Table Tennis is believed to
have begun in England during the 12th century as a spin-off of
"Royal Tennis" and was popular as a parlor game in Victorian homes.
Equipment was made from various homemade articles, such as cardboard for
rackets, books as nets and the ball was usually a ball of string.
It is believed that in the late 1880’s, an American sporting goods
manufacturer by the name of Parker Brothers, tried their hands at making
"official" equipment. At that time, Parker Brothers was already
exporting "Indoor Tennis" equipment to England. Equipment was still
very primitive and balls were then solid rubber or cork and usually covered
with material to prevent damage to furniture.
Plastic balls were
introduced to the game after an Englishman named James Gibb, visited America
and discovered children playing with small plastic toy balls. He brought some
back to England and used the plastic balls for table tennis. To his surprise,
it gave an unexpected, overwhelming boost to this already popular game. After
years of being called Gossima, Film-Flam and Whiff-Whaff, the name "Ping
Pong" was finally adopted as a trade name by Parker Brothers because of
the new sound these plastic balls made when they hit the table and the racket.
Many people
know ping-pong. It's the game that is usually played in the basement with an
opponent, with plastic paddles in hand that made the distinctive noises when a
ball was struck. A fun game it was, sort of like playing T-ball with huge
yellow plastic bats. But like those two familiar games, ping pong also has a real sport behind it.
Table
Tennis can be classified as a major sport worldwide, with millions of
participants, major tournaments (with its own superstars),and many other things
that make a sport truly a class of its own.
As a sport that emphasizes endurance and reflexes above simple size and
strength, people of all ages and genders can play on an equal field. The
equipment can be had for a reasonable price, and the sport is played indoors so
year-round competition and practice is possible. A game requires only two
players at the least, and typically lasts around 30 minutes, enabling quick
matches during breaks, etc.
Table tennis truly is a sport for the masses, and its widespread
adoption around the world is a testament for its versatility. With enough
enthusiasm and support, however, this intense and exciting sport can succeed
beside the old mainstays.
The true origin of Table Tennis is largely unknown, although forms of
the sport have been documented as early as the late 1800s in England. The sport
started becoming popular around the world in the early 1900s. During this time,
the official name of the sport was changed from Ping-Pong™ to table tennis.
This was due to copyright conflicts with Parker Brothers, who owned the rights
to the name and game of Ping-Pong™. The International Table Tennis Federation
was formed at about this time. This organization would go on to become the
primary ruling body of table tennis.
Table tennis has evolved significantly since its surprise birth upon the
sporting world, acquiring many revisions of rules and seeing an evolution of
equipment, as technology and playing styles changed. Such refinement only
serves as evidence that table tennis is indeed a full-fledged sport, comparable
to any of the other classics we behold with reverence.
TABLE TENNIS TERMINOLOGY
BACKSPIN – Under-spin.
BAT - Racket, paddle.
BLADE – Wooden part of the
racket.
BLOCK – A stroke
executed very close to the table, often before the top of the bounce of the
ball. The blocker angles the racket so the ball bounces back fast to the other
side of the table.
CHOP – A heavy under-spin shot.
A chop forces the ball to drop downwards when it hits the opponent’s racket.
DRIVE – Also called a counter,
counter-drive or smash.
DROP SHOT – Short placement, very
close to the net.
DUECE - When a game’s score is
20-20, or even at any point after 20, such as 21-21, 22-22, 23-23, etc.
FLICK – A topspin or flat shot
generated with speed and power close to the net using wrist action.
GAME – Each game is played to
21 points, unless a deuce occurs. There are "2 out of 3" games or
"3 out of 5" games per match.
GAME POINT – The determining point in
a game.
ITTF – International Table
Tennis Federation and the governing body of Table Tennis around the world.
JUNK RUBBER – Rubber that produces no
spin, such as anti-spin or long-pips.
LET – interference in the
game, such as a serve hitting the net or a distraction, which causes the point
to be played over.
LOB – A particular shot used
when a player is far back from the table in a defensive situation and the ball
is lobbed high into the air as a return.
LOOP – An extreme topspin shot,
when executed properly can curve in the air before it hits the table. The spin
of the ball causes the ball to dive down onto the table and will
"skip" taking sharp changes in direction. The ball, if retrieved by
the opponent’s racket, will jump off unpredictably. It can be delivered above,
below, close to or far from the table.
MATCH - A match consists of
"2 out of 3" or "3 out of 5" games.
PADDLE – Racket, bat.
PIMPLED RUBBER – A type of single layer
rubber with a pimpled surface facing upwards and outwards.
PING PONG – The general public’s
reference to the game of Table Tennis or an American Table Tennis equipment
trademark.
POINT – When an opponent or the
other gets a score.
PUSH – An under-spin shot where
the ball is literally pushed over or towards the net, close to the net. It is a
passive shot used when it is impossible to attack the ball or used when trying
to set up for a more aggressive shot.
RACKET – Paddle, bat.
RALLY – The period in which the
ball is in play.
REGLUE – To reapply new rubber or
speed glue new or existing rubber to the blade.
