Sunday, 21 July 2024

KHEL MAHOTSAV - THROWBALL RULES


Object of the Game

The object of the game of Throwball is for one team to defeat their opponents by scoring more points than them and be the first to 15 points. Score 15 points and the game is won. Players in Throwball attempt to defeat their opponents by throwing the ball into the opposition half, hoping that the other team will fail to return it, scoring them a point.

As a team game, players have to work in unison together and must have a good understanding of each other's game as well as having clear channels of communication. This ensures that there are no confusions over who is going for the ball, potentially giving their opposition a point.

Player Positions

In a throwball match, the players must follow a 2–3–2 position, with two players in the front zone, 3 in the centre zone, and 2 in the back zone. The throwball matches follow player rotation to ensure each player plays from all six positions.


Rules of Throwball Gameplay

The throwball match begins with a coin toss, and the winning team either chooses to serve or to court. All the rules of the throwball game regarding service, player rotation, catching, and releasing the ball must be followed.

Throwball Serving Techniques & Rules

According to the throwball service rules, the ball must be served within 5 seconds of the starting whistle. The technique to serve the ball is to raise it above shoulder level and throw it using the palm of one hand. Players must ensure the ball does not touch the net.


Player Rotation

A vital feature of a throwball match is the player rotation. The rotation in throwball is in a “Z” pattern, ensuring that all seven players play at all positions during the game.

Rotation position orders are fixed for each set, and players must rotate after playing each rally they serve. Failure to follow proper rotations may lead to a loss of points.

Catching the Ball

According to the rules of throwball games, players must catch the ball firmly above the trunk level and below the head. Catching with two hands is permitted. However, the ball may not touch any other part of the body other than the palms, and at least one leg must be in contact with the ground. The team will lose points if more than two players attempt to catch a ball.

Releasing the Ball

In a rally, players catch and throw the ball with the same hand, releasing it within 3 seconds and taking a maximum of one step before throwing. The ball must be released over the shoulder with the palm, not touching the body.

Throwball Scoring and Points

Scoring

Throwball rules in points suggest that matches are played each lasting up to 15 points. Points are scored when your opponent faults. The faults according to the throwball rules in points include:

1. Improper service/catching or dropping the ball

2. Touching the net with your body or the ball

3. Failure to return the ball over the net

  • Balls should not be volleyed as in volleyball but should be caught and then thrown quickly. Any ball being released should be done so from on or above the shoulder line only.
  • Passes are not allowed in Throwball, as soon as a player receives the ball, they should return it over the net immediately.


KHEL MAHOTSAV - CARROM RULES

The Rules of Carrom

Preparation:

Toss is made to decide who goes first. The person who plays first aims to pocket the white pieces.



The game is played by two opponents sitting opposite each other. To begin, the Queen is placed in the centre of the board. Six pieces are put around the Queen directly in a circle, each touching the Queen and their neighbours. The remaining twelve pieces are positioned around the inner circle of six pieces, so that each outer piece touches the inner circle. Both circles should have the pieces alternating in colour. The two circles are oriented so that the Queen, a white piece from the inner circle and a white piece from the outer circle lie in a straight line pointing towards the centre of the side of the board where the player who will play first is sitting.

Objective

Players take turns to play. A turn consists of one or more strikes. A player wins by pocketing all of the pieces of their chosen colour first. However, neither player can win until one or other player has "covered the Queen". To cover the Queen, a player must pocket one of her own pieces immediately after pocketing the Queen. If the Queen is pocketed but not covered, the Queen is returned to the board. Both players normally try to cover the Queen in addition to trying to win the game because a player who wins and also covers the Queen receives bonus points.

