Figures in the game gorodki. Urban sports. Description, rules, history. Winning the game and the end result of the game

RULES OF THE SPORT "URBAN SPORT"

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1. Game of towns. City figures

1.1. Town game.
The game of towns consists in knocking out pieces built from five towns from a limited area called a "city" with bats from a certain distance.
1.2. Urban figures.
1.2.1. To play towns, 10 or 15 pieces are used. The sequence and their correct setting in a party of 15 figures is shown in Fig. 1 (Appendix 1).
1.2.2. In a batch of 10 figures for children (boys and girls), younger boys and girls, the figures are placed and knocked out in the following sequence: 1. "Cannon", 2. "Fork", 3. "Well", 4. "Arrow", 5 . "Artillery", 6. "Sickle", 7. "Machine gun nest", 8. "Airplane", 9. "Tiring Range", 10. "Letter".
1.2.3. All figures, except for the "Letter" figure, are placed in the middle of the front line of the "City", without going beyond its limits, in accordance with the requirements of the "Regulations for placing figures" (Appendix 2).
1.2.4. The corner towns of the “Letter” figure are placed along the outer line of the “City”, without going beyond its limits, so that
isosceles triangles. The town denoting the "Mark" is set in the center of the diagonal going from the back right corner of the "City" to the front left corner (for right-handed players), or in the center of the diagonal going from the back left corner to the front right corner
"Cities" (for left-handed players).
1.2.5. The figure "Sickle" for those playing with the left hand is set in the left half of the "City" in a "mirror image".
1.2.6. The sequence and number of figures to be knocked out can be changed depending on the competition system. All changes must be reflected in the Regulations.


2. Playground. Equipment. Inventory

2.1. City playground and its equipment.
2.1.1. The goroshnaya site is located on a flat horizontal land plot measuring 30 (22) x 15 (12) meters Fig. 3.3, (Appendix 3).
2.1.2. Equipment of the city site:
- metal or polymer sheets, on which lines of "cities" and "suburbs" are applied with contrasting paint. The thickness of the metal sheet is 10 mm, the material is steel (ZSP). The optimal width of the sheets is 1.33 - 1.5 m. The sheets are stacked in such a way that their joint strictly coincides with the center line of the "city" and "suburb". The sheet joint is placed on a smaller corner steel shelf 75x50x3;
- Rebound wall (mesh and rubber curtain);
- fencing;
- lighting fixtures for playing in the evening;
- fixed removable strips 40 - 50 mm high on the front lines of horses and half horses;
- canopies for sheltering players and a secretary from precipitation. It is desirable to equip a common canopy (over the "cities", "suburbs" and the baffle wall).
2.1.3. Metal (polymer) sheets, on which two "cities" with "suburbs" are marked, must cover an area of ​​at least 8.0 x 3.2 m in size, be located strictly horizontally (a round town rolling in e "city" or "suburb" with a small speed, should slow down the movement in any direction in the absence of external influence on it.
2.1.4. The area bounded by two side lines, the front bar, from which the figures are thrown, is called a con. The distance from the bar to the front line is 13 m (for older boys and men), 11 m (for older girls and women) and 6.5 m (for children and younger boys and girls).
The area bounded by the side lines, the front bar and the horse bar at the back. from within which throws are made after knocking out at least one town (except for the "Letter" figure), is called a half-cone. The distance from the front bar of the half-cone to the front line is 6.5 m.
The surface of horses and half horses must be hard enough to prevent shoes from slipping. The most preferred coatings are asphalt or special synthetic coatings.
2.1.5. "City" - a zone having the shape of a square with a side of 2 m, in
within which the figures are set.
2.1.6. "Suburb" - a zone located between the front and penalty lines, limited from the sides by continuations of the "city" diagonals. In the center of the "Suburb" at a distance of 20 and 40 cm from the penalty line, two marks 20 cm long are applied with paint to install "penalty" towns on them.
2.1.7. The penalty line and the area in front of it is called the penalty area. It is covered with sand or covered with chalk from an aqueous suspension.
2.1.8. The side lines of the horse and half horse must be strictly opposite the side lines of the "city", taking into account the fact that the width of the boundary lines of the "city" and the side lines of the "suburb" are included in the dimensions of the "city" and "suburb", and the width of the boundary lines of the horse and half horse in these zones are not included.
Marking lines 2 cm wide are painted with paint that contrasts with the coating.
2.2. Inventory.
2.2.1. Town.
The town (Fig. 4 Appendix 3) can be in the form of a cylinder with a diameter of 48-50 mm or a rectangular parallelepiped having a square section with a side of 45 - 47 mm, a length of 200 + - 1 mm. The town is made of wood, can be painted and should not have any cavities. The ends of the towns should have a chamfer of 2-3 mm and be even. All edges of the town, which has a square in cross section, must have a chamfer of 2-3 mm.
Cylindrical towns are used for holding all-Russian and qualifying competitions.
2.2.2. The bat (Figure 5 Appendix 3) is a cylinder of arbitrary (for men and boys) weight, no more than a meter long. The weight of a bat for girls cannot exceed 2 kg, for women - 2.5 kg. The diameter of the bit is arbitrary in any part of it. The bit is assembled from inserts, bushings, an end sleeve and a handle. It is most advisable to make inserts from wood-laminated plastic or dogwood, bushings from solid drawn steel pipe, handles from textolite or dogwood. The length of the sleeve must be at least two insert diameters. The inserts must be tightly connected to the sleeves and secured by punching or other fastening method. Depth of pressing insert - no less than the inner diameter of the bushing. The distance from the edge of the sleeve to the attachment point is 10-15 mm (with the exception of the handle attachment). Component parts should not have mutual movements. A polymer bat can be made from a polymer pipe, polymer rods, or it can be composite. The weight of the polymer bit should not exceed 2 kg. A composite polymer bat can have a metal rod inside and threaded connections that provide the necessary strength. Polymer bits should not have external protruding metal parts. The components must not move relative to each other.

3. Types of competitions and ways to conduct them

3.1. Types of competitions (disciplines). Competitions are divided into:
- personal;
- couples;
- paired (mixed);
- command;
- personal-command.

The type of competition in each specific case is determined by the Regulations.
3.1.1. In individual competitions, participants compete individually.
3.1.2. In pair competitions, participants compete in pairs: men's (youth), women's (girls) and mixed
3.1.3. In team competitions, participants act as teams.

The composition of the team and the order of the competition is determined by the Regulations.
3.1.4. In individual-team competitions, participants can compete both in individual and team classifications. The winner of the competition is determined by the sum of points scored by the participants in the individual classification, or by the sum of points scored in the individual and team classifications.
3.2. Competition methods.
3.2.1. Individual, pair and team competitions can be held:
- from a certain number of parties;
- to knock out the set number of figures;
- in a circular way;
- according to the elimination method;
- in a mixed way.
The number of games, pieces to be knocked out, as well as the order in which pieces are placed, is determined by the Regulations.

4. Competitors

4.1. The age of the participants. Depending on the age, the participants of the competition are divided into groups:
- children (boys and girls) 9 - 12 years old;
- younger boys and girls 13 - 14 years old;
- older boys and girls aged 15 - 18;
- juniors and juniors 19 - 25 years old;
- men and women 26 - 54 years;
- Veterans 55 years and older.
4.1.1. Children, younger boys and girls play from a distance of 6.5 m - con and half con.

4.1.2. Senior boys, juniors and men play from a distance of 6.5 m - semi-con and 13 m - con. Veteran play distance is determined by Regulations.
Note: during the All-Russian competitions, veterans play from the horse 13 m.
4.1.3. To participate in competitions at city and higher levels, each athlete must have a certificate of admission to the competition, signed by a doctor, certified by a personal seal of a doctor or a seal of a medical institution. It is allowed to issue a statement of the participant on personal responsibility for the state of health during the competition.
4.1.4. Competitors from the younger age groups can
be allowed to compete in the senior age groups with the permission of the chief referee, provided that their technical training corresponds to the level of the competition.
4.2. Dress.
4.2.1. Participants must be dressed in a sports uniform appropriate for the weather and conditions of the competition.
4.2.2. Team members must be dressed in uniform
form with the appropriate emblem. Each team member must
have on the back the serial number under which it is recorded in the protocol.
The number must be distinguishable from any distance within the site.
4.2.3. The team captain must have a bandage on his sleeve that differs from the uniform in color, or the badge "captain".
4.3. Coach (representative).
4.3.1. The team participating in the competition is represented by the coach
(representative).
4.3.2. The coach (representative) is the leader of the team. He
is responsible for compliance with the sports regime, discipline,
clear implementation by athletes of the rules and regulations on the competition.
4.3.3. The coach (representative) participates in the draw, is present at the meetings of the judiciary, if they are held in conjunction with
coaches (representatives).
4.3.4. During the game, the coach (representative) has the right to be with the team. He is prohibited from interfering with the actions of judges on
site.
4.4. Team captain.
4.4.1. In each team, one of the participants is elected as the team captain.
4.4.2. In the absence of a coach (representative), he is the team leader. He alone has the right to address the judge. The captain is responsible for discipline in the team during the game.
4.4.3. The team captain oversees the installation sequence
pieces and the order in which participants exit in each round.
4.4.4. If the team captain leaves the area, he informs the referee of the number and surname of the participant who, in his absence, will act as the team captain.
4.5. Rights and obligations of participants in the competition.
4.5.1. Competitors have the right to:
- for a warm-up before the start of the game for 10 minutes in individual competitions. In team competitions, the duration of the warm-up is determined at the rate of 5 minutes for each team member;
- contact the judge in individual competitions. In case of disagreement
with the referee's decision, apply to the chief (senior) referee (in team competitions, only the captain has such a right);
- file a protest against the judge's decision within an hour, what to do
corresponding entry in the protocol after the end of the game;
- to protest the result of the meeting in case of violations of the Rules and Regulations. All appeals are submitted to the main panel of judges (Federation) in writing (Appendix 4) within an hour after the end of the meeting;
- to receive medical care;
- to help one or two assistants in individual competitions.
4.5.2. Competitors are obliged to:
- know and comply with the Rules and Regulations on competitions;
- behave in a spirit of fair competition;
- to be polite and tactful towards referees and opponents;
- avoid actions aimed at delaying the game and actions,
which can be regarded as such;
- during the game, do not perform any actions that interfere with the opponent.