RUBBER – The rubber sheet portion
of the racket.
SANDWICH RUBBER
–Cellular rubber with a "sponge" layer, usually 1mm, 1.5mm or 2.0mm.
SIDESPIN – A spin placed on the
ball to allow it to curve left or right.
SPEED GLUE – A fast drying adhesive
used to secure the rubber to the blade. When newly applied and wet, the glue
penetrates the rubber, causing it to have more bounce and spin.
SPIN – Rotation of the ball.
TOPSPIN – Spin placed on the ball
that makes the ball curve down into the table.
TWIRL – Turning the racket,
usually in the middle of a serve or while the ball is in play, to confuse the
opponent as to which type of rubber is being used at a specific time. Not as
deceptive as it once was, because of the "two color rubber" law.
TWO COLOR RUBBER LAW – A
table tennis law put into effect, namely using red rubber on one side of the
racket and black rubber on the other side, so opponents will not be so confused
and deceived.
UMPIRE – The appointed person
that controls and oversees a match, used during tournament play.
Here's
How:
1. Hold the racket horizontally by the head in
your non-playing
hand.
2. Starting with your hand below the racket,
grip the handle with
your index finger and thumb as if you were
holding a pen,
hence the name!
3. Place the third finger sideways on the back
of the racket.
4. Rest the remaining two fingers on the third
finger. This is
traditional Chinese style. For Japanese
style, you can spread
out the three fingers on the backside
of the racket.
5. Relax your wrist for greater range of
motion.
6. Both the forehand and backhand are struck on
the same side
of the racket by just rotating the
wrist 180 degrees.
Tips:
1. When hitting forehands place more pressure
on your thumb.
2. When hitting backhands place more pressure
on your index
finger.
3. Place a different type of rubber surface on
the backside for
added deception.
How to Hold the Table Tennis Racket
Shakehands
Here's How:
7. Hold the racket vertically by the head in
your non-playing
hand.
8. With your playing hand, lightly grab the
handle as if you were
going to shake hands with someone,
hence the name.
9. Place your index finger on one side of the
racket and your
thumb on the other.
10.
Comfortably grip the handle with your three remaining fingers.
Hold out your hand to see if the edge
of the racket bisects
your arm. This will ensure a balance
forehand and backhand
side.
Tips:
4. Grip the racket like you would an egg,
without too much
pressure.
5. When serving don't be afraid to alter (and
loosen) your grip for
extra range of motion.
6. It is alright to make slight modifications in
your grip from
forehand to backhand sides.
How to Keep Score in Table Tennis
1. Preliminary matches are often the best of 5 games.
CHAMPIONSHIP matches are often the best of 7 or 9 games.
2. After
deciding the serve, each player will serve TWO points
each.
3. If
a player serves a net ball (called a 'let serve'), the point is
replayed. (There are no limits to the
number of let serves a
player may serve.)
4. The
server in singles can serve anywhere: short, long, straight,
or cross-court. Only in doubles do you
have to serve diagonally
from your right court to the opponent's
right court.
5. If
you volley the ball while it is still above the table surface, you
lose the point.
6. If
you move the table, or touch it with your free hand, during the
rally, you lose the point.
7. If
a you or your clothing touches the net or post during the rally,
you lose the point.
8. If you hit the ball twice in succession, you
lose the point.
9. If your shot hits a wall, the ceiling, or
misses the opponent's
side of the table, you lose the point.
10.Change
ends of the table after each game.
11.The
player who serves at the beginning of a game is the
receiver at the beginning of the next
game.
12.After
the first player scores the 5th point in the final game of the
match, change ends. If you forgot to change at 5, then change
as soon as you realize it.
13.If
your opponent distracts you by talking or yelling while the ball
is in play, play a let.
14.At
10-10, the score is called "Deuce". A player must then win
by 2 points. Alternate serves until one
player has a 2-point
lead.
15.Shake hands after every match to show good sportsmanship.
Tips:
1. Use
quality equipment whenever possible. Sandpaper paddles
are illegal because they damage the ball.
2. Try
the new 40mm balls. They slow the game down, add to the
length of the rallies, and are easier to
see.
3. The
"Skunk Rule," in which a player is declared winner at 7-0,
does not exist in table tennis. Play
until someone reaches 11. If
you can win 11-0, go for it!
4. Learn
the proper strokes. Avoid the temptation to just smash
every ball you can.
5. Once
you become the neighborhood champ, it is time to visit a
local club or enter a sanctioned
tournament.
How to Serve in Table Tennis Doubles
Here's How:
1. Larry
Looper and Sammy Smasher won the toss and are
serving to Charlie Chopper and Peter
Pusher.
2. Larry
will serve the first five to Charlie. Remember all serves
must be delivered crosscourt from the right side of the
table.
3. After
Larry's five serves are completed, Charlie becomes the
server and Sammy the new receiver.
4. When
Charlie is done with his five, Sammy takes over the
serve and serves to Peter.
5. Peter
follows with the final set of serves to Larry and then the
teams are back to the original order.
6. At deuce the order will change after every
point.