Striking

  • For each strike, the player must position the striker within the baseline OR on one of the two circles at either end of the baseline.
  • A striker within the baseline must touch both the front line and the rear line.
  • The striker may not "cut the moon" - be placed partially within the baseline and partially within the circle.
  • The player must flick the striker with one finger so that it crosses the front baseline - it is not permitted to flick backwards or horizontally.
  • A piece that is on or behind the front baseline must not be struck by the striker until the striker has crossed the front baseline.
  • In striking, the player's hand or arm must not cross the diagonal foul lines at either end of the baseline.
  • When a player pockets the Queen but does not cover it, the Queen is returned as near as possible to the center circle by the opponent.
  • Pieces returned to the center can be placed on top of other pieces within the main circle.
  • If pieces come to rest standing on their edge or overlapping another piece, they are left as they are until moved again in the normal course of play.
  • If the striker comes to rest under another piece, the striker should be removed with as little disturbance to the covering piece as possible.

Fouls

When a player commits a foul, the turn comes to an end immediately and a penalty is incurred. The penalty is that one pocketed piece is returned to the board by the opponent anywhere within the main circle. Any other pieces requiring to be returned to the board are also placed within the main circle by the opponent. It is normal for pieces to be positioned in order to confer an advantage for the opponent.


A foul is recorded in the following situations:

  • The striker is pocketed.
  • The striker or any other piece leaves the board.
  • A player pockets an opponent's piece. If the Queen was also pocketed, it is returned to the center by the opponent together with the penalty piece. Any other pieces pocketed in the same strike remain pocketed.
  • A player pockets the final opponent's piece. Regardless of whether the Queen has been covered, the opponent's piece is returned to the center in addition to the penalty piece.
  • A player pockets the final piece before the Queen has been covered. In this case both the pocketed piece and a pen
    alty piece are returned to the center.
  • A player contravenes the rules for striking.
  • A player touches any piece in play, other than the striker.
  • Where a penalty is incurred but no pocketed pieces exist to return, the penalty is "owed" until a piece becomes available. If a penalty is owed, when a piece becomes available due to being pocketed, the piece is returned to the center by the opponent at the end of the turn. Should the opponent forget to do this before the start of the next turn, any owed penalties are lost.


KHEL MAHOTSAV - BLITZ CHESS RULES

 

  1. Each player must make all of his moves in the five minutes allotted on his clock. Time delay features may not be used for Blitz.

  2. Before play begins both players should inspect the position of the pieces and the setting of the clock, since once each side has made a move all claims for correcting either are null and void. The only exception is if one or both players have more than five minutes on their clock, then the tournament director may reduce the time accordingly.

  3. Each player must push the clock button with the same hand he uses to move his pieces. Exception: only during castling may a player use both hands. When capturing only one hand may be used. The first infraction will get a warning, the second a one minute penalty and the third will result in the loss of the game.

  4. The tournament director should state at the start of the event the direction the clocks are to face. The player with the Black pieces then decides which side he will play with that opponent.

  5. Except for pushing the clock button neither player should touch the clock except for the following

    a. To straighten it;

    b. If either player knocks over the clock, his opponent gets one minute added to his clock;

    c. If your opponent's clock does not begin you may push his side down and repunch your side; however, if this procedure is unsatisfactory, please call for a director;

    d. Each player must always be allowed to push the clock after their move is made. Neither player should keep his hand on or hover over the clock.




  6. Define a win.

    a. A game is won by the player:

    1) who has mated his opponent's king;

    2) whose opponent resigns;

    3) whose opponent's CLOCK falls first, at any time before the game is otherwise ended, provided he points it out and neutralizes the clock while his own clock is still up and that he still has mating material;

    4) who, after an illegal move, takes the opponent's king or stops the clock;

    5) an illegal move doesn't negate a players right to claim on time, provided he does so prior to his opponent's claim of an illegal move. If the claims are simultaneous the player who made an illegal move loses.

    b. Defining mating material. Either two minor pieces (except K vs K+N+N), a pawn, a rook or a queen will be sufficient mating material. No trick mates are allowed, which means a lone knight or bishop is insufficient unless a forced win can be demonstrated.