5. The panel of judges of the competition.

5.1. To conduct the competition, a panel of judges is appointed, which includes: the chief judge, the chief secretary, one or more deputies of the chief judge, the deputy chief secretary, senior judges, judges, table officials, and informant judge.
The number of judges depends on the number of teams participating in the competition. To conduct individual and team competitions, in which 8-10 teams participate, a panel of judges is required consisting of 16 people. To conduct competitions in which 11-16 teams participate, the panel of judges must be 20 people. To conduct competitions in which more than 16 teams participate, the panel of judges is 24 people.
5.2. Main panel of judges.
5.2.1. The composition of the main judging panel of the competition includes:
chief judge, chief secretary, deputy (deputies) chief
judges, deputy chief secretary.
5.2.2. The main panel of judges (board of judges) works
under the direction of the Chief Judge. At its meetings, it considers the organization and course of the competitions.
5.2.3. Functional duties of referees are determined by the “Qualification requirements for sports referees in the sport of urban sports”

6. Rules and order of the game.

6.1. Warm up.
6.1.1. Before the start of the game, the participants are provided with a warm-up (clause 4.5.1.).
6.1.2. Before the start of the warm-up, the judge and the participants line up outside the grounds, after which, at the command of the informing judge (judges), they go out onto the court and stand along the back line of the "city" with bats, facing the audience. In individual competitions, participants take places at the back line of the "cities" opposite the inner side lines of the "city". The judge takes a place between the participants. The informant judge (judge) announces the competition and provides a warm-up.
6.1.3. During the warm-up, the informing judge reports information about the teams (athletes), their standings, achievements in past competitions and records.
6.1.4. Before the start of the game (before the end of the warm-up), the secretary must fill out the protocol, and the team captains must sign it.
6.1.5. A team player who does not play during one game has the right to warm up on a free site, while not interfering with the competition.
6.1.6. Players are prohibited from stepping on or stepping over the front limit rails during the tie or half tie and return.
6.2. Construction and order of the game.
6.2.1. After announcing the end of the warm-up and preparing the grounds for the competition, the participants stand along the back
"city" lines with bats facing the audience. The judge takes a place between the participants.
6.2.2. The referee-informer (referee) announces the competition and introduces the participants of the game and the referees. Participants greet each other.
6.2.3. When entering the formation, during the warm-up and the game, participants must carry bats in one hand.
6.2.4. The game is started by the team (participant) of the right "city", then the opponents perform throws in turn, using two
bits.
6.2.5. The composition of the team and the number of participants playing in one run is determined by the Regulations. The order in which the players enter is determined by the captain or coach of the team. In one run, each player can go out once. In pairs competitions, participants take turns throwing
6.2.6. All figures begin to knock out from the knight. If at least one town is knocked out, then the rest are knocked out from the semi-con. The figure "Letter" is knocked out only from the horse.
6.2.7. After the end of the game, the teams (participants) line up
along the sidelines of the "cities" facing each other and after the announcement of the result, at the command of the referee, change "cities".
6.2.8. A late player can join the game after notification
judge, if his name is included in the protocol. The player whose name is on the scoresheet has no right to leave the court without notifying the referee through the captain.
6.2.9. If, before the start of the game, there are two fewer people in the team than is required in one run according to the Regulations, the team is not allowed to play.
6.2.10. Participants of both teams during the execution of the throws must be on the side of their "cities".
6.2.11. The player is forbidden to perform two throws with the same bat in one run, but if during the competition the player's bat is broken, then he has the right to continue playing with one bat only on that day.
6.2.12. In team games in the decisive game, after one of the teams knocks out the "Artillery" figure, the teams change "cities". In this case, both teams must make the same number of throws before the transition. If before changing "cities" in the decisive game the player has one bat left, then after the transition he performs a throw with one bat. After the transition, the teams place in their "cities" the next pieces or towns that were not knocked out before the change of "cities" (in the same position), and continue the game. If a player of the team of the left "city" knocked out (finished off) the "Artillery" figure with the first bat, then after the transition he performs the second throw, then the game is continued by the player of the same team.
6.2.13. A team playing with a short team has two fewer shots in each run. Missed rolls are considered "lost".
6.2.14. In the first round of individual competitions, the chief secretary distributes the players to the courts according to the results of the draw. In the second round, a successive change of sites is carried out. On each site, players are distributed in pairs in strict accordance with the results of the first round. In the third round, they are distributed in pairs strictly according to the results shown in two rounds, while the sites for each pair are determined
lottery. In the second and third rounds, the players with the best results are the last to play. The timing of the leader's performance should be convenient for the audience.
6.2.15. If one of the participants in individual competitions completed his game earlier, then he waits until the opponent finishes his. At the same time, he is allowed to make warm-up throws in the order of his turn. If the lagging opponent theoretically needs at least five bits to complete the game, or the difference in the results of the first game has reached five bits, then the players change "cities" and the lagging opponent ends the game, after which he starts the second.
6.2.16. If the towns move for any reason before the bit touches them (or flies past them), then they are set in their original position, the bat is returned and the throw is repeated. This also applies when the bat passes under towns that have jumped up from the shaking of the ground due to the impact of the bat.
6.2.17. If the towns move as a result of the platform shaking (or from the wind) after the throw, when the bat did not touch the towns, then they are restored in their original position, but the bat is not returned.
6.2.18. If the shaking of the site after hitting the bit causes a jump of towns (town) and the bit passes under the towns without touching
them, the location of the towns is restored and the roll is made again.
6.2.19. If the town after the impact rolled in one direction, and then changed the direction of movement to the opposite, then the judge rolls it back to the place from which it rolled back.
6.2.20. If, after the impact, the town split into two parts or lost its cylindrical shape for more than half of its length, and its greater
the part remained in the "city" or "suburb", the bat returns, the figure or the position of the towns is restored. If a smaller part of the town remains in the "city" or "suburb", then the town is considered to be knocked out.
6.2.21. If the team playing in the left "city" theoretically cannot finish the game with the same result as the team
in the right "city", then the game in this party stops.
6.2.22. If a left-handed player misses a piece
"Sickle" or "Letter" and at the same time did not touch any town, then for the player following him, throwing with his right hand, these figures are rearranged. And vice versa.
6.2.23. Competitions (game) can be temporarily interrupted (cancelled):
- due to poor site preparation;
- due to unfavorable meteorological conditions;
- to provide medical care to injured (sick) participants in the competition. If the break in the game was no more than 15 minutes, then the game is resumed immediately, without a warm-up, and if more than 15 minutes, then the players
a five-minute warm-up is provided, after which the game resumes from the interrupted position of the game. If the break lasted more than two hours, then the interrupted game starts anew, and the score of the games played before the break is kept. If the game is postponed to another day, then the result of the games played will be cancelled.
6.2.24. If a player violates the Rules during a throw, then such a throw is considered "lost" (see paragraph 6.4.1.).
6.2.25. For violation of the Rules, not related to the execution of the throw, the participant receives a warning from the referee. In the case of a repeated violation, he (the team) is penalized with a forfeit of a throw (a throw not made is considered "lost").
6.2.26. For unsportsmanlike behavior, a participant may be removed by the referee until the end of the game, and by the chief referee until the end of the competition.
6.2.27. At the end of the meeting, the referee lines up the players along the back lines of the "cities", facing the audience. After the announcement of the result of the meeting, the players and referees shake hands and leave the area.
6.3.. Knocked out and not knocked out town.
6.3.1. A town is considered to be knocked out if it is completely out of the "city" or "suburb" in any direction other than the penalty area.
6.3.2. The town (towns) that rolled out of the "city" or near the "city" and rolled back is considered to be knocked out.
6.3.3. The position of the town that stopped near the border of the "city"
or "suburb" from the outside, the judge determines visually, looking
top vertically. If a gap is visible between the line and the town, then the town is considered to be knocked out. In doubtful cases near the town on
another town is placed vertically on the outer edge of the line, and if the towns do not touch, the town is considered knocked out.
6.3.4. The position of the town touching the "city" or "suburb" line during rotation is determined after it has completely stopped.
6.3.5. A town that has rolled into the "suburb" at a distance of less than 20 cm
from the foul line or rolled over it, is set at a distance of 20 cm from the foul line parallel to it against the center of the "city",
if at least one town is knocked out of the figure. If there are several such towns, then they are installed end-to-end to each other. A town(s) that touches the pavement above a penalty area is also placed on a penalty spot.
If not a single town is knocked out of the figure, then all towns that have rolled into the "suburb" at a distance of less than 40 cm from the penalty line are set at a distance of 40 cm from the penalty line. If any town located in the "suburb" interferes with the installation of another town on the penalty mark, it is minimally shifted towards the baseline without changing orientation.
6.3.6. Townships that have rolled into the "suburb" and have not reached the penalty mark remain in an occupied position.
6.3.7. A town that has rolled up to the penalty line at a distance of less than 40 cm when the “Letter” figure is knocked out is placed at a distance of 40 cm from the penalty line parallel to it opposite the place previously occupied by this town.
6.3.8. In competitions for children, junior boys and girls, older girls and women, the towns that roll out to the penalty line by less than 40 cm are placed at a distance of 40 cm from the penalty line in the center of the "suburb". In children's competitions, such towns are installed vertically.
6.3.9. If the knocked-out town, which returned within the boundaries of the "city" or "suburb", interfered with the movement of other towns, then the position of the towns before the throw is restored, and the bat is returned to the player. If the town, which returned within the boundaries of the "city" or "suburb", interfered with the movement of another of the town moving towards the foul line, then the position of the towns after the impact is preserved, the moving town is placed at the collision site, while the bat is not returned.
6.3.10. If the town that changed the direction of movement to the opposite (having a "dead" point) inside the "city" or "suburb" interfered with the movement of other towns. then the position of the towns before the throw is restored, while the bat is returned to the player. If a town that previously had a "dead" spot rolled and interfered with the movement of a town that was moving towards the penalty area, then the town that was moving is placed in the position it was in at the time of the collision; the town that previously had a "dead" spot is placed in its place fixation.
6.3.11. If two towns collide in a "city" or "suburb" and then diverge, then their final position is fixed.
6.3.12. Before the referee announces the result of the throw, it is allowed to remove the towns that have bounced off the baffle wall or rolled down from the flooring behind the "city" surface, without stepping on the sheets of the playing surface;
Before the referee announces the result of the throw, it is prohibited:
- sweep "city" or "suburb";
- stand on the sheets of coverage "city" or "suburb".
If these violations affected the result of the throw, the team (participant) that committed the violation is punished by the fact that the town (s) that rolled out as a result of the violation is set on the edge of the line at the place of its exit.
6.3.13. The position of a town rolling over another town is determined after it comes to a complete stop.
6.3.14. If the knocked-out town that returned to the "city" touched the already stopped town and at the same time changed its direction, then the latter returns to its previous position, the town that returned to the "city" is removed. In this case, the bat is not returned to the player.
6.4. Lost throw.
6.4.1. The roll is considered "lost", and the location of the towns is restored if:
- the throw is made before the whistle of the referee;
- the bat touched the penalty area or the covering above it;
- the player in one run made a third or more throw;
- the player in the period from the beginning of the swing to the landing of the bit stepped on the boundary line (bar) or jumped out of it and touched any
part of the surface body outside the cone or half cone zone. In this case, the position of the towns before the impact may not be restored. The judge's decision is not
should be beneficial to the participant (team) who violated the Rules.
6.5. Winning the game and the end result of the game.
6.5.1. The game is considered won by the team (participant) that knocked out all the pieces of the given game with fewer bits. With an equal number of bits spent on knocking out all the pieces, the game is considered a draw.
If a piece is omitted during the game or the order of the players’ entry is violated in a team game, then:
- if a missing figure is detected before the "Letter" figure is placed, then the missed figure is placed immediately after the "city" is freed from
townships;
- if a missing figure is detected during the knockout of the "Letter" figure, then the throws made on the "Letter" figure are considered "lost", the missed figure is placed, and the "Letter" figure is knocked out again;
- if a missing figure in individual competitions is discovered after the end of the game, then four bits are added to the result of the game for each missed figure;
- if a violation of the players' exit order is detected before the end of
set, then all throws made since the violation are considered "lost" and the game continues;
- if a violation of the order of the players to enter or an omission of a piece is discovered after the end of the game, then in the game played with the violation, and
in all unplayed games, the team that committed the violation is counted as a defeat, and the result of the game is determined taking into account the games played without violations;
- if a violation of the order of the players or missing a piece is detected before the referee announces the result of the game, then in the game played
with a violation, the team that committed the violation is awarded a defeat and the game continues.
6.5.2. The game is won by one of the teams (one of the participants) if:
- in a game of three games, the score is 2:0.2:1.2.5:0.5;
- in a game of five games, the score is 3:0.3:1.3:2.3.5:1.5.3.5:0.5;
With a score of 1.5:1.5 and 2.5:2.5, the result of the game is a draw.
6.5.3. If the Regulations provide for other forms of holding competitions, then other ways to determine the winner in the game are possible.
7. Determining the results of the competition.
7.1. In competitions for knocking out a set number of figures
the places of the participants are determined by the smallest number of bits. If several participants have an equal number of bits, the winner is determined by
the least number of bits spent on knocking out pieces:
- the last round;
- last batch last round;
- penultimate round;
- "Machine gun nest", "Sentry", "Tir", "Letter" in all games of the competition.
7.2. In competitions held in a round robin, places are determined by the number of points scored. The number of points awarded based on the results of the game is determined by the Regulations. If equal
the sum of points the winner is determined by:
- by the sum of points scored in the games between them;
- by the difference between the games won and lost in the games between them;
- according to the best average technical result in won and draw games in games between them;
- by the difference between the games won and lost in all games of the competition;
- according to the average technical result in won and draw games in all games of the competition.
7.3. In competitions held according to the elimination system, with a draw, the winner is determined in an additional set until the first advantage obtained by one of the participants (one of the teams).