7. Also
once a team reaches 10 point in the final game of the
match (the 3rd game in a 2/3 or 5th game
in 3/5) the server
stays the same but the receiving team
changes receivers. This
is to ensure that both orders get equal
time.
Tips:
10.
If you win the toss, give the serve away so you can
choose your best order to start the second game.
11.
Since your opponents know where you are serving to
(i.e. crosscourt), focus on short and low serves to stop their opening attack.
12.
Serve with your forehand, as backhand serves will
make it tough to follow up with a strong forehand attack.
1.1 The table shall be in surface rectangular, 274 cm. (9 ft.) in length, 152.5 cm. (5 ft.) in width. It shall be supported so that its upper surface, termed the playing surface, shall lie in a horizontal plane 76 cm. (2 ft. 6 in.) above the floor.
1.2 It shall be made of any
material and shall yield a uniform bounce of about 23 cm. (8 3/4 in.) when a
standard ball is dropped from a height of 30 cm. (12 in.) above the surface.
1.3 The playing surface
shall be dark colored and matt, with a white line 2 cm. (3/4 inch) wide along
each edge.
1.3.1 The lines along the
152.5 cm. (5 ft.) edges or ends shall be termed end lines, and they shall be
regarded as extending indefinitely in both directions.
1.3.2 The lines along the
274 cm. (9 ft.) edges or sides shall be termed side lines.
1.4 For doubles, the
playing surface shall be divided into halves by a white line 3 mm. (1/8 in.)
wide, running parallel with the side lines, termed the center line. Permanent
marking of the center line shall not invalidate the table for singles play. The
center line shall be regarded as part of each right half court.
1.5 The playing surface
shall be considered to include the top edges of the table, but not the sides of
the table top below the edge.
NET
2.1 The playing surface shall be divided into two
"courts" of equal size by a vertical net running parallel to the end
lines.
2.2 The net assembly shall consist of the net, its
suspension, and the supporting posts, including the clamps attaching them to
the table.
2.3 The net shall be suspended by a cord attached at
each end to an upright post 15.25 cm. (6 in.) high, the outside limits of the
post being 15.25 cm. outside the side lines.
2.4 The net, with its suspension, along its whole
length, shall be 15.25 cm. (6 in.) above the playing surface. The bottom of the
net, along its whole length, shall be as close as possible to the playing
surface and the ends of the net shall be as close as possible to the supporting
posts.
BALL
3.1 The ball shall be spherical, with a diameter of
40 mm. The ball shall weigh 2.7 gm.
3.2 The ball shall be made of celluloid or similar
plastic material and shall be white or orange and matte.
RACKET
4.1 The racquet may be of any size, shape, or weight
but the blade shall be flat and rigid.
4.2 At least 85% of the blade by thickness shall be
of natural wood. An adhesive layer within the blade may be reinforced with
fibrous material such as carbon fiber, glass fiber, or compressed paper but
shall not be thicker than 7.5% of the total thickness or 0.35 mm, whichever is
the smaller.
4.3 A side of the blade used for striking the ball
shall be covered with either ordinary pimpled rubber with pimples outward
having a total thickness including adhesive of not more than 2 mm. or sandwich
rubber with pimples inwards or outward having a total thickness including
adhesive of not more than 4 mm.
4.3.1 Ordinary pimpled rubber is a single layer of
non-cellular rubber, natural or synthetic, with pimples evenly distributed over
its surface at a density of not less than 10 per sq. cm. and not more than 50
per sq. cm.
4.3.2 Sandwich rubber is a single layer of cellular
rubber covered with a single outer layer of ordinary pimpled rubber, the
thickness of the pimpled rubber not being more than 2 mm.
4.4 The covering material shall extend up to but not
beyond the limits of the blade, except that the part nearest the handle and
gripped by the fingers may be left uncovered or covered with any material and
may be considered part of the handle.
4.5 The blade, any layer within the blade, and any
layer of covering material or adhesive shall be continuous and of even
thickness.
4.6 The surface of the covering material on a side of
a blade or of a side of the blade if it is left uncovered, shall be matt,
bright red on one side and black on the other.
4.7 Slight deviations from uniformity of color or
continuity of covering due to fading, wear, or accidental damage may be ignored
provided they do not significantly change the characteristics of the surface.
4.8 At the start of a match and if he changes his
racquet during a match, a player shall show his opponent and the umpire the
racquet he is about to use and shall allow them to examine it.
4.9 If a player breaks his racquet during a game, he
shall replace it immediately with another racquet which he has brought with him
to the playing area or one which is handed to him in the playing area. A racket
shall not be changed in an individual match unless it is accidentally damaged
so badly that it cannot be used. If a player changes a racket during an
individual match without notification, the umpire shall suspend play and report
to the referee.
4.10 The covering material on a side of the blade
used for striking the ball shall be of a brand and type currently approved by
the USATT and shall be attached to the blade so that the trademark and ITTF
logo (if applicable) are clearly visible near the edge of the striking surface.
4.11 If a player strikes the ball in play with a side
of the blade whose surface does not comply with the requirements of the Rules,
his opponent will be awarded a point.
