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INDIVIDUAL

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INDIVIDUAL

GAMES‌
Swimming Bowling

Surfing Archery

Golfing
INDIVIDUAL
BASIC SWIMMING RULES
GAMES‌
The technical rules of swimming are designed to provide fair and equitable conditions for competition
and to promote uniformity in the sport. Each swimming stroke has specific rules designed to ensure
that no swimmer gets an unfair competitive advantage over another swimmer.

Competitive Strokes
The four competitive strokes are (1) freestyle, (2) backstroke, (3) breaststroke, and (4) butterfly.
Events are held in all of the competitive strokes at varying distances depending on the age-group of the
swimmer. In addition, there is a combination of the strokes swum by one swimmer called the individual
medley (IM). Other swimming events include relays, which are a group of four swimmers who either
all swim freestyle (freestyle relay) or each swim one of the competitive strokes in the order of
backstroke, breaststroke, butterfly and freestyle (medley relay).

Freestyle
In Freestyle events, the competitor may swim any stroke. The stroke most commonly used is
sometimes called the crawl, which is characterized by the alternate stroking of the arms over the
water surface and an alternating (up-and-down) flutter kick. On turns and finishes, some part of the
swimmer must touch the wall. Most swimmers do a flip turn.

Backstroke
The Backstroke consists of an alternating motion of the arms with a flutter kick while on the back. On
turns, swimmers may rotate to the stomach and perform a flip turn and some part of the swimmer
must touch the wall. The swimmer must finish on the back.

Breaststroke
The Breaststroke requires simultaneous movements of the arms on the same horizontal plane. The
hands are pressed out from in front of the breast in a heart shaped pattern and recovered under or on
the surface of the water. The kick is a simultaneous somewhat circular motion similar to the action of
a frog. On turns and at the finish, the swimmer must touch the wall with both hands simultaneously
at, above or below the water surface. Butterfly
The Butterfly features a simultaneous recovery of the arms over the water combined with an
undulating dolphin kick. In the kick, the swimmer must keep both legs together and may not flutter,
scissors or use the breaststroke kick. Both hands must touch the wall simultaneously on the turns and
the finish.

Individual Medley
Commonly referred to as the I.M., features all four strokes. In the IM, the swimmer begins with the
butterfly, then changes after one-fourth of the race to backstroke, then breaststroke and finally
freestyle.

Starts
The swimmers are not allowed a false start. If they jump the start and the starter thinks they are
trying to get an advantage (whether intentional or not-it does not matter), they will be taken out of
the race. This is not like the Olympics where they are allowed two false starts.
INDIVIDUAL
Turns and Finishes
GAMES‌
• Freestyle: feet have to touch the wall
• Backstroke: swimmers have to be on their back when they touch the wall. After he/she touches,
he/she can then turn around, but he/she must push off on their back. At the finish a swimmer must
finish on his/her back. A swimmer may not roll over and grab the wall until they have first touched
it.
• Breaststroke and Butterfly:
1. Swimmers have to touch with both hands at the same time.
2. A swimmer may not freestyle kick off the wall in either breaststroke or butterfly.
3. When swimming butterfly, both arms must move at the same time.

Technical Rules
Trained officials observe the swimmers during each event to ensure compliance with these technical
rules. If a swimmer commits an infraction of the rules, he/she will be disqualified from that event.
This simply means he/she will not receive an official time, nor be eligible for an award in that event.
Disqualifications may result from actions such as not getting to the starting blocks on time, false
starting, walking on or pushing off the bottom of the pool, pulling on the land line, or
unsportsmanlike conduct.