  7. Defining a draw. A game is a draw:

    a. If one of the Kings is stalemated, even if a fallen flag is claimed simultaneously.

    b. By agreement between the players during the game only.

    c. If the flag of one player falls after the flag of the other player has already fallen and a win has not been claimed, unless either side mates before noticing both flags down. Checkmate nullifies any later time claims.

    d. To claim a draw by perpetual check, a three-time repetition is necessary with the player counting 1, 2, 3 out loud so as to make it quite clear and easier for the tournament directors to assist. Claimant should stop the clock after the third repetition.

    e. If both players each have just one identical piece either may claim a draw by stopping the clock unless the opponent can demonstrate a forced win.

    f. If one player has insufficient mating material when his opponent's flag falls or makes an illegal move.

    g. In K+B vs K+B and the bishops are of opposite colors, with only one pawn on the board, or 2 pawns vs 1 pawn in a clearly blockaded position, a draw can be claimed by stopping the clocks and summoning a tournament director, provided that no forced win can be proved.

    h. K+rook pawn vs K can be claimed as a draw once the defender's King is on the rook file in front of the pawn. K+pawn vs K can be claimed as a draw once the defender is on the square directly in front of the pawn, as long as the pawn is not on the 7th rank. i. K+R+rook pawn vs K+R is a draw, if the pawn is blockaded by the King and there is no immediate win evident.

  8. If a player accidentally displaces one or more pieces, he shall replace them on his own time. If it is necessary, his opponent may start the opponent's clock without making a move in order to make sure that the culprit uses his own time while replacing the pieces. Finally, it is unsportsmanlike to knock over any pieces then punch the clock. For the first offense the player will get a warning (unless this causes his flag to fall, in which case the opponent will get one extra minute added to his clock). For a second offense a one minute add-on for the opponent will be imposed. For a third offense the offender shall forfeit the game. Thereafter, the tournament director may use other penalties or expel a player from the event for repeated offenses.

  9. In case of a dispute either player may stop the clock while the tournament director is being summoned. In any unclear situation the tournament director will consider the testimony of both players and any reliable witnesses before rendering his decision. If a player wishes to appeal the decision of a tournament director, the player must first appeal to the section chief then, if necessary, the player may appeal to the Chief floor director, whose decision in all cases is final.

  10. The tournament director shall not pick up the clock; except in the case of a dispute.

  11. Spectators and players in another game are not to speak or otherwise interfere in a game. If a spectator interferes in any way, such as by calling attention to the flag fall or an illegal move, the tournament director may cancel the game and rule that a new game be played in its stead, and he may also expel the offending party from the playing room. The tournament director should also be silent about illegal moves, flag falls, etc. (unless there is an agreement with the players, before the game, to call them) as this is entirely the responsibility of the players.

  12. When a clearly drawn position is reached either player may stop the clocks and appeal to the tournament director for a draw.

    a. If the tournament director rules a draw, as in Rule #8, the game is over.

    b. If the appeal is rejected, then a one minute penalty is imposed on the player who stopped the clock.

  13. Illegal moves, unnoticed by both players, cannot be corrected afterwards, nor can they become the basis for making a claim.

  14. A legal move is completed when a player starts his opponent's clock. Touch move rules will apply.

  15. Moving the King next to another King is illegal and neither player can play King takes King!

  16. If a player promotes a pawn and leaves the pawn on the board, the opponent only has the option of stopping the clocks while a replacement piece is found.

  17. Only a tournament director may determine if a clock is defective and change clocks.

  18. If the King and Queen are set up incorrectly when the game begins, then you may castle short on the queenside and castle long on the kingside. Once each side has made a move, incorrect setups must stay - unless a tournament director gives permission to restart the game.

  19. Excessive banging of pieces or clock will not be tolerated and the offending player may be penalized with loss of time.

  20. All players are required to know how to operate the clock and how to make any changes to the clock that may be necessary during a game.

  21. Insufficient losing chances claims cannot made in Blitz games.

  22. The Official Rules of Chess, shall be used to resolve any situation not covered by these rules.

  23. Image Credit: WikiHow
    Article (Edited to suit our tournament): https://nwchess.com/articles/rules/blitz_rules.htm