DEFINATIONS /
TERMS
5.1 A rally is the period during which the ball is in
play.
5.2 The ball is in play from the last moment at which
it is stationary on the palm of the free hand before being intentionally
projected in service until it touches anything other than the playing surface,
the net assembly, the racquet held in the racquet hand or the racquet hand
below the wrist, or until the rally is otherwise decided a let or a point.
5.3 A let is a rally of which the result is not
scored.
5.4 A point is a rally of which the result is scored.
5.5 The racquet hand is the hand carrying the
racquet.
5.6 The free hand is the hand not carrying the
racquet.
5.7 A player strikes the ball if he touches it in
play with his racquet, held in the racquet hand, or with his racquet hand below
the wrist.
5.8 A player obstructs the ball if he or anything he
wears or carries, touches it in play when it is traveling toward the playing
surface and has not passed beyond the end line, not having touched his court
since last being struck by his opponent.
5.9 The server is the player due to strike the ball
first in a rally.
5.10 The receiver is the player due to strike the
ball second in a rally.
5.11 The umpire is the person appointed to decide the
results of each rally.
5.12 The assistant umpire is the person appointed to
assist the umpire. The stroke counter is the person appointed to count strokes
under the expedite system.
5.13 Anything that a player wears or carries includes
anything that he was wearing or carrying at the start of the rally.
5.14 The ball shall be regarded as passing over or
around the net assembly if it passes under or outside the projection of the net
assembly outside the table.
SERVE
6.1 At the start of service, the ball shall be
stationary resting freely on the flat open palm of the server's free hand
behind the server's end line and above the level of the playing surface.
6.2 The server shall then project the ball near
vertically upwards without imparting spin so that it rises at least 6 inches
after leaving the palm of the hand and then falls without touching anything
before being struck.
6.3 As the ball is falling, the server shall strike
it so that it touches first his court and then, passing directly over or around
the net assembly touches the receiver's court. In doubles the ball shall touch
successively the right half court of the server and receiver.
6.4 The ball and the racquet shall be above the level
of the playing surface and behind the end line of the server's court or an
imaginary extension thereof from the last moment at which the ball is
stationary on the palm of the free hand until the ball is struck in service.
6.5 When the ball is struck in service, it shall be
behind the server's end line but not farther back than the part of the server's
body, other than his arm, leg, or head, whichever is farthest from the net.
6.6 It is the responsibility of the player to serve
so that the umpire or assistant umpire can see that he complies with the
requirements for a good service.
6.6.1 If the umpire is doubtful about the correctness
of a player's service but neither he nor the assistant umpire is sure it is
illegal, he may on the first occasion in a match interrupt play and warn the
server without awarding a point.
6.6.2 If subsequently in a match a service by that
player or his doubles partner is of doubtful legality, for the same or any
other reason, the receiver shall score point.
6.6.3 Whenever there is a clear failure to comply
with the requirements for a good service no warning should be given and the
receiver shall score, on the first as on any occasion.
6.7 Exceptionally, strict observance of the
prescribed method of service may be waived where the umpire is notified, before
play begins, that compliance is prevented by physical disability.
6.8 If, in attempting to serve, a player fails to
strike the ball while it is in play, his opponent will be awarded a point.
A GOOD RETURN
7.1 The ball, having been served or returned in play,
shall be struck so that it passes directly over or around the net assembly and
touches the opponent's court, either directly or after touching the net
assembly.
7.1.1 If the ball, having been served or returned in
play, returns with its own impetus over the net, it may be struck so that it
touches directly the opponent's court.
ORDER OF PLAY
8.1 In singles, the server shall first make a good
service, the receiver shall then make a good return, and thereafter, server and
receiver alternately shall each make a good return.
8.2 In doubles, the server shall first make a good
service, the receiver shall then make a good return, the partner of the server
shall then make a good return, the partner of the receiver shall then make a
good return, and thereafter, each player alternately in that sequence shall
make a good return.
LET
9.1 If in service the ball, in passing over or around
the net assembly, touches it, provided the serve is otherwise good or is
obstructed by the receiver or his partner.
9.2 If the service is delivered when the receiving
player or pair is not ready, provided that neither the receiver nor his partner
attempts to strike the ball.
9.3 If, the failure to make a good service or a good
return or otherwise to comply with the Laws is due to a disturbance outside the
control of the player.
9.4 If play is interrupted by the umpire or assistant
umpire.
9.4.1 To correct an error in the order of serving or
receiving or ends.
9.4.2 To introduce the expedite system.
9.4.3 To warn or penalize a player.
9.4.4 Because the conditions of play are disturbed in
a way which could affect the outcome of the rally.
A POINT
(Unless the rally is a let, a player shall score a point.)
10.1 If his opponent fails to make a good service.
10.2 If his opponent fails to make a good return.
10.3 If, after he has made a good service or a good
return, the ball touches anything other than the net assembly before being
struck by his opponent.
10.4 If the ball passes beyond his end line without
touching his court, after being struck by his opponent.
10.5 If his opponent obstructs the ball, except as
provided in Rule 9.1.
10.6 If his opponent strikes the ball twice
successively.