Technical rule violations for each stroke may include:


Freestyle:
• Walking on the bottom
• Pulling on the lane rope
• Not touching the wall on a turn
• Not completing the distance
Backstroke:
• Turning past the vertical onto the stomach and gliding or kicking into the wall on the turn (the roll
must be part of a continuous turning action)
• Pushing off the wall on the stomach after a turn
• Not remaining on back while swimming
• Turning onto stomach before the finish
Butterfly:
• Alternating movements of the arms or legs
• Pushing the arms forward under instead of over the surface of the water
• Using a breaststroke style kick
• Touching with only one hand at the turns or at the finish
Breaststroke:
• Using either a flutter, dolphin, or scissor kick instead of the breaststroke kick
• Shoulders not level
• Alternating movements of the arms
• Head not coming out of the water for each stroke including one pull and kick
• Touching with one hand at the turns or at the finish
DUAL

GAMES‌
Table Tennis Boxing

Chess Fencing

Wrestling
Boxing Rules
DUAL GAMES‌
In essence boxing may well be the world’s oldest sport. At its most basic it is fighting
and since there has been man, there has been conflict. It is certainly at least as old as
688 BC when it was included in the ancient Olympic Games, although more regulated,
codified versions of boxing date to about the 1500s. Having said that, carvings dating to
the 3rd millennium BC show people fist-fighting in front of audiences so it is safe to say
the art of pugilism is an ancient one indeed. More modern rules have included
Broughton’s rules from 1743, the London Prize Ring rules (1838) and the more well-
known Marquess of Queensbury Rules which date to 1867. At its best boxing is
graceful, elegant and explosive and a magnificent example of the human body’s abilities
and few spectacles can match the sight of two top heavyweights going toe to toe.

Object Of The Game


Brutally enough the object of boxing could be stated as to concuss your fellow human
being; a less barbaric sounding aphorism, to hit and not be hit, may be a preferred way
to look at it, depending on your standpoint.

Players & Equipment


The exact specification of certain equipment varies according to the sanctioning body
but the ring (ironically, of course, usually square) is generally around 16-25 feet (4.9-
7.6m) along each side. The posts at the corner are 5ft above the level of the ring and
the ring itself is usually about three or four feet off the ground on a raised platform.
Boxers wear gloves and although there has been a long history of bear-knuckle boxing,
hand protection dates to Ancient Greece. Modern gloves are usually 12oz, 14oz or 16oz
and are designed to protect the hand and the opponent, although there are arguments
that they actually increase brain injuries by facilitating a boxer receiving more damaging
blows. Boxers are divided according to their weight with the different governing bodies
having different weights and names for the groupings. Fighters only fight opponents of
similar weights as physical size is so crucial to the contest.
Scoring
DUAL GAMES‌
At professional level the bouts are scored by three ringside judges using a subjective
method based on which boxer they felt won each individual round. If the match is
undecided by knockout, retirement or disqualification then the judges’ scorecards are
used. If all three judges agree the decision is unanimous, whilst if two think one fighter
won it is a split decision. If two judges mark the fight level, or one does and the other
two are divided, the fight is classed as a draw. It is, however, more common for a fight,
especially at the heavier weights, to be stopped before the 12 rounds are up. A boxer is
knocked out if they are floored and cannot get up within 10 seconds, whilst the referee
may disqualify a fighter for certain foul play. The other method of winning is by a
technical knockout or TKO. If a boxer is unwilling to continue, or is deemed unable to
do so by either the referee or his corner team or medical staff then it is a TKO. This
can also be awarded if a fighter is knocked down a defined number of times in a round
(usually three).

Winning The Game


The winner is either as scored by the judges if the fight goes the distance or is decided
by knockout, technical knockout or disqualification, as detailed above.
In amateur bouts different methods are used, for example the referee may simply decide
or ringside judges use electronic scoring to count the number of blows landed.

Rules of Boxing
In professional boxing, bouts take place over 12 three minute rounds with one
minute rest between rounds.
The only method of attack is punching with a clenched fist and you may not strike
below the belt, in the kidneys or the back of your opponents head or neck.
You cannot use the ropes for leverage.
You cannot hit an opponent when they are down.
A boxer hit with a low blow can take five minutes to recover.
If an unintentional foul (such as a clash of heads) ends the fight before four rounds
are completed this is a “no contest”, from the fifth onwards the decision goes to
the judge’s cards and is either a technical decision for either fighter or a technical
draw.

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