3. Simplified rules.

Mass competitions in teams physical culture, youth and children's camps, other places of recreation can be held according to simplified rules. At the same time, it is recommended to keep the dimensions of the site. The composition of the team can be arbitrary. Towns and bits may not comply with the requirements of the Rules. Particular attention must be paid to ensuring the safety of participants and spectators. You can determine the winner by the number of knocked out towns with a limited number of bits. In team and individual competitions, keeping records is not necessary, it is enough to record the final result of the game in the table.

International Urban Sports Federation

Federation of urban sports of Russia

URBAN SPORTS

______________________________________

BASIC CONCEPTS,

TECHNIQUE AND TACTICS OF THE GAME

Russian Federation,

2002.

City sports:

Basic concepts, technique and tactics of the game.

The author, the Honored Master of Sports of Russia, reveals in his book the basics of gorod sports, starting with the basic concepts, rules of the game, the ABC of technical and tactical skills, and ending with the details of the technique, as well as tactical schemes designed to help mature athletes further improve their skills.

The book is addressed to both novice athletes and coaches, as well as experienced specialists in the field of urban sports.

In this book, I have made an attempt to help athletes and coaches working in urban sports avoid a long search for a truly effective basic throw technique, without which high and stable sports results are impossible. Mastering it as a whole, along with the use of tactical options described in the book, will enable athletes and their mentors to reassess their capabilities and the prospects of their students.

Each athlete should ask himself the question: “Am I satisfied with the quality of my game and the level of my preparedness?”. If the answer is yes, there is no need to open this book. If an athlete is dissatisfied with his game and certainly wants to improve his skills, then welcome to the fascinating world of city sports.

This book is a logical continuation of the book GORODKI: Born by the people - modern sport game(Theory, methodology, practice)”, Honored Master of Sports of Russia, Honored Coach of Russia Nikolai Dmitrievich Nikitin. I am very grateful to him for his help in the preparation of this publication.

Dear friends! I wish all town dwellers victories and records!

Sincerely, Vasily Dukhanin

1. Basic concepts and rules of the game.

1.1. Town game. Urban figures.

1.2. Playground. Equipment. Inventory.

1.3. Rules and procedure for conducting the game.

1.3.1. The order of the game.

1.3.2. A beaten and unbeaten town.

1.3.3. "Lost" throw.

1.3.4. Winning the game and the end result of the game.

1.4. Determination of competition results.

1.5. Simplified rules.

2.Terminology and some characteristics

in urban sports.

2.1. Reversal, under-reversal and over-reversal of the bit.

2.2. Frontal hit, undershot, transfer, covering.

2.3. Centering, withdrawal and underdrive of the bit.

2.4. "Softness" and "hardness" of landing bits.

2.5. "Lost" throw.

2.6. Penalty zone.

2.7. "Penalty" town.

2.8. "City" and "suburb".

2.9. Con and semi-con.

2.10. Bit rotation planes (ascending, descending, normal, reverse, ascending).

3. Fundamentals of technical skill.

3.1. Optimal parameters of the main phases of the throw.

3.1.1. Grip of the bat handle.

3.1.2. Starting position.

3.1.3. Swing.

3.2. The main problems that arise in the process of training and how to eliminate them.

3.2.1. Bit Relative Angular Speed ​​Optimization

3.2.2. Creation of planes of rotation of the bit, necessary for knocking out various figures and combinations of towns.


3.2.4. Stabilization of the flight path of the bit. The main ways to change the trajectory.

4.1. Figure knockout tactics.

4.1.3. The tactic of knocking out the “well” figure.

4.1.5. The tactic of knocking out the "letter" figure.

4.2. Tactics of the game from the semi-con.

4.2.2. Knocking out combinations with the right front town.

4.2.3. Knocking out combinations with the left front town.

4.2.4. Hitting wide combinations.

4.2.5. Knocking out combinations from the “hour” and “shooting” figures with a change

4.2.6. Knocking out combinations of towns from the figure "sentinel" and "shooting gallery" with a change in the plane of rotation

4.2.7. Knocking out complex combinations consisting of several towns.

1. Basic concepts and rules of the game.

1.1. Game of towns. Urban figures.

The game of towns consists of knocking out pieces built from five towns from a limited area called a "city" with beats from a certain distance.

For the game of towns, 15 pieces are used.

The sequence and correct setting in a batch of 15 figures is shown in Figure 1.

URBAN FIGURES.


The sequence of placing and knocking out figures in a party of 10 figures for younger boys is as follows: 1. "Cannon", 2. "Fork", 3. "Well", 4. "Arrow", 5. "Artillery", 6. "Sickle" , 7. Machine Gun Nest, 8. Airplane, 9. Shooting Range, 10. Letter.

1.2.Playground. Equipment. Inventory.

1.2.1. The goroshnaya site is located on a flat horizontal area measuring x meters (Fig. 2).

1.2.2. City site equipment:

A playing surface (metal sheets) measuring 8m x 3.5m, on which the lines of “cities” and “suburbs” are applied with paint (Fig. 3.). The optimal thickness of the sheet is 10-12 mm;

Baffle wall and fencing;

Planks of horses and semi-cones.


1.2.3. The town can take the form of a cylinder with a diameter of mm or a rectangular parallelepiped having a square section with a side of 45 - 47 mm, a length of 200 + _ 1 mm.

The town is made of wood, can be painted and should not have any cavities. The edges of the ends and faces of the towns should have a chamfer of 2-3 mm and be even (Fig. 4).

1.2.4. The bat is a round rod no more than a meter long, of arbitrary weight and diameter. The bit is assembled from inserts, bushings, an end sleeve and a handle. It is most expedient to make inserts from wood-laminated plastic or dogwood. Handles - from textolite rods or dogwood, bushings from seamless steel pipe (Fig. 5.). The sleeve length must be at least twice the insert diameter. The inserts must be tightly connected to the bushings and secured by punching or other method of fastening. The distance from the edge of the sleeve to the attachment point is 10-15 mm (with the exception of the handle attachment). Component parts should not have mutual movements.


For mass competitions, bats made of hardwood or polymeric materials of any design that ensures safety are allowed.

1.3. Rules and procedure for conducting the game.

1.3.1. The order of the game.

All figures begin to knock out from the knight. If at least one town is knocked out, then the rest are knocked out from the semi-con. The “Letter” figure is knocked out only from the knight. Adults and older boys play from a horse 13 m, children and teenagers under 15 years old - from 6.5 m.

The team (participant) of the right "city" starts the game, then the opponents perform throws in turn, using two bits in each exit.

Participants of both teams during the throws must be on the side of their "cities".

1.3.2. A beaten and unbeaten town.

The position of the town that has stopped near the border of the "city" or "suburb" from the outside, the judge determines visually, looking from above vertically. If a gap is visible between the line and the town, then the town is considered to be knocked out.

The town that rolled out of the "city" and "suburb" and rolled back is considered to be knocked out.

A town is considered to be knocked out if it is completely out of the "city" or "suburb" in any direction other than the penalty area.

A town(s) that has rolled over the penalty mark and left the boundaries of the "city" or "suburb" is considered to be knocked out if it did not touch the surface above the penalty area. A town(s) that touches the pavement above a penalty area is placed on a penalty spot.

1.3.3. "Lost" roll.

Throw counts "lost" and the location of towns is restored if:

Player in one run team game rolled for the third time or more.

1.3.4. Winning the game and the final result of the game.

The game is considered won by the team that knocked out all the pieces of this game with fewer bits. With an equal number of bits spent on knocking out all the pieces, the game is considered a draw.

The game is won by one of the teams if:

In a game of three games, the score is 2:0, 2:1, 2.5:0.5;

In a game of five games, the score is 3:0, 3:1, 3:2, 3.5:1.5, 3.5:0.5.

With a score of 1.5:1.5 and 2.5:2.5, respectively, the result of the game is a draw.

1.4. Determining the results of the competition.

In competitions for knocking out a set number of figures, the places of participants are determined by the smallest number of bits, and in competitions held in a round-robin way, the places of participants (teams) are determined by the number of points scored awarded for a victory or a draw in games with each opponent (team).

1.5 Simplified rules.

Mass competitions in physical education groups, youth and children's camps, and other places of recreation can be held according to simplified rules. At the same time, it is recommended to keep the dimensions of the site. The composition of the team can be arbitrary. Towns and bits may not comply with the requirements of the Rules. Particular attention must be paid to ensuring the safety of participants and spectators. You can determine the winner by the number of knocked out towns with a limited number of bits. In team and individual competitions, keeping records is not necessary, it is enough to record the final result of the game in the table.