10.7 If his opponent strikes the ball with a side of
the racquet blade having an illegal surface.
10.8 If his opponent, or anything he wears or
carries, moves the playing surface.
10.9 If his opponent, or anything he wears or
carries, touches the net assembly.
10.10 If his opponent's free hand touches the playing
surface.
10.11 If, in doubles, his opponent strikes the ball
out of sequence established by the first server and first receiver.
10.12 As provided under the expedite system.
10.13 If the umpire assesses a penalty point against
his opponent.
A GAME
11.1 A game shall be won by the player or pair first
scoring 21 points unless both players or pairs have scored 20 points. In this
case, the winner shall be the player or pair first scoring 2 points more than
the opposing player or pair.
A MATCH
12.1 A match shall consist of the best of 3 games or
the best of 5 games.
12.2 Play shall be continuous throughout, except for
authorized intervals.
INTERVALS
13.1 Any player shall be entitled to claim an
interval of not more than 2 minutes between any successive games.
13.2 Brief intervals for toweling may be taken, but
only after every 5 points from the start of each game or at the change of ends
in the last possible game of a match.
13.3 A player or pair may claim one time-out period
of up to 1 minute during a match.
13.3.1 In an individual event the request may be made
by the player or pair or by the designated advisor. In a team event it may be
made by the player or pair or by the team captain.
13.3.2 The request for a time-out, which shall be
made only when the ball is out of play, shall be made by making a "T"
sign with the hands.
13.3.3 On receiving a valid request for a time-out
the umpire shall suspend play. Play will be resumed when the player or pair who
called it is ready to continue or at the end of one minute, whichever is
sooner.
13.4 The referee may allow a suspension of play of
the shortest practical duration, and in no circumstances more than 10 minutes,
if a player is temporarily incapacitated by an accident, provided that in the
opinion of the referee the suspension is not likely to be unduly disadvantageous
to the opposing player or pair.
13.5 A suspension shall not be allowed for a
disability which was present or was reasonably to be expected at the beginning
of the match, or where it is due to the normal stress of play. Disability such
as cramp or exhaustion, caused by the player's current state of fitness or by
the manner in which play has proceeded, does not justify such an emergency
suspension, which may be allowed only for incapacity resulting from an
accident, such as injury caused by a fall.
13.6 If anyone in the playing area is bleeding, play
shall be suspended immediately and shall not resume until that person has
received medical treatment and all traces of blood have been removed from the
playing area.
13.7 Players shall remain in or near the playing area
throughout a match except with the permission of the referee. During intervals
between games they shall remain within 3 meters of the playing area under the
supervision of the umpire.
CHOICE OF ENDS
& SERVES
14.1 The choice of ends and the right to serve or
receive first in a match shall be decided by lot and the winner may choose to
serve or receive first or to start at a particular end.
14.2 When one player or pair has chosen to serve or
receive first or to start at a particular end, the other player or pair shall
have the other choice.
14.3 After each 5 points have been scored the
receiving player or pair and so on until the end of the game unless both
players or pairs have scored 20 points or the expedite system in operation,
when the sequence for serving and receiving shall be the same except each
player shall serve for one point in turn.
14.4 In the first game of a match the pair who has
the right to serve first shall decide which of them shall do so and in the
first game of a match, the opposing pair shall then decide which partner will
receive first. In subsequent games of a match, the first server having been
chosen, the first receiver shall be the player who served to him in the
preceding game.
14.5 In doubles, at each change of service the
previous receiver shall become the server and the partner of the previous
server shall become the receiver.
14.6 The player or pair serving first in a game shall
receive first in the next game of the match. In the last possible game of a
doubles match the pair to receive next shall change their order of receiving
when first either pair scores 10 points.
14.7 The player or pair starting at one end in a game
shall start at the other end in the next game of the match. In the last
possible game of a doubles match the players or pairs shall change ends when
first either player or pair scores 10 points.
OUT OF ORDER
OD SERVING, RECEIVING OR ENDS
15.1 If a player serves or receives out of his turn,
play shall be interrupted and shall continue with that player serving or
receiving who should be server or receiver respectively at the score that has
been reached according to the sequence established at the beginning of the
match, and in doubles, to the order or serving chosen by the pair having the
right to serve first in the game in which the error is discovered.
15.2 If by
mistake the players have not changed ends when ends should have been changed,
play shall be interrupted as soon as the error is discovered and the players
shall change ends.
15.3 In any circumstances, all points scored before
the discovery of an error shall be reckoned.
EXPEDITE
SYSTEM
16.1 The expedite system shall come into operation if
a game is unfinished after fifteen minutes' play unless both players or pairs
have scored at least 19 points or at any earlier time at the request of both
players or pairs.
16.1.1 If the ball is in play when the game is
interrupted, play shall restart with service by the player who served in the
rally that was interrupted.
16.1.2 If the ball was not in play when the game was
interrupted, play shall restart with service by the player who received service
in the immediately preceding rally.
16.2 Thereafter, each player shall serve 1 point in
turn. If the receiving player or pair makes thirteen successive good returns,
the receiver shall score a point.
