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Useful Info for Team Players
 
06 October 2008 Register   Login 
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This information is particularly aimed at club members who have not played league before - but we think it's worth experienced players reading as well.
  1. A home/away tie (sadly, also often called a "match") consists of 6 matches for a 4s tie and 9 matches for a 6s tie. uhiuhiuhiuhi
  2. A match is the best of 3 games (until a pair has won 2 games). Players change ends after each game and when the leading score reaches 11 in the third game.
  3. Before each match warm up against your partner (as opposed to the other pair).
  4. A toss is made (rough/smooth, dropping a shuttle, coin etc.) and the winner of the toss can elect to serve or receive in the first game, or to choose to play at a particular end of the court. The loser of the toss makes the remaining choice.
  5. In the 2nd or 3rd game the winners of the previous game start serving.
  6. Various tie venues have beams, lights etc. that are 'lets' if a shuttle hits them. The home team should inform the away team of these at the start of the tie. It's always worth checking before the 1st match if nothing is mentioned.
  7. When playing at home, since we use traditional feather shuttles, it's worth informing the opposition that they can request a change of shuttle at any time.
  8. When a match is complete it's traditional to shake your partner's hand and then shake hands with the opposition.
  9. We want you to enjoy playing, and the opposition to enjoy playing against you, so:-
    • It is your responsibility to call faults that occur on your side of the net.
    • If neither you nor your partner are sure about a call (or you disagree) give it to the opposition e.g.
      • If you cannot be positive the opposition shot landed out (Rule 13.2.1), assume it landed in.
      • If you think the shuttle may have touched your person or clothes (Rule 13.2.5), call a fault.
      • If you think both you and your partner hit the shuttle (Rule 13.6.3), call a fault.
      • If you think you may have 'slung' the shuttle (Rule 13.6.1), call a fault. However, don't call 'duff' shots as faults if are not against the rules - just apologise. For example, a shot that you hit off the frame and crawls over the net is not a fault - just your good luck.
    • Do NOT call faults that occur on the opposition's side of the net; and accept the opposition's call without question.
    • Accept the away hall and shuttles as they are, without complaint. If you find it difficult in the away tie the opposition will find it difficult for your home tie.
    • Remember: everyone makes the odd call mistake: relax - let it go!
    • If you really think someone is cheating (bad calls, illegal serve, etc.), do not raise it during the tie (apart from discreetly asking your partner if they agree). Instead, sleep on it and, if your opinion is still the same the next day, report it to the committee and we will follow it up.
    • About the only thing that can be worth raising with the opposition is if you think the opposition is unaware of what a Rule actually says. For example, suppose you hit the shuttle, the base completely separates from the rest of the shuttle, the base lands 'out' on the opposition's side of the court, and they call it a fault. It would then be perfectly valid to point out that Rule 14.6 says:-
      "If during play, the shuttle disintegrates and the base completely separates from the rest of the shuttle, it shall be a 'let'."
      so, in fact, a fault did not occur because the point was already a 'let' by the time the base landed. Obviously it's only valid to do this if someone actually has an up-to-date hardcopy of the Rules (use the following links to find printable copies of the main rules and the appendixes you can print). Having said all that, in all the years I've played league I can count on one hand how many times I've done this.
    • When sitting off, as a spectator, do not give an opinion about if a shuttle was in or out, what the score was, etc. (even if the players ask for one). It's up to the 2 pairs playing to make calls and keep score.
  10. Finally, have fun - oh! and try to win!
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