2. Terminology and some characteristics in urban sports.

2.1. Reversal, under-reversal and over-reversal of the bit.

U-turn the position of the bit is considered to be parallel to the front line. The situation when the half of the bit with the same name to the throwing hand is ahead of the opposite is called reversal. Reverse position - underreversal.

2.2. Frontal hit, undershoot, transfer, cover.

Hitting the bat in the front of a figure or town is called frontal. The shortfall of the bit to the towns or figures - unkind, flight bits through the towns - flip. covering called getting into the upper part of the towns.

2.3. Centering, center strike, withdrawal and non-driving of the bit.

centering called the process of aiming a bit at a target in a horizontal plane. center shot called hitting a town or figure in the middle of a bat . Withdrawal- this is a hit on the target with a part of the bat located on the side of the throwing hand . disclaimer- hitting the opposite throwing hand with part of the bat.

2.4. "Softness" and "hardness" of landing bits.

Landing a bat without bouncing off the playing surface is called "soft" with rebound - "hard".

2.5. "Lost" throw.

"Lost" is called an unsuccessful roll, after which the location of the towns is restored.

A throw is considered "lost" if:

The throw is made before the whistle of the referee;

The bat touched the penalty area or the covering above it;

A player in one run of a team game made a throw for the third time or more;

The player in the period from the beginning of the swing to the landing of the bit stepped on the boundary line (bar) or jumped out of it and touched the surface outside the horse (half-cone) with any part of the body. In this case, the position of the towns may not be restored if the restoration is beneficial to the participant (team) who violated the Rules.

2.6. Penalty zone.

The penalty line and the area in front of it is called penalty area. It is covered with sand or covered with an aqueous suspension of chalk.

2.7. "Penalty" town.

"Penalty" a town is called a town that has rolled into the “suburb” at a distance of less than 20 cm (40 cm for younger boys and for knocking out older boys and adults) from the penalty line or rolled over it. It is set at a distance of 20 cm (40 cm) from the foul line parallel to it against the center of the "city". If there are several such towns, then they are installed end-to-end to each other.

2.8. "City" and "suburb".

"City" and "suburb" the zones are called, from the limits of which it is necessary to knock out the towns located in them (see clause 1.2.1.). "City"- this is a zone that has the shape of a square with a side of 2 m, within which figures are built. "Suburb"- the zone located between the front and penalty lines, limited from the sides by the continuation of the diagonals of the "city".

2.9. Con and semi-con.

The area bounded by the two side lines and the front bar, from which the pieces are thrown, is called konom. The distance from the bar to the end line is 13 m (for adults) and 6.5 m (for children and adolescents under 15 years old).

The area bounded by the side lines, the front bar and the pommel bar from behind, from which throws are made after knocking out at least one town of a piece (except for the “Letter” figure), is called semicon. The distance from the front bar of the half-cone to the front line is 6.5 m.

The surface of horses and semi-cones must be hard enough to prevent shoes from slipping. The most preferred surface is asphalt.

2.10. Bit rotation planes (horizontal, ascending, descending, normal, reverse).

. Horizontal the plane of rotation of the bit is a plane parallel to the playing surface. If the plane in which the bit rotates is tilted back (toward the thrower), this is ascending plane, if forward (on the figure) - descending. If the plane of rotation of the bat is tilted to the same side as the throwing hand, this is normal plane, in the opposite direction - reverse.

3. Fundamentals of technical skill.

3.1. Optimal parameters for the implementation of the main phases of the throw.

3.1.1. Grip of the bat handle.

The best options for throwing can be considered a medium or small grip to the lock.

3.1.2. Starting position.

Before the start of the throw, the athlete must take a position from which it is convenient to perform the necessary movements.

The foot of the right foot is turned at an angle of 30-45 degrees to the direction of the throw, the left foot is slightly ahead, in the direction of the figure, at a distance of about 15 cm. The position of the body is natural relative to the position of the legs, the shoulders are relaxed, the head is facing the figure.

The left hand holds the bat at some distance from the right. The longitudinal axis of the bit is aimed at the figure. The weight of the body is concentrated on the right leg. The right arm is bent at the elbow by 90 degrees, the elbow is slightly pressed to the body, the palm is up.

3.1.3. Swing.

The movement from the starting position begins with the abduction back and turning to the right of the shoulder girdle and pelvis with the simultaneous abduction of the forearm and the bit in an arc down - to the side - back, followed by straightening of the right arm. The right leg is slightly bent at the knee joint, the left slides along the support in the direction of the figure, with the outer side of the foot forward, until straightened. The left hand accompanies the bat without touching it, twisting the spinal column. In the final phase of the swing, the right hand reaches approximately the center line of the direction of the throw. The center of gravity of the bit by inertia goes a little further, retracting the hand and forming an angle between the longitudinal axis of the forearm and the axis of the bit.

During the swing, the projection of the common center of mass should pass through the front of the right foot.

3.1.4. Acceleration and pointing bits at the target.

Acceleration of the bit begins immediately after the completion of the backward movement of the bit, with a powerful turn of two legs on toes, with a simultaneous turn of the pelvis. At the same time, it is necessary to remain in a two-point position, thereby ensuring the greatest stability, as the basis for effective powerful acceleration and accurate aiming of the bit at the target.

Following a powerful turn of the legs and pelvis, the torso and shoulder girdle are actively unfolding. The throw is performed while holding the breath while inhaling, which allows you to create a more rigid support, to complete the accurate aiming of the bat at the target.

The left elbow makes an active movement to the side back. This sharp jerk of the left hand bent at the elbow joint allows you to keep the torso from tilting forward and deploy the shoulder girdle sufficiently.

Along with the start of the acceleration, the right hand is brought as close to the body as possible to counteract the centrifugal force and provide control over the bat at the moment of a powerful turn of the legs and torso. The palm, throughout the throw, is directed upwards. It is necessary to strive so that the right hand does not move forward, but in front of the body to the left, due to the turn of the legs and torso.

3.2. The main problems that arise in the process of training, and how to eliminate them.

3.2.1. Bit Relative Angular Velocity Optimization (RVR).

When the relative angular velocity of rotation (RAR) is too high, the bits experience difficulties associated with a very close stance, making it difficult or impossible to knock out some figures. With a small VSW bit, the main problem is the distant stance, which makes it difficult to accurately hit the target

Ways to change the relative angular velocity of rotation of the bit.

INCREASING THE RELATIVE ANGULAR SPEED OF ROTATION

REDUCTION OF THE RELATIVE ANGULAR SPEED OF ROTATION OF THE BIT

1. Supination of the hand (palm up).

2. Reducing the depth of grip of the handle.

3. Weakening the grip of the handle.

4. Decreased torso tilt towards the throwing arm.

5. Decreasing the amplitude of the swing of the bit.

6. Reducing the length of the step and moving the body forward.

7. Increasing the weight of the bit.

8. Approaching the center of gravity to the bit handle.

1. Increasing the depth of the grip of the handle.

2. Increasing the inclination of the torso towards the bit.

3. Increasing the amplitude of the swing.

4.Reducing the weight of the bit.

5. Removing the center of gravity from the bit handle.

NOTE: The table shows the most expedient and practical ways to change the OCSL bit. To optimize the relative angular velocity of rotation of the bit, it is necessary to choose an acceptable way for the athlete to solve the problem and master it.

3.2.2. Creation of planes of rotation necessary for knocking out various figures and combinations of towns.

horizontal plane always results in a "hard" landing and is only applicable to knocking out the figures "Well", "Machine gun nest" and "Sentries". Its use when knocking out recumbent figures is impractical.

normal plane it is useful when knocking out lying figures, as it provides a “soft” landing of the bat. It is often used when knocking out the “Machine Gun Nest” and “Tiring” figures, in combination with under-turning of the bat, as well as when knocking out the “Sentry” figures (if there is a slight over-turning). In half-knee play, it is used when hitting combinations with front right and front left town (under-turn) and combinations that require turning and re-turning the bat (landing the bat with the handle on the right).

Reverse plane is used to knock out the "Well" figure, as it provides a rebound from the playing surface. It is also necessary when knocking out combinations with towns located in the “suburbs”, provided that the bat is landed with a handle on the left and combinations from the “Sentry” figure with the right “bunch”.

ascending plane provides "softness" of the landing of the bit during underturning and "rigidity" - on the turn and return of the bit. A “soft” landing is necessary for knocking out the lying pieces and most combinations of towns, and a “hard” one is for knocking out the “Well” figure.

descending plane contributes to a "soft" landing on the re-turn of the bit and a "hard" one - when turning and under-turning. “Softness” is needed to knock out combinations of towns with a “double” on the re-turn (including in the “Letter” figure). "Rigidity" on the underturn of the bat is one of the main mistakes when knocking out lying figures. It is the main reason for the inefficiency of downward throws.

In practice, in its pure form, planes are rare, most commonly used are normally descending and normally ascending planes, which give a margin of “softness”, as well as a reverse-ascending plane, which provides the necessary rebound of the bit.

If the angle of inclination of the plane of rotation of the bat is prohibitive, then this leads to its rebound from the playing surface and, consequently, to a decrease in the effectiveness of the throw, especially for lying figures.

The plane of rotation of the bit, most often, corresponds to the plane of rotation of the athlete's shoulder girdle at the moment of acceleration of the bit, which, along with other factors (the position of the hand, the spatial orientation of the bit during the swing, etc.), is the determining link, changing which, you can achieve required plane.

To change the plane of rotation of the bit, you need to change the position of the torso: tilting to the left leads to the reverse plane, to the right to normal, forward to downward and back to upward.

Compliance with the optimal parameters for the implementation of the main phases of the throw (clause 3.1.) is a prerequisite for changing the plane of rotation of the bit.

3.2.3. Stabilization of centering for effective knocking out of figures and combinations of towns.

The degree of centering accuracy required to knock out a piece or combination of towns, first of all, depends on the complexity of the piece or combination (its extension relative to the end line). The most simple figures for centering are: "Cannon", "Arrow", "Well", "Racket", "Machine gun nest", "Cancer", "Tir", "Airplane". Figures of medium complexity - "Star", "Sickle", "Letter". The most difficult to center are: "Fork", "Crankshaft", "Artillery", "Sentry".

The main causes of misalignment are:

Leading (removing) the hand with the bat from the body in the acceleration phase of the bat;

Insufficient turn of the legs and torso;

Too fast start of acceleration of the bit and low level of special physical fitness of the athlete;

Torso tilt forward when accelerating the bit;

Pronation (inward turn) of the throwing hand.