16.3 If the expedite system is introduced, of if a
game lasts longer than 15 minutes, all subsequent games of that individual
match shall be played under the expedite system.
EQUIPMENT
17.1 Players shall not choose balls in the playing
area.
17.1.1 Whenever possible players shall be given the
opportunity to choose one or more balls before coming to the playing area. The
match shall be played with one of these balls, taken at random by the umpire.
17.1.2 If a ball has not been chosen before players
come to the playing area, the match shall be played with a ball taken at random
by the umpire from a box of those specified for the competition.
17.1.3 If a ball has to be replaced during a match,
the replacement shall be provided according to the procedures of Rules 17.1.1
and 17.1.2.
17.2 Unless otherwise authorized by the umpire,
players shall leave their racquets on the table during intervals.
PRACTICE
18.1 Players are entitled to practice on the match
table for up to 2 minutes immediately before the start of a match but not
during normal intervals. The specified practice period may be extended only
with the permission of the referee.
18.2 During an emergency suspension of play, the
referee may allow players to practice on any table, including the match table.
18.3 Players shall be given reasonable opportunity to
check and familiarize themselves with any equipment, which they are to use.
However, this shall not automatically entitle them to more than a few practice
rallies before resuming play after the replacement of a damaged ball or
racquet.
DISCIPLINE
19.1 Advice.
19.1.1 In a team event, players may receive advice
from anyone.
19.1.2 In an individual event, a player or pair may
receive advice only from one person, designated beforehand to the umpire. If
the players of a doubles pair are from different associations, each may
designate an adviser. If an unauthorized person gives advice, the umpire shall
hold up a red card and send him away from the playing area.
19.1.3 Players may receive advice only during the
intervals between games, during a time-out or during other authorized
suspension of play. If any authorized person gives advice at other times, the
umpire shall hold up a yellow card to warn him that any further such offense
will result in his dismissal from the playing area.
19.1.4 After a warning has been given, if in the same
team match or the same match of an individual event anyone again gives advice
illegally, the umpire shall hold up a red card and send him away from the
playing area, whether or not he was the person warned.
19.1.5 In a team match, the dismissed adviser shall
not be allowed to return, except when required to play, until the team match
has ended. In an individual event, he shall not be allowed to return until the
individual match has ended.
19.1.6 If the dismissed adviser refuses to leave or
returns before the end of the match, the umpire shall suspend play and report
to the referee.
19.1.7 These regulations shall apply only to advice
on play and shall not prevent a player or captain, as appropriate, from making
a legitimate appeal nor hinder a consultation with an interpreter or
association representative on the explanation of a juridical decision.
19.2 Misbehavior.
19.2.1 Players and coaches shall refrain from conduct
that may unfairly affect an opponent offend spectators or bring the game into
disrepute. Examples are abusive language, deliberately breaking the ball or
hitting it out of the playing area, kicking the table or surrounds or
disrespect to match officials.
19.2.2 If at any time a player or coach commits a
serious offence the umpire shall suspend play and report immediately to the
referee. For less serious offences the umpire may, on the first occasion, hold
up a yellow card and warn the offender that any further offence is liable to
incur penalties.
19.2.3 If a player who has been warned commits a
second offence in the same individual or team match, the umpire shall award one
point to the player's opponent and after a further offence he shall award two
points to his opponent, each time holding up a yellow and a red card together.
19.2.4 If a player against whom 3 penalty points have
been awarded in the same individual or team match continues to misbehave the
umpire shall suspend play and report immediately to the referee.
19.2.5 A warning or penalty incurred by either player
of a doubles pair shall apply to the pair, but not to the non-offending player
in a subsequent individual match of the same team match. At the start of a doubles
match the pair shall be regarded as having incurred the higher of any warnings
or penalties incurred by either player in the same team match.
19.2.6 If a coach who has been warned commits a
further offence in the same individual or team match the umpire shall hold up a
red card and send him away from the playing area until the end of the team
match, or in an individual event, the end of the individual match.
19.2.7 The referee shall have power to disqualify a
player from a match, an event, or a competition for seriously unfair or
offensive behavior whether reported by the umpire or not. As he does so he
shall hold up a red card.
19.2.8 A player who is disqualified from 2 individual
matches of a team or individual event shall automatically be disqualified from
that team event or individual competition.
19.2.9 The referee may disqualify for the remainder
of a competition anyone who has twice been sent away from the playing area
during that competition.
CLOTHING /
DRESS CODE
20.1 Playing clothing shall normally consist of a
short-sleeved shirt and shorts or skirt, socks, and playing shoes; other
garments, such as part or all of a track suit, shall not be worn during play
except with the permission of the referee.
20.2 Clothing may be of any color or colors except
that:
20.2.1 The main color of a shirt, skirts, or shorts, other than sleeves or
collar of a shirt and trimming along side seams or near the edges, shall be
clearly different from that of the ball in use.
20.3 A playing garment may carry:
20.3.1 The maker's normal trademark, symbol, or name contained within a total
area of 24 sq. cm.
