The feeder will start the game by tossing the ball to the server. The server will keep one foot within
the 'serving circle' and use his other foot to kick the ball past the net. On the defensive Regu, the server and
feeder becomes the setters to pass the ball to the striker within three contacts. The striker then hits or smashes
the ball over the net. During game play, the Regu who commits a fault will lose service and a point is awarded
to the opposing team.
Service will change over after three consecutive points scored by the serving Regu. Depending on the level of
competition and rules set by the organising committee, the first Regu that scores 21 points wins the set. The set
can only be won by the Regu with a two point lead, and the maximum points a set typically reaches is 25 points.
The umpire will announce for the set to extend to 25 points when there is a tie at 20 - 20. The game is played in
two sets with a two minute break in between. The Regu that wins two sets wins the match.
In the event that both Regus win a set each, the match is extended to a tie-break set. This third set is played to
15 points, and will be extended to 17 points if there is another tie at 14 - 14. Before the tie-break set, the Regus
will toss a coin to decide who starts the service. Service will change over when one Regu scores eight points.
COURT MEASUREMENT

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