The ability of an athlete to hit the target with the necessary centering accuracy depends on the following conditions:

1. Counteracting the withdrawal of the throwing arm from the body, which reduces the influence of the large muscles of the body on the bat hand. The fulfillment of this condition allows to improve the control over the bat at the moment of acceleration. Otherwise, the throwing arm lags behind the body during acceleration, with its subsequent overtaking of the shoulder girdle when the bit is brought to the target. This significantly reduces the quality of alignment.

2. Increasing the angle of rotation of the legs around their axes, passing through the front of the feet, and the body to the left, while maintaining a stable position of the axis of rotation (vertebral column). This allows you to save the turning radius of the C.T. bit. Deterioration of centering is observed with insufficient turn of the legs and torso and aiming the bat at the target with the throwing hand, with the legs, shoulder girdle and left hand already in a motionless position. In this case, there is a decrease in the turning radius of the C.T. bit (the center of the turn is shifted from the spine to the shoulder joint of the throwing arm), which leads to a shift in the flight path of the bit to the left (withdrawal of the bit) even when the bit is released at the same point. An unstable position of the turn axis (for example, when the torso is tilted forward) leads to an increase in the radius of rotation of the C. T. bit, and, consequently, to a shift in the flight path of the bit to the right, even when releasing the bit at the same point.

3. Increasing the level of special physical fitness (SFP) and the rational use of various muscle groups involved in acceleration and aiming the bat at the target. Too fast start of acceleration or insufficient level of SFP leads to lagging of the throwing hand in the acceleration phase and displacement of the flight path of the bit to the left (withdrawal), in case of involuntary compensation by the hand in the ejection phase. If the centrifugal force does not allow you to hold the bat in your hand, then this leads to premature ejection of the bat and its failure to reach the target.

Increasing the level of SFP will increase the speed of the flight of the bit without disturbing the structure of the throw, due to the better functional readiness of the muscles and ligaments to perform dynamic and static work of greater volume and intensity.

The rational use of different muscle groups depends on the quality of the organization of their work at the time of the throw. To avoid a too abrupt start, and also to create optimal conditions for aiming the bat at the target, the throw begins with a powerful turn of two legs around the axes passing through the balls of the toes below and the hip joints at the top. Turning the legs 180 degrees contributes to a powerful turn of the pelvis around the vertical axis. At the same time, the muscles of the torso and shoulder girdle perform static work to keep the position of the shoulder girdle motionless, relative to the pelvis, and to keep the hand with the bat in the swing position, counteracting centrifugal forces and overcoming the inertia of the projectile. After a complete turn of the legs and pelvis, the modes of operation of the legs and torso change. The legs become enslaved at the end point of the turn, creating a solid foothold - the basis for the effective operation of the upper links of the "man-bat" system. The muscles of the torso and shoulder girdle continue their dynamic work to further turn the system around the spinal column, pointing the hand with the bat at the target. The active movement of the body by inertia turns the legs and pelvis further.

An indispensable condition for successful centering is a stable, in relation to the body, position of the throwing arm, up to the release. "Whip" with a brush is performed in passive mode, due to the forces of inertia, after stopping the forearm. The problem with centering, in this case, is solved due to the start of acceleration of the bit due to large, and therefore slower muscles, followed by a smooth increase in speed, ensuring accurate aiming of the bit on the target.

4. Keeping the vertical position of the torso during acceleration and pointing the bit at the target. A very serious cause of misalignment is the tilt of the torso forward when accelerating the bit. It leads to the impossibility of further rotation of the trunk to the left, which gives rise to uncontrolled compensation with the throwing arm and pronation of the forearm and hand. The result of this is a decrease in the acceleration radius of the C.T. bit due to the shift of the turn axis to the shoulder joint and a change in the position of the C.T. bit at the moment of ejection due to the pronation of the forearm and hand. Both of these factors cause the bit's flight path to shift to the left.

Maintaining the verticality of the body is achieved using the following techniques:

a) the beginning of acceleration by turning the legs and pelvis;

b) creating a “stretched bow” position by bringing the hips forward, with their simultaneous turn;

c) active turn back of the left elbow and the left half of the body;

d) formation of an axis of turn passing through the fingertips, the thigh of the left leg and the spinal column of the athlete due to the uniform distribution of the common center of mass of the “man-bit” system on both legs, with simultaneous displacement of the pelvis towards the left leg.

5. Supination of the forearm and hand. Insufficient supination of the hand leads to a violation of the centering, as well as to the “stiffness” of the landing and the underturning of the bit, regardless of the inclination of the body.

Supination significantly stabilizes centering and is achieved in the following ways:

a) fixing the supinated position of the hand at the beginning of the throw and maintaining this position until the bat is thrown;

b) supination of the forearm and hand due to the advanced movement of the elbow of the throwing arm.

3.2.4. Stabilization of the flight path of the bit. The main ways to change it.

The level of the required trajectory is determined by the design features of the figure. The simplest category of figures that require hitting the playing surface of the "suburb" include: "Cannon", "Fork", "Star", "Arrow", "Crankshaft", "Artillery", "Racket", "Cancer", " Sickle", "Airplane", "Letter". The next, according to the complexity of getting into the trajectory, the figure is the “Well”. Here it is necessary to hit the playing surface of the "suburb" at a certain distance from the figure. This will provide the necessary rebound height of the bit. The most difficult are the tall figures: "Machine gun nest", "Sentinels" and "Tiring". In this case, it is required to hit the upper part of the figure without hitting the playing surface. To completely knock out the figure, the deviation from the optimal variant of the exact hit should not exceed 2-3 cm.

The instability of the flight path of the bit is the result of a number of reasons:

Unstable position of the body at the time of acceleration and ejection;

Changing the height of the bit at the end of the swing;

Unstable dynamic (power) characteristics of bit acceleration

Unstable position of the throwing hand at the moment of release;

Longitudinal (towards the figure) movement of the throwing hand before throwing;

Lag of the throwing arm due to a sharp start at the moment of acceleration;

Throwing a bit with a hand after tilting the torso forward;

Tossing the bat by hand after a weak acceleration.

Elimination of the above reasons will lead to the stabilization of the trajectory of the bit and increase the accuracy of hitting the target.

The main condition for the accuracy of the throw can be considered stable, stable position of the "man-bit" system. The two-support vertical position of the body should be considered optimal. An important condition is the consistent enslavement of the lower links of the system, the creation of the so-called "solid supports", which are the basis for optimizing the technique of precision-target movements.

The stability of the trajectory depends on stability of the level of the location of the bit at the end of the swing. A higher position of the bit leads to a decrease in the trajectory and, conversely, lowering the bit on the backswing leads to an increase in the trajectory.

Fixed position of the throwing arm relative to the body until the moment of release has a positive effect on the stabilization of the flight path of the bit. Taking the arm away from the body or changing the level of the trajectory of the movement of the arm leads to a change in the trajectory of the flight of the bit.

The transverse direction of movement of the throwing hand at the moment the bit is aimed at the target significantly stabilizes the trajectory of the flight of the bit, by maintaining the level of the trajectory of the movement of the hand, while, with the longitudinal (towards the target) movement of the arm, the arm is abducted from the body and the trajectory increases.

Maintaining a stable position of the throwing arm relative to the body during the acceleration of the bat allows you to effectively use the work of the legs and torso to impart a constant speed to the bit and maintain a stable flight path. A relaxed state of the shoulder girdle or a too sharp start of acceleration leads to a decrease in the flight path of the bit.

Eliminate the reasons for tossing the bat by hand, which leads to the stabilization of the flight path of the bit, occurs due to maintaining a stable vertical position of the body, powerful but smooth acceleration of the bit and maintaining the stability of the position of the throwing arm during acceleration. A decrease in the flight path of the bit due to forward tilt or weak acceleration leads to the manifestation of involuntary compensation of the body, which is expressed in tossing the bit by hand. These compensatory actions of the body most often lead to a decrease in the accuracy of the trajectory.

Knocking out various figures requires changing the flight path of the bat. To do this, you need to master the relevant skills:

Changing the position of the body. When the torso is tilted forward, the trajectory decreases (for example, as when knocking out a “penalty” town). When deviating back, it increases (for example, as when knocking out the rear towns from the “Letter” with a frontal blow).

Adduction to the body and removal of the throwing arm from it during acceleration and targeting changes the trajectory, respectively decreasing and increasing it, additionally increasing the speed and accuracy of the flight of the bit in the first case. When the arm is moved away from the body, there is a decrease in speed and accuracy.

Changing the level of location of the C. T. bits at the time of the swing. An increase in level leads to a decrease in the trajectory and vice versa.

Changing the position of the throwing hand at the time of the throw. At a higher position of the hand, the trajectory increases, and at a lower position, it decreases.

Change in the position of O. Ts.M. systems "man - bat" at the time of aiming at the target due to the straightening of the legs, it increases the trajectory, and due to bending, it decreases, giving rise to involuntary tossing of the bit, and making the throw ineffective.

4. Fundamentals of tactical skill.

4.1 Tactics of knocking out figures.

All figures can be divided into the following categories:

1. Simple figures;

2. Wide figures;

3. "Well";

4. Tall figures;

5. "Letter".

The group of simple pieces includes the pieces: "Cannon", "Star", "Arrow", "Racket", "Cancer", "Sickle", "Airplane", requiring a "soft" hit on the playing surface of the "suburb", and presents relatively low requirements for centering the throw.

The broad figures include the figures: "Fork", "Crankshaft" and "Artillery". To knock them out, precise centering and a “soft” landing of the bit in the “suburb” are necessary.

The “Well” figure is knocked out when it hits the “suburb”, at a certain distance from the figure with a rebound from the playing surface.

Tall figures ("Machine-gun nest", "Sentries", "Tir") are knocked out by hitting the "bundle" or near it (14 - 20 cm).

The “Letter” figure begins to be knocked out in various ways:

a) re-turning the bit with a “doublet”;

b) underturn with a hit on the towns of the starboard "side" and "mark" with a bat. Knocking out combinations of towns remaining after the first blows to the figure is carried out in various ways, which will be discussed below.

4.1.1. Tactics of knocking out simple figures.

The tactic of knocking out simple pieces should ensure a “soft” landing of the bat in the “suburb” at a certain distance from the figure, excluding the possibility of covering or getting into the “penalty” zone. Centering requirements increase with decreasing bat weight and increasing overturn.

A soft landing will be provided by a rational combination of the plane of rotation and the turn of the bat. In the presence of an ascending plane, it is necessary to knock out figures with a slight re-turn of the bit (departure 10–15 cm from the main rack). The descending plane provides reliable "softness" on a large re-turn of the bit (20-30 cm away from the O.S.). With a downward plane, a large undershoot of the bit should be avoided. The normal plane of rotation of the bat provides a "soft" landing of the bat, both in under-rotation and in over-rotation. The value of the slope of the bit should not be prohibitive.

4.1.2. Tactics of knocking out wide figures.

Wide figures, along with "softness", make higher demands on the centering of the throw, and tactical actions that provide a positive result for each figure have their own characteristics.