20.3.2 Not more than 3 clearly-separated
advertisements contained within a combined total area of 200 sq. cm. on the
front or side of a shirt and one advertisement, contained within a total area
of 200 sq. cm. on the back of a shirt.
20.3.3 Not more than two advertisements contained
within a combined total area of 80 sq. cm. on shorts or a skirt.
20.4 Any markings or trimming on the front or side of
a playing garment and any objects such as jewelry worn by a player shall not be
so conspicuous or brightly reflecting as to unsight an opponent.
20.5 Players must wear socks and soft-soled shoes.
20.6 Clothing shall not carry designs or lettering
which might cause offense or bring the game into disrepute. Absolutely no
playing without a shirt, no cutoffs, no jeans, and no tank shirts. Women may
wear sleeveless blouses.
20.7 Opposing players and pairs shall wear clothing
that is sufficiently different to enable them to be easily distinguished by
spectators. If the players or pairs cannot agree on who will change if
necessary, the umpire will decide by toss.
20.8 Any question of the legality or acceptability of
playing clothing shall be decided by the referee.
20.9 Warm-up suits should not be worn during play
unless with special permission of the referee. It is his discretion of
conformity to the above requirements.
DISABLED
COMPETITION
21.1 Disabled table tennis players are divided into
ten divisions or classes using a functional classification system.
21.2 Classes one to five compete in wheelchairs and
classes six to ten play standing.
21.3 Separate events may be held for each class and
sex or various combinations may be used.
21.4 For more information on classification of disabled
athletes, contact the USATT Disabled Players Committee.
21.5 Standing disabled players follow all standard
rules; there are a few modifications for wheelchair play.
WHEELCHAIR
RULES
21.6 The table shall allow access to wheelchairs
without obstructing player's legs and shall allow access to two wheelchairs for
doubles matches (no cross bars between end legs).
21.7 The court length may be reduced, but should not
be less than 8 meters long and must be enclosed by surrounds.
21.8 A service in singles shall be as in Paragraph 6
except that a let shall be called if in service the ball
21.8.1 Leaves the table by either of the receiver's
side lines (on one or more bounces) or 21.8.2 on bouncing on the receiver's
side returns in the direction of the net or 21.8.3 Comes to rest on the
receiver's side of the playing surface.
21.9 However, if the receiver strikes the ball before
it crosses a side line or takes a second bounce on his side of the playing
surface, the service shall be considered good and no let shall be called.
21.10 Class 1 and 2 players are not required to
project the ball upward from the palm of the free hand. Players in these
classes may hold the ball and project it upward in any manner. Regardless of
the method, no spin may be imparted to the ball and the ball still must rise at
least 6 inches from the hand.
21.11 Responsibility still rests with the server to
serve so that the umpire or assistant umpire can check the legality of the
serve.
21.12 During play, a player may touch the playing
surface with the free hand, only to restore balance after striking the ball
(provided the playing surface is not moved).
21.13 The playing surface shall not be used as a
support with the free hand while playing the ball.
21.14 A player or pair shall score a point if the
footrest or a foot of their opponent touches the floor during play.
21.15 In team and class singles events, no part of
the body above the knees may be attached to the chair, as this could improve
balance. Below knees, strapping is allowed.
21.16 Should a player require some strapping or
binding for medical reasons, this should be noted on their classification card
and will be taken into account when assessing the player's class.
21.17 In open events, strapping and other aids are
allowed.
21.18 No player shall compete in a wheelchair event
unless he has been given an appropriate disabled classification.
WHEELCHAIR
DOUBLES
21.19 Service shall be as above for singles play, but
the ball may leave the table by the side line of the receiver's right half-court.
21.20 The server shall first make a good service and
the receiver shall make a good return, and thereafter either player of a pair
may return the ball.
21.21 During play, no part of a player's wheelchair
shall cross the vertical plane of an imaginary extension of the table's center
line. If it does, the opposing pair shall score a point.
PLAYING
CONDITIONS
22.1 Space. The normal playing space for each table
should be 14 m. (46 ft.) long, 7 m. (23 ft.) wide and 5 m. (16 ft.) high.
22.2 For further information on Playing Conditions,
please refer to the USATT Tournament Guide.
MATCH
OFFICIALS
23.1 For every competition as a whole as referee
shall be appointed. The referee shall be responsible for:
23.1.1 Interpretation of laws and regulations for competition.
23.1.2 Assignment and, if necessary, replacement of match officials.
23.2 An umpire shall be appointed for each match or at the request of any
player or pair in that match. Where practical an assistant umpire will also be
appointed.
23.2.1 The umpire shall sit or stand in line with the
net and the assistant umpire shall sit directly facing him, at the other side
of the table.
23.2.2 The umpire shall be responsible for:
23.2.2.1 Checking the acceptability of equipment and playing conditions and reporting
any deficiency to the referee.
23.2.2.2 Taking a ball at random in accordance with the rules.
23.2.2.3 Conducting the draw for choice of serving, receiving and ends.
23.2.2.4 Controlling the order of serving, receiving and ends and correcting
any errors therein.
