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Participation in the University of Tennessee Recreational Sports Programs is voluntary and individuals
use facilities at their own risk. Participation in any physical activity involves inherent risk and even when
safety precautions are utilized, injuries and accidents can occur. The Recreational Sports Department
would like to encourage each individual to consult their physician and obtain adequate personal
health/accident insurance prior to participation in our programs. The University of Tennessee does not
provide personal health or medical insurance coverage for participants.
a $20 forfeit fee, the team will be ineligible for postseason competition, and the team
may be dropped from the league if there is a wait list team to replace them. A team with
two forfeits will be automatically dropped from the league.
2. PROTESTS: If a team wants to submit a protest, the team captain must stop play
immediately and notify the games officials and intramural sports manager. The
intramural sports manager will document the appeal and forward it to the Intramural
Sports Graduate Assistants or Coordinator if they cannot settle the protest on site. Teams
cannot protest an officials judgment.
RULE 4: PLAYING AREA AND EQUIPMENT
1. PLAYING AREA: All games will be played at the Health and Physical Education Building
(HPER or in the Tennessee Recreational Center for Students (TRECS).
6. BLOOD RULE: If a player is bleeding, has an open wound, or an excessive amount of blood
on his/her uniform the player will be directed to leave the game. The injured player is not
to return until the bleeding has stopped, the wound is covered, and the bloody uniform is
changed.
7. The Intramural Sports Staff has the right to deem certain equipment unsafe or illegal.
RULE 5: TIMING
1. MATCH: The first player/team to win 2 games will be declared the winner.
2. GAME: A game is won when one player/team accumulates 21 points (win by 2 with cap
of 30 points).
3. RALLY SCORING: A point will be scored on every service.
4. TIME LIMIT: A match shall last no longer than 30 minutes. If the time limit expires, the
player/team which is ahead wins the game. If the game is tied, the player/team scoring
the next point will be declared the winner of the game.
RULE 6: PLAYING THE GAME
1. RACQUET SPIN: The game will begin with a racket spin or toss. The winner shall have the
option of serving first, receiving first, or choosing a side to play on first. The individual or
team losing the racket spin shall then have the choice of any alternative remaining.
2. SERVE: Below are serving specifications:
a. The server and receiver must stand in diagonally opposite service courts within
the playing boundaries.
b. When the servers score is 0 or even, service must take place from the right-hand
service area.
c. When the servers score is odd, the service must take place from the left-hand
service area.
d. The servers racket must make first contact with the base of the shuttle while it is
entirely below the servers waist.
e. The racket face must be pointing down when the shuttle is contacted by the
server (service must be underhanded).
f. The shuttle must land in the receivers service court, unless it is intercepted prior
to having the opportunity to land.
g. The server will lose serve when he or she makes a fault or the shuttle ceases to
be in play because it touches the surface of the court on the servers side.
h. The returner must be in the service court area diagonal to the server.
i. Players/teams shall change ends at the commencement of each game.
3. It is a fault when:
a. On the service, the shuttle at the instant of being struck is higher than the
servers waist;
b. On the service, any part of the head of the racket at the instant of striking the
shuttle is higher than any part of the servers hand holding the racket;
c. On the service, the shuttle falls into the wrong service court (i.e., into the one not
diagonally opposite the server), falls short of the short service line, or goes
outside the side and back boundary lines;
d. On the service, the server misses the shuttle;
e. Either player is not in the proper court area to serve or receive when the service
is made;
f. The shuttle lands outside the boundaries of the court (a shuttle that falls on the
line is considered inbounds);
g. The shuttle fails to go over the net;
h. A shuttle is struck before it crosses the net;
i. A player touches the net or the supports;
j. A player goes over or under the net;
k. A player obstructs an opponent;
l. A shuttle that touches the net during play is still in play if it goes into the proper
court area.
RULE 7: DOUBLES MODIFICATIONS
1. SERVE: Below are serving specifications:
a. The first service will occur from the right-hand area of the court to the returning
player in the service court diagonally opposite
b. After the initial service and return, either partner may attack the shuttle
c. The service procedures explained in the playing rules section apply in doubles
play
d. After each game, the pairs shall change ends. The pair serving first in the previous
game shall become the first receivers in the next game and vice versa.
RULE 8: SPORTSMANSHIP
1. RATING: Each team will begin the contest with a 5 sportsmanship rating and shall be rated by
the officials at the end of the contest. The authority of the officials ratings exists prior to,
during, and following all contests to which that official is assigned, and extends to all persons
on, at, or near the playing site. Sportsmanship ratings shall be marked on the score sheet
prior to captain signing off on the score and sportsmanship rating.