The “Fork” figure, in the presence of a normally ascending plane, is knocked out on a slight underturn of the bit (approach 10 cm from O.S.). With a normally descending plane, the figure should be knocked out on a re-turn (departure 15-20 cm from the OS), moreover, with a tighter hit on the figure. It is highly undesirable not to bring the bit. The normal plane will provide "softness" of the landing both under turn and over turn. A guarantee of a “soft” landing will be a sufficient angle of inclination of the plane of rotation of the bit, which should increase with an increase in undershoot, but it should not reach exorbitant values.

The “crankshaft” is knocked out by turning the bit, in an ascending plane, hitting the four right towns or all the towns of the figure. In the descending plane, it is knocked out by a re-turn (departure of 10-20 cm from the O.S.), with a smaller shortfall of the bit than when the bit is turned.

The figure "Artillery" is best knocked out with a turn or a re-turn, in an ascending plane. Deviation towards the normal plane improves the landing of the bit, if the angle of inclination of the bit to the surface at the moment of landing is not prohibitive.

4.1.3. The tactic of knocking out the "Well" figure.

Actions for knocking out the “well” largely depend on the “hardness” of the playing surface of the “suburb”, “softness” and the weight of the bit, the location of the C.T. bit. Considering these conditions, it can be considered optimal to hit the figure in the reverse plane, re-turn (departure 30-60 cm from the O.S.), the center of gravity of the bit, with a bad shot of 30-50 cm. With an increase in the "rigidity" of the playing surface, it is necessary to either reduce undershoot, or increase the reverse plane of rotation of the bit, or hit the figure with the withdrawal of the bit.

4.1.4. Tactics for knocking out high figures.

Tactical actions for knocking out high figures are based on the design features of the figures and the throwing style of the athlete.

The “machine gun nest” is knocked out in two ways: “through” and “roll out”.

The tactic of knocking out "through" includes hitting the figure with a turn, with a withdrawal, at a height cm (scheme No. 1).

Knocking out the “Machine-Gun Nest” with a “knock out” relies primarily on the style of the throw, its spatial features. Athletes who have a throw in a pronounced normal plane, or who have a distant main stance, are recommended to knock out a figure with an underturn (approach 30-70 cm from O.S.), getting into the left town at a height of 14-17 cm (diagram No. 2). Athletes who have a close main stance can be recommended to knock out the "Machine Gun Nest" by turning around (departure 30-50 cm from O.S.) hitting the right town at a height of 14-17 cm (diagram No. 3.). A positive result is possible only if the bat hits two standing towns of the figure.


The figure "Sentinels" is knocked out by hitting both "bundles" by turning the bit in a horizontal plane (diagram No. 4.). In the presence of a normal plane, the figure is knocked out by a re-turn (scheme No. 5.), in the reverse plane - by an under-turn (scheme No. 6). At the same time, it should be noted that deviations from the horizontal plane and the turn of the bit should be minimal.

The tactics of knocking out the “Tir” figure is similar to the tactical actions for knocking out the “Machine Gun Nest”, only hitting the figure should be 2-3 cm higher:

Actions to knock out the "Letter" are planned based on tactical expediency, and are divided into several stages:

1) Knocking out the starboard "side" and "brand";

2) Knocking out the left "side";

3) Knocking out the remaining towns.

Knocking out the right "side" from the "Letter" is carried out in two main ways: overturn and underturn. Each of these methods combines knocking out the starboard "side" and "mark" with one bat and knocking out only the starboard "side".

The tactic of knocking out the right “side” and “mark” by re-turning (departure 70-80 cm from the O.S.) is most suitable for athletes who have a close O.S. and perform throws in a normal or normally descending plane. The throw must be performed from the middle of the horse, with a center strike so that the front town of the starboard "side" knocks out the "mark" (scheme No. 9).

Knocking out the right “side” and “mark” with an underturn of the bit (approach up to 120 cm) should be in a normally ascending plane on the left side of the horse. In this case, the handle of the bit should hit the right front town of the “Letters”, and the butt should hit the “mark”, almost simultaneously, followed by the handle hitting the right rear town (diagram No. 10). This tactical option is most suitable for athletes who have a distant O.S. In case of insufficient underturn, it is necessary to reduce the relative angular speed of rotation of the bat (p.3.2.1.).

The tactic of knocking out the starboard "side" without a "mark" requires changes in the actions of the athlete. The throw is performed by a re-turn (departure 30-50 cm from the O.S.) on the left side of the horse, with a center strike (scheme No. 11). A slight withdrawal or shortfall of the bit is allowed. When knocking out the starboard side with an underturn, tactical actions are similar to knocking out the right side and the mark, with the exception of a smaller underturn (approach 50-80 cm) (diagram No. 12).

Knocking out the left "side" of the "Letter" is carried out by hitting the front town by turning the bit, with a shortfall in the normal or normally ascending plane (diagram No. 13). Shortfall to the town should not exceed 50 cm, so as not to cause a "hard" landing.

Knocking out towns or combinations of towns left over from the "Letter" piece is a tactical task of increased complexity, primarily due to the fact that you need to knock out towns from the knight. This significantly limits the ability to approach to create an under-turn of the bit and complicates the tactical task.

Consider the main options for knocking out both single towns and combinations of towns left over from the "Letter" figure:

1. Knocking out the front towns of the "Letters" is similar to knocking out simple figures (clause 4.1.1.).

2. Knocking out the rear towns is done in two ways: a frontal hit in the town and a hit in the town after a “soft” landing of the bit in the “suburb”.

Knocking out with a frontal hit is performed with a retreat of 20-30 cm, in the reverse plane, due to a significant increase in the flight path of the bit (scheme No. 14). This option is suitable for athletes with a close O.S., in the conditions of a “hard” playing surface, which makes it difficult to “soft” landing in the “suburb”. For athletes with a distant O.S., the most appropriate option is a frontal hit on the target with the middle of the bat, with an approach of 50-100 cm, in the normal plane (scheme No. 15). In this case, it is necessary to reduce the relative angular velocity of rotation of the bit, in order to increase the reliability of hitting the bit on the target and to increase the angle of inclination of the bit to the horizontal in case of undershoot.

The second method of knocking out the rear towns is based on a “soft” landing of the bit in the “suburb” by a re-turn (withdrawal of 20-30 cm), a slight shortfall, in the normal plane (scheme No. 16). Athletes throwing in the ascending plane require an increase in the inclination of the bat in the normal plane to provide a "soft" landing of the bat.

3. Knocking out the "brand" is performed with an approach of up to 70 cm, in the normal plane. With insufficient approach, it is necessary to reduce the relative angular speed of rotation of the bit in order to simplify the alignment.

4. Knocking out the combination of the right front town and the "mark" can be performed similarly to the method of knocking out the starboard "side" and "mark". However, the combination should be knocked out on the right, both under-turn and over-turn.

5. You can knock out the combination of the "brand" and the left rear town in the following ways:

a) underturn (approach up to 100 cm), with a decrease in the relative angular velocity of rotation of the bit. In this case, the handle should fall into the "brand", and the butt - into the rear left town. To achieve reliable "softness", the bit must be sent in a normally ascending plane (scheme No. 17). If a large approach is not possible, the relative angular speed of rotation of the bit should be significantly reduced;

b) re-turn (with O.S.), hitting the middle of the bit in the center of the front line. The throw is performed in a normal or normally ascending plane so that the handle hits the “mark”, and then, in the back town (scheme No. 18);

c) re-turn (approach 20 cm from O. S.), the middle of the bit into the “mark”. The throw is performed in a normal or normally descending plane, with the bit landing in the "city" (scheme No. 19). The amount of re-turn and centering should ensure that it hits the "brand" at an angle of 45 degrees and knocks out the rear town with a "doublet". It should be borne in mind that underdrawing increases the re-turning of the bit, and withdrawing decreases it.

All three ways of knocking out the combination of the “mark” and the left rear town are performed on the right side of the knight.

6. Knocking out a combination of the right front and left rear towns is similar to knocking out the right front town and the “brand” with a “double” (see diagram No. 9).

Options for knocking out combinations of the left “side” and “mark”, the left front town and the “mark”, “mark” and the right rear town have a negligible percentage of implementation and lead to unjustified losses with regular use in the training process and competitive practice. Knocking out these combinations is permissible only in extreme cases and only by highly qualified masters.

4.2. Tactics of the game from the semi-con.

The tactic of knocking out towns and their combinations from a half-contact implies maintaining a distance from the O.S. to the end line, which ensures the turn of the bat. The deviation from this distance associated with the performance of a particular tactical task, and its magnitude, are indicated below in each specific case, along with the plane of rotation of the bat, the amount of undershoot and the degree of centering of the throw.

To determine a specific place for the throw, first of all, it is necessary to take into account the location of the front town and, starting from it, build your tactical actions.

4.2.1. Knocking out single towns.

If the town is within the "city", then knocking it out is a fairly simple task for a qualified athlete. For unmistakable knocking out of the towns, it is necessary to perform throws in the normal plane, with a re-turn (withdrawal of 20-50 cm), with an undershoot of 10-40 cm.

Tactical actions for knocking out single towns located in the “suburb” at a distance of 20 cm from the penalty area come down to two options:

1. Knocking out a penal town with a butt turn on the right (approach is about 2 m from the O.S.), in a downward or reverse-descending plane, with a frontal hit. It should be considered optimal to hit the town with the withdrawal or the middle of the bit (scheme No. 20);

2. Knocking out a "penalty" town with a turn, in a horizontal plane, a frontal hit, with a withdrawal or the middle of a bit (scheme No. 21). This option is appropriate for athletes who have a close O.S., which excludes the possibility of knocking out the town in the first way.

Tactical actions for knocking out single towns located in the "suburb" at a distance of more than 20 cm from the penalty area are built in the same way as when knocking out a "penalty" town. At the same time, using the first method, you need to strive to get the bat in the middle of the “corridor” between the town and the penalty area, and in the second case, the stand that ensures the turn of the bat on the line of the “penalty” town will be optimal.

4.2.2. Knocking out combinations with the right front town.

The tactics of knocking out such combinations is based on the location of the towns, the parameters of the bat and the features of the throw. The main requirements for the throw are the “softness” of the landing of the bat and accurate centering.

Tactical actions when knocking out combinations

with the right front town.

1. Town locations: The distance between the front and back towns does not exceed 1.5 m.

The combination is knocked out by underturning the bit (approach is half the distance), in a pronounced normal plane, with the bit withdrawn (the handle must get into the front town). In this case, the C.T. of the bit lands on the same level with the front town or behind it (scheme No. 22).

2. Town locations: The distance between the front and back towns exceeds 1.5 m.

Tactical options: The combination is knocked out:

a) similarly to method No. 1 (scheme No. 23);

b) re-turn (withdrawal 50 cm), in a normal descending plane. The degree of withdrawal is determined by the reliability of hitting the bit in the rear town. The level of underblow should provide a “softness” to the landing of the bit. The throw is to the right. This option is used if the front town is located within the "city" (scheme No. 24).