23.2.2.5 Deciding each rally as a point or a let.
23.2.2.6 Calling the score in accordance with specified procedure.
23.2.2.7 Introducing the expedite system at the appropriate time.
23.2.2.8 Maintaining the continuity of play.
23.2.2.9 Taking action for breaches of the advice or behavior regulations.
23.3 The assistant umpire shall decide whether the
ball in play touches the edge of the playing surface at the side of the table
top nearest to him.
23.4 Either the umpire or the assistant umpire may
decide 23.4.1 that a player's service action is illegal.
23.4.2
That, in an otherwise good service, the ball touches the net assembly while
passing over or around it.
23.4.3 That a player obstructs the ball.
23.4.4 That the conditions of play are disturbed in a
way that may affect the outcome of the rally.
23.4.5 Time the duration of the practice period, of
play, and of any intervals.
23.5 Either the assistant umpire or a separate
official may act as stroke counter to count the strokes of the receiving player
or pair when the expedite system is in operation.
23.6 The umpire may not overrule the assistant umpire
or stroke counter on a decision of fact made within their area of
responsibility.
10 Quick Tips To Better Table Tennis
(1) Know what
spin is on the ball.
The key to acquiring this important skill is to
carefully watch the opponent's racket when it makes contact with the ball. If
the opponent's racket is moving from low to high, the spin is topspin; from
high to low, backspin; from his/her left to right, right sidespin; and from
right to left, left sidespin.
(2) Compensate
for the spin with your racket angle.
If topspin, angle your leading racket face down and
contact the ball above its center; if backspin, angle the leading racket face
up and contact the ball below its
center; if right sidespin, angle the leading racket face to the right and
contact the ball to the left of its mid-line; if left sidespin, angle the
leading racket face to the left and contact the ball to the right of its
mid-line. While holding the racket at the suggested angle, stroke gently
forward. Only after you have developed a "feel" for the spin should
you stroke the ball with more force.
(3) Use your
whole body when you stroke your forehand.
Make sure that you rotate your hips and shoulders
backwards during the backswing and then forward into the ball as you stroke
your forehand. Make sure that you rotate your hips and shoulders backwards
during the backswing and then forward into the ball as you stroke your
forehand. This motion is coordinated harder you hit your forehand, the more
forceful your weight transfer must be. A common forehand mistake is to use only
your arm to hit the ball, which severely limits your power and consistency.
(4) Maintain a
good ready position.
A good ready position is balanced and prepares your
body to move instantly in any direction. Use it when preparing to return serves
and between strokes. The basic sequence of a rally is as follows: (A) put
yourself in a good ready position, (B) move to the ball with your feet, staying
balanced, (C) stroke the ball, (D) return to ready position, and (E) repeat B,
C, and D until the rally ends.
(5) Train your
strokes until they are "automatic."
When you
first learn a new stroke, you use a lot of mental energy to formulate a clear
mental picture of how the stroke looks and feels. Once this mental picture is
relatively accurate, you should then practice that skill repeatedly until you
no longer have to think about how to do it. This is your "automatic
stage". Your best performance will come when you operate on
"automatic". You do not analyze your skill. you just "let it
happen."
(6) Use only your own racket.
It's important to get your own racket and then to use
it exclusively. Every racket has it's own "feel" and playing
characteristics, and you will benefit greatly by using only one racket so
you're not always trying to adapt to a different one. Also, take good care of
your racket; treat it with respect. Keep it in a case when you're not using it.
If you're using inverted sponge rubber (smooth surface), you should wash it
with soap and water or a special racket cleaner after every use.
(7) Develop sidespin serves.
Few beginners use sidespin on their serves; whereas,
top players use sidespin on almost every serve. Sidespin is almost always
combined with either topspin or backspin; pure sidespin is extremely rare in
table tennis. Particularly useful is a sidespin/backspin serve that is low to the
net and bounces twice on the other side of the table. This type of serve will
severely limit your opponent's serve return options.
(8) Keep your
returns low over the net.
In
general, the lower over the net you place your shots, the less angle your opponent
can use and the harder it is for him/her to hit it with power. The one
exception to this rule is if you use lobs, you will want to place the ball very
high over the net (and as close to the end of the table as possible).
(9) Practice
more than you compete.
By practicing, I mean all the time you spend
developing your game by concentrating on some aspect you want to strengthen.
The primary object during practice is to develop your game. On the other hand,
when you compete, your main object should be to win, not to work on some part
of your game. It is advisable to play practice games where the object is to
blend in a new skill or tactic into a match-like situation before you compete.
The emphasis for these practice games is still on development, not winning. And
when you do compete, even though your
main emphasis is on winning, you can still learn a lot about your game
(development) if you analyze your matches after they are over.
(10) Join a
table tennis club.
To really make progress with your game, it’s
important to find others with similar desires and interact with these people. A
table tennis club is the best place to do this. Most clubs have players of all
different playing levels. Find someone of similar playing ability as yourself
and make a commitment to each other to practice regularly. Periodically test
your progress by competing with players of higher ability. Furthermore, most
clubs have a coach who can help speed up your development. To find a club in
your area, contact Canadian Table Tennis.