HOPE Reporting (Grp5)
HOPE Reporting (Grp5)
HOPE Reporting (Grp5)
The game of badminton originated in Siam, China over 2,000 years ago. It was
brought to England in 1870 and was played somewhat like tennis. After being played
in Canada, badminton arrived in America and has been popular since 1929. Since 1992,
badminton has been an Olympic sport, with bird speeds reaching 100 m.p.h.
Game rules/Scoring
Players
Scoring
1. Rally scoring allows for a point to be won by either team regardless of which
team is serving.
2. Both singles and doubles games are won with 21 points.
3. The side winning a rally adds a point to their score.
4. At 20 all, the side that gains a 2 point lead first, wins that game.
5. At 29 all, the side scoring the 30th point wins that game.
6. In the third game of singles and doubles, players change sides when a side
scores 11 points.
7. A match is won by winning two out of three games.
General Rules/Regulations
1. Serving
A. The server must keep both feet in contact with the floor at the time of the
serve.
B. The bird must be contacted below the waist.
C. The racket head must be below the server’s wrist.
D. The server should not serve until the receiver is ready; the opponent is
deemed ready if a return is attempted.
E. Partners of the server and receiver may stand anywhere on the court
providing they do not obstruct the opponent’s view.
F. A bird that touches the net on the serve and goes into the proper service
court is legal.
G. If the server misses the bird on the serve attempt, it still counts. In
singles and doubles the serve would go to the opponent.
2. Serving order/Singles
A. At the beginning of the game (0-0) and when the server’s score is even,
the serve will begin from the right service court. When the server’s score
is odd, the serve will be from the left service court.
B. If the server wins a rally, the server scores a point and will then serve
again from the alternate service court.
C. 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 the
score is odd and right if it is even.
3. Serving order/Doubles
A. A team will only have one player serve, per “service”.
B. At the beginning of the game and when the score is even (0,2,4,6, etc.)
the server serves from the right service court. When it is odd
(1,3,5,7, etc.) the server serves from the left service court.
C. If the serving side wins a rally, the serving side scores a point and the
same server serves again from the alternate service court.
D. If the receiving side wins a rally, the receiving side scores a point. The
receiving side becomes the new serving side.
E. The players do not change their respective service courts until they win a
point when their side is serving.
4. The winners of the first game serve first in the next game.
5. Birds falling on the lines are considered good.
6. During a rally, a bird that touches the net and goes over is in play.
7. A fault (violation of rules) occurs if:
A. On the service, any part of the racket head is higher than the server’s
wrist and contact is made above the waist.
B. The service fails to cross the net or go into the proper service court.
C. The feet of the server and receiver are not in the proper courts at time of
service.
D. The server hesitates or stops (feint/balk) the service motion or misses the
bird.
E. The improper receiver returns the bird on the serve.
F. A bird hit into the net, under the net, against the wall or ceiling is out-of-
bounds.
G. A player hits the bird before it crosses the net.
H. The bird touches a player or clothing.
I. The player touches the net while the bird is in play.
J. The bird is hit twice in succession by one/both partners.
K. The bird is held, caught, or carried on the racket when struck.
L. A player obstructs an opponent.
Basic Skills
A .Grip
1. Forehand – with the racket head perpendicular to the floor, shake hands
with the grip so the “V” formed by the thumb and forefinger is on the top
of the handle.
2. Backhand – using a forehand grip, rotate the hand slightly so the thumb
is along and parallel to the wide side of the handle.
B. Footwork
1. Move toward the shot with short steps and end with a long stride.
2. In the ready position the racket is held high, the knees are slightly bent,
and the body weight is on the balls of the feet.
C. Strokes
By using the same motion for all shots, the opponent is unable to detect
what shot you are going to make until the bird is actually hit. A good
wrist action allows more power and control with much less effort. A
forehand stroke is one from the dominant side; the backhand stroke is
from the non-dominant side.
1. Clear – a shot used to drive your opponent away from the net or forecourt
or to slow the game. The bird should fly above the opponent’s reach and
fall within one foot of the baseline.
2. Smash – an attacking shot made at the limit of one’s upward reach and
slightly in front of the shoulder. At the moment of contact, the arm and
wrist come down forcibly.
3. Drive – A flat shot kept as low as possible and is second only to the
smash as an attacking shot.
4. Drop Shot – any shot that drops immediately after crossing the net. The
descent of the bird is controlled with little follow-through.
5. Net Shot – any shot played as near to the net as possible, controlled by
wrist and forearm. The hairpin shot is an example of a net shot.
D. Serves
1. High and deep (singles) – take a position near and on the proper side
of the center line and about four feet behind the short service line. Drop the
bird on the racket side and swing the racket forward.
2. Low and short (doubles) – take a position closer to the front service
line. The racket is swung forward with little follow-through.
3. Drive (flick) – a quick snap of the wrist in the backhand grip with the bird
held directly in front of the body. The bird travels in a direct line at the
receiver.
E. Flight Patterns (left to right)
A= underhand clear/high single serve F= hairpin net shot
B = short serve G= smash
C= short serve H= overhead drop hot
D= overhead clear I= net shot
E= high doubles serve J= drive
Playing Strategy
A. Singles – serve long most of the time. Return a high serve with a drop or clear.
Build the game plan on a basis of alternate drop and clear shots, and
then use the smash/drive as openings occur. Run your opponent from
the front to back and from side to side of the court.
B. Doubles – make shots, the return of which will leave an opening for your
partner to play a winning shot. Never play a shot that leaves your
partner open to smashes. Always make an attacking shot. This
implies that all shots should be hit down. Most serves should be
short and low. Attack short serves when receiving.
1. Side-by side – each partner is responsible for half of the playing court,
net to baseline.
2. Up-and-back – one member plays the front portion of the court,
operating from the centerline and just behind the short
service line. The partner plays the rear portion of the
court from the centerline and just in front of the double
rear service line.
3. Up/back rotation – combines the two doubles’ strategies, using the side-
by-side position for defense, and up and back formation for
attack.