3. Town locations: The distance between the front and back towns is more than 2 m.

Tactical options: The combination is knocked out:

a) a slight re-turn (withdrawal of 20 cm), in a normal descending plane. The degree of withdrawal of the bit is determined by the reliability of hitting the bit in the rear town. You need a tight hit to avoid getting into the penalty area. The throw is performed from the right or from the center of the semi-cone (scheme No. 25).

b) turning or re-turning (approach 2 m from O.S.), in the opposite plane, with the withdrawal of the bit (you need to get into the front town with the butt of the bit or part of the bit to the C.T.). You need a tight hit to avoid getting into the penalty area. The throw is to the right. This option is applicable for case 2 (b) if the town is located in the "suburb" (scheme No. 26).

NOTE: When determining the place for the throw, it must be taken into account that the amount of overturn (retreat) or underturn (approach) is indicated from the place of the bat's turn on the front town (except for case 3 (b)). At the same time, while practicing practical skills, you need to take into account the weight of the bit. When hitting combinations with an underturn with a heavier bat, a larger approach is needed. For a lighter bat, a little more backtracking is needed when hitting combinations with overturns. This applies to throws with the withdrawal of the bat and is associated with the braking of the rotation of the bat during the impact on the town.

4.2.3. Knocking out combinations with the left front town.

Tactical actions for knocking out combinations of this kind are among the most difficult and require high accuracy of hitting, "softness" of the landing of the bit and accuracy in determining the place to throw.

Tactical actions for knocking out combinations

with the left front town.

1. Town locations: The distance between the front and rear towns does not exceed 30 cm:

a) the front town is more than 50 cm away from the penalty area;

b) the front town is closer than 50 cm from the penalty area.

Tactical options: The combination is knocked out:

a) a turn or a slight overturn (due to a shift to the right), in a normal or normally descending plane. A fairly tight hit and good centering are required (scheme No. 27);

b) a turn or a small re-turn (approach up to 2 m from the O.S.), in the opposite plane, butt on the right. The throw is performed from the left side of the semi-cone (scheme No. 28). It is acceptable to use option (a), with a very accurate hit.

2. Town locations: Distance between towns from 30 to 100 cm:

a) the townships are within the "city";

Tactical options:

a) underturn (approach 20-30 cm), in a normal or normally ascending plane, hitting the front town with a butt should be quite tight (scheme No. 29);

b) re-turning the butt on the right (approach up to 2 m from O. S.), in the reverse plane, in the middle of the bit (scheme No. 30).

3. Town locations: Distance between towns from 100 to 150 cm:

b) the front town is in the "suburb".

Tactical options: The combination is knocked out on the left side of the semi-con:

a) re-turn (approach about 2 m from O.S.), in the middle of the bit, in the reverse plane, butt on the right (Scheme No. 31) or turn, in the normal plane with a short cut of the bit (Scheme No. 32). These options are applicable if the back town is no more than 40 cm to the right of the front one. If the combination is wider, and the distance between the towns is about 1.5 m, then it should be knocked out with a turn (departure is about 2.5 m from O. S.), in the reverse plane, with a shortfall, butt on the right (Scheme No. 33). If the distance between the towns is about 1 m, then the combination should be knocked out with an underturn (approach 30-40 cm), in a pronounced normal or normally ascending plane, with a shortfall (Scheme No. 34);

b) turn or re-turn (approach about 2 m from O.S.), in the opposite plane, butt on the right, in the middle or with a slight withdrawal of the bit (Diagram No. 35), if the combination is not wide and, with a shortfall, if the rear town is far enough removed to the right (Scheme No. 36). The shorter the combination and the greater the overturn of the bit on the front town, the more accurate the centering should be.

4. Town locations: The distance between the towns is more than 150 cm:

a) both towns are within the "city";

b) the front town is in the "suburb".

Tactical options: The combination is knocked out on the left side of the semi-con:

a) re-turn (approach about 2 m from O.S.), in the middle or with a slight withdrawal of the bit, in the reverse plane, butt on the right (Diagram No. 37) or turn, in the normal plane, with the bit underdrive (Diagram No. 38). Both options are used when the back town is no more than 40 cm to the right of the front one. Wider combinations should be knocked out with a turn or a small overturn (approach about 2 m from O.S.), in the opposite plane, with a bit short, butt on the right (Scheme No. 39). At the same time, if possible, the relative angular velocity of rotation of the bit should be reduced. It is effective to knock out wide combinations with a turn or a small underturn (departure of about 2.5 m from the O.S.), in the opposite plane, with a short lead, butt on the right (Scheme No. 40);

b) turn or re-turn (approach about 2 m from O.S.), in the middle or with a slight withdrawal of the bit, in the opposite plane, butt on the right (Scheme No. 41). This method is effective if the rear town is no more than 40 cm to the right of the front town. For wide combinations, a larger bit underdrive and, if necessary, a decrease in the relative angular velocity of the bit rotation are required (Scheme No. 42).

NOTE: When determining the place for the throw, it must be taken into account that the amount of overturn (retreat) or underturn (approach) is indicated from the place of the bat's turn on the front town. An exception is knocking out combinations with a butt on the right.

The criterion for determining the correct value of the angle of inclination of the bat at the moment of landing is the "softness" of the landing.

For athletes whose C.T. bits are further than 60 cm from the handle, it is most expedient to knock out such combinations with a butt on the right. bits, less than 60 cm from the handle, knocking out with a butt on the right is difficult.

4.2.4. Hitting wide combinations.

Tactical actions aimed at consistently hitting wide combinations with a front right or left town have been discussed above and require excellent centering, a “soft” landing of the bat, and an accurate location for the throw. Knocking out wide combinations of towns, standing parallel to the front line, requires hitting with a turn of the bat, in a normally ascending plane, with a misfire of 20-30 cm. The wider the combination, the higher the centering requirements.

4.2.5. Knocking out combinations from the figures "Sentinels" and "Tiring" with a change in the plane of rotation of the bit.

Combinations from the figures "Sentinels" and "Tir" include standing towns and towns located on them in the so-called "bundles", as well as towns located on the playing surface of the "city" or "suburb".

The tactic of knocking out such combinations is based on increasing the normal or reverse plane along with increasing the under-rotation or over-rotation of the bit.

1. Town locations: Left or right "bundle" from the figure "Sentinels"

Tactical options: The combination is knocked out:

a) underturn (approach 70 - 100 cm), in the normal plane, hit by the middle of the bit or with a withdrawal, in both towns of the "bundle". (Scheme No. 43);

b) re-turn (withdrawal 30 - 50 cm), in the opposite plane, in the middle of the bit or with a withdrawal, to the right edge of the upper town (Scheme No. 44);

c) re-turn, butt on the right (approach about 2 m), in the opposite plane, in the middle or with a withdrawal, to the right edge of the upper town (Scheme No. 45).

2. Town locations:"Gate" from the figure "Tir".

Tactical options: The combination is knocked out:

a) underturn (approach 70 - 100 cm), in the normal plane, in the middle of the bit or with a withdrawal, to the left "bundle" of the "gate" (Scheme No. 46);

b) re-turn (withdrawal 30 - 50 cm), in the opposite plane, in the middle of the bit or with a withdrawal, to the right "bundle" of the "gate" (Scheme No. 47).

3. Town locations: The left "bundle" from the "Sentinels" and the town on the right along the front line (width 40 - 60 cm).

Tactical actions: The combination is knocked out with an underturn (approach 70 - 100 cm), in the normal plane, with a short lead, to the left edge of the upper town (Diagram No. 48).

4. Town locations: The right "bundle" from the "Sentinels" and the town on the left along the front line (width 40 - 60 cm).




Tactical actions: The combination is knocked out by a re-turn (withdrawal 30 - 50 cm), in the opposite plane, with a withdrawal, to the right edge of the upper town of the "bundle" (Scheme No. 49).

5. Town locations: The left "bundle" from the "Sentry" and the town on the "brand".

Tactical options: The combination is knocked out:

a) by turning the butt on the right (approach about 2 m), in the opposite plane, in the middle of the bit, to the upper right edge of the “bundle” town. The throw is performed on the left (scheme No. 50);

b) underturn (approach 80 - 100 cm), in the normal plane, with a shortfall, to the left edge of the upper town of the "bundle". The throw is performed on the left (scheme No. 51).

6. Town locations: The right "bundle" from the "Sentry" and the town on the "brand".

Tactical options: The combination is knocked out:

a) re-turning the butt on the right (approach about 2 m), in the opposite plane, with the withdrawal of the bit, to the right edge of the upper town of the "bundle". The throw is performed on the right (scheme No. 52).

b) underturn (approach 70 - 100 cm), in the normal plane, hit with the withdrawal of the bit in both towns of the "bundle". The throw is performed on the right (scheme No. 53). The same option is also used when the town is located to the left of the "brand".

7. Town locations: The right "bundle" from the "Sentinels" and the town on the back line in the left half of the "city".

Tactical options: The combination is knocked out:

a) re-turning the butt on the right (approach about 2 m), in the opposite plane, with the withdrawal of the bit, to the right edge of the upper town of the "bundle". The throw is performed on the right (scheme No. 54).

b) underturn (approach 1 m), in the normal plane, hit with the withdrawal of the bit in both towns of the "bundle". The throw is performed on the right (scheme No. 55). This method is also suitable for knocking out wider combinations.

8. Location of townships: The left "bundle" from the "sentinels" and the town on the back line in the right half of the "city".

Tactical options: The combination is knocked out:

a) by turning the butt on the right (approach about 2 m), in the opposite plane, in the middle of the bit, to the right edge of the upper town of the “bundle”. The throw is performed on the left (scheme No. 56).

b) by turning the butt on the right (withdrawal of about 2.5 m), in the opposite plane, hitting with a shortfall, in both towns of the “bundle” with the first sleeve from the handle. The throw is performed on the left (scheme No. 57). This method is especially effective for hitting wide combinations.

9) Town locations:"Bundle" from the "Sentinels" and the town located in close proximity to it.

Tactical options: The combination is knocked out with an approach of about 1.5 - 1.8 m. If the town is to the right of the "bundle", then the place of the throw is a little further, if to the left, then closer. In the first case, with an underturn, the throw must be performed in the normal plane (scheme No. 58), and in the second, on a re-turn, in the opposite direction (scheme No. 59). Excellent centering is required, as the bit approaches the towns almost perpendicularly.

NOTE: The practical mastering of tactical options for knocking out combinations from the “Sentinels” and “Tiring” figures requires an accurate determination of the location of the throw in each specific case, since a change in the rotation plane often leads to a change in the relative angular speed of rotation of the bat. Wide combinations especially require accuracy of hitting and absolutely correct determination of the place to throw.

4.2.6. Knocking out combinations of towns with a “doublet”.

Tactical actions for knocking out with a “double” relate to combinations that are impossible to knock out with a bat due to the very wide location of the towns. There are two options for knocking out with a “doublet”: overturn and underturn. In both cases, the result of correct tactical and technical actions is the knocking out of the rear town by hitting the front one. At the same time, the requirements for the stability of centering and the relative angular velocity of rotation of the bit are very high. Of particular importance is the correct choice of a place for a throw, since an error of 5-10 cm can nullify all efforts. Withdrawal of the bit leads to a decrease in under-turn and over-turn, and under-turn - to their increase. This must be taken into account when mastering this method of knocking out the most complex combinations of towns. Achieving knocking out the front town of the rear one, you need to strive so that by the time the bit hits the front town, it would turn perpendicular to the desired direction of movement of the town.

Knocking out by re-turn (withdrawal 50 - 100 cm) is performed in a normal or normally descending plane, with an undershoot of 30 - 60 cm, in the middle of the bit. The throw is performed on the right (scheme No. 60).

Knocking out by underturn (approach 50 - 120 cm) is performed in a pronounced normal or normally ascending plane, while the C.T. of the bit lands at the level of the front town, and sometimes behind it. The throw is performed on the left with a withdrawal or the middle of the bit (scheme No. 61).

4.2.7. Knocking out complex combinations consisting of several towns.

The impossibility of describing all the options for combinations of camps requires the athlete to work independently to solve this difficult tactical problem in each specific case. This requires the ability to use a track chart to determine the possibility of knocking out combinations of towns from a half-contour, proposed for the first time by the Honored Master of Sports of Russia, Honored Coach of Russia, Chairman of the Coaching Council of the Federation of Urban Sports of Russia, in the book "Gorodki".

For the successful practical application of the tracegram, it is necessary to depict it on a transparent material in the same scale as the image of the "city" and "suburb" on which it will be superimposed. Then, having determined the location of the towns, it is necessary to impose a tracegram so that the towns fall into the area bounded by the traces of the handle and butt of the bit. The scale located on the trace, in the region of the front line, shows how to determine the place for the throw (the value of the approach in meters - with the sign "-", departure - "+"). It is important to take into account that, when imposing a tracer, it is necessary to keep the trace of the C.T. bit parallel to the side lines of the “city”, if it is advisable to throw from the left. If the throw is performed from right to left, the track trace will unfold accordingly.

If the combination of towns does not fit within the tracegram, then knocking out such a combination with one bat is impossible (an exception may be the option of knocking out a town “dropped out” of the tracegram with a “doublet”).

Another condition for successful tactical and technical actions to knock out complex combinations is the “softness” of the landing of the bit. Here it is important to correctly determine the required plane of rotation:

a) with a reversal and under-reversal - normal and normal-ascending;

b) when reversing - normal and normal-descending;

c) when knocking out the butt on the right - reverse.

Each athlete needs to individually select the most suitable plane of rotation of the bit and the amount of inclination of the bit to the horizontal. The criterion for the correct choice will be a consistently “soft” landing of the bat.

These rules were developed by the All-Russian Sports Federation accredited for the sport of "gorodny sports" (hereinafter referred to as the Federation) on the basis of the rules for the sport of "gorodny sports" approved by the International Federation of Gorodny Sports (hereinafter referred to as IFGS) (hereinafter referred to as the Rules). The Rules apply to all official sports competitions held in the territory Russian Federation. The purpose of these rules is to ensure that competitions are held in compliance with the requirements of international rules. City sports competitions are held at sports facilities that meet the requirements of these Rules. Sports situations that are not reflected in this edition of the Rules are interpreted on the basis of the Rules of the IFHC.

City sports competitions are held in accordance with these Rules, Competition Regulations.

Any changes are made to the regulation of a particular competition and must be agreed with the Federation.

1.1 Definition

The game of towns consists in knocking out figures from five towns, from limited areas. Knocking out is carried out from a certain distance with composite bits, consisting of metal bushings, an end cup and wooden or polymer inserts, as well as a handle made of wood, textolite or polymer materials. For the game, 15 figures are used, lined up from five towns made of wood. The playing surface of the "city" and "suburb" is covered with metal or polymer sheets.

1.2 Terminology

A town is a cylinder or regular octagonal prism made of wood that is used to build figures.

The figure is a construction of five towns, located in the "city".

A bat is a composite rod with a circular cross section, which is used to throw on figures and towns.

The handle is the part located at the end of the bat that is used to grip the throwing hand.

The bushing is a piece of metal that is used to make a bit and is located between the handle and the end sleeve.

The end cup is a metal part located on the end of the bit opposite from the handle.

An insert is a piece made of wood or polymeric materials of a cylindrical shape. Inserts connect the metal parts of the bit (sleeves and end sleeve).

The playing surface is the surface of the site, covered with sheets of metal or polycarbonate, on which the "city" and "suburb" are marked.

"City" is a square in the form of a square, within which the figures are set.

The front line of the "city" is a line included in the area of ​​the "city", which separates it from the "suburb".

Side lines of the "city" - lines located perpendicular to the front and back lines.

Back line of the "city" - a line connecting the two side lines of the "city".

The center line of the "city" is a line running from the middle of the end line, perpendicular to it to the intersection of the diagonals of the "city"

The lines of the "brand" are lines 20 cm long, located in the middle of the diagonals of the "city".

"Suburb" is a trapezoid-shaped area located between the end line of the "city" and the foul line, bounded by the side lines.

The "suburban" side lines are the lines connecting the "city" end line and the foul line. They are continuations of the "city" diagonals.

The foul line is a line that is not within the limits of the "suburb", located parallel to the front line, at a distance of 1 m from it and connecting the two side lines of the "suburb" to each other.

The penalty area is the penalty line and the area in front of it.

Penalty marks - lines 20 cm long, located in the center of the "suburb" parallel to the penalty line at a distance of 20 and 40 cm from it.

Kon is an area bounded by two side lines and a front bar, from which the figures are thrown.

A half-cone is an area bounded by two side lines, a front bar and a horse bar at the back, from which throws are made after knocking out at least one town from the figure (except for the "Letter" figure).

Game - a meeting between two teams, pairs or participants within the framework of competitions or training sessions or demonstration performances.

"Lost" roll - an ineffective roll made in violation of the Rules, after which the position of the towns is restored.

A miss is a non-successful roll in which no town is hit.

"Dead center" - the position of the town, to which he rolled in one direction, and after which - in the opposite direction.

2. Inventory. Playground. Site equipment

2.1. Town

"Suburb" - the area located between the front "city" and the penalty line, limited by the side lines of the "suburb" passing along the inner side of the continuation of the diagonals of the "city". In the center of the "suburb" at a distance of 20 and 40 cm from the penalty line, two marks 20 cm long are applied to install penal towns on them.

The marking lines "city" and "suburb" (except for the foul line) are included in the size of these areas. The distance to the penalty marks is measured from the penalty area to the front edge of the line.

The distance between the "cities" of one site can, if necessary, be reduced to 1.5 m. In this case, the markings of the "suburbs" may overlap each other.

2.3.4. The penalty area is covered with sand or chalk from an aqueous suspension. It is allowed to use other coatings and means that provide objective control over the contact of the bat in the penalty area.

2.3.5. The distance from the bar to the end line is 13 m (for men, juniors and senior boys) and 6.5 m (for children, junior boys, girls, juniors and women).

The distance from the front bar of the semi-cone to the front line is 6.5 m. The marking lines are not included in the area of ​​cones and semicones.

The surface of horses and semi-cones should exclude slipping of shoes and be hard enough. The most preferred surfaces are specialty synthetic surfaces, asphalt or paving slabs.

When holding competitions in gyms unsuitable for urban sports or on non-specialized sports grounds, the restrictive bars on the front marking lines of the horse and half horse may not be fixed.

The inner edges of the sidelines of the Kona and Polukona must be on the same line with the outer edges of the sidelines of the "city". Marking lines 2 cm wide are painted with white paint.

3. City figures

3.1. For competitions in classic towns, 15 figures are used. The sequence and their correct setting in a party of 15 figures is shown in.

3.2. In a set of 10 figures, the sequence of placing the figures is as follows:

1. "Cannon", 2. "Fork", 3. "Well", 4. "Arrow", 5. "Artillery", 6. "Sickle", 7. "Machine gun nest", 8. "Airplane", 9 "Tir", 10. "Letter" - in competitions of younger boys and girls;

1. "Cannon", 2. "Fork", 3. "Well", 4. "Crankshaft", 5. "Artillery", 6. "Machine gun nest", 7. "Sentry", 8. "Sickle", 9. "Tir", 10. "Letter" - in competitions of men, women, juniors, juniors, senior boys and girls.

3.3. The sequence and number of figures to be knocked out can be changed depending on the competition system. All changes must be reflected in the Regulations.

3.4. All figures are placed in accordance with the requirements of the "Regulations for setting figures" ().

4. Conditions and procedure for the game

4.1. Warm up

4.1.1. Before the start of the game, participants are given a warm-up.

4.1.2. Before the start of the warm-up, the referee and the participants with bats line up outside the grounds. At the command of the informant, the athletes go to the site and stand along the back line of the "cities". The referee takes a place between the participants (teams). Team captains and participants in individual competitions stand next to the judge. The informant announces the start of the warm-up.

4.1.3. During the warm-up, the informant reports information about the athletes, teams, their standings, achievements and records.

4.1.4. Before the start of the game until the end of the warm-up, the scorer must fill out the protocol. Team captains and participants in individual competitions must put their signatures in the protocol.

4.1.5. A team player who has not played during one game has the right to warm up on a free court for 10 minutes. However, it should not interfere with the competition. The team captain must notify the referee of the warm-up of the substitute.

4.1.6. During warm-up and play, players must not step on or step over the limit bars of the kohn or polukon and returning back during warm-up and play.

4.1.7. When entering the warm-up, during the warm-up and during the game, the participants must carry bats in one hand.

4.2. Formation before the game

4.2.1. After announcing the end of the warm-up and preparing the grounds for the competition, the judge takes a place on the extension of the back lines of the "cities" between them, and the participants with bats stand near the back corners of the "cities" closest to the judge.

4.2.2. The referee-informer (referee) introduces the participants (teams) and referees and announces the start of the game. Participants (teams) greet each other.

4.3. The game

4.3.1. The game is started by a participant (pair or team) of the right "city", performing two throws in succession, then the opponents perform two throws in turn.

4.3.2. Children, junior boys, girls, juniors and women play from a distance of 6.5 m from the end line of the "city". For boys 15-18 years old, juniors and men, the con is located at a distance of 13 m from the end line, the half-con - at a distance of 6.5 m. The distance for playing veterans is determined by the Regulations.

4.3.3. The composition of the team and the number of participants playing in one run is determined by the Regulations. The order of entry of players in team and pair competitions is established by the coach or captain of the team (pair). In one run, each player can go out to perform throws only once. Moreover, each time he must have two bats, except when the athlete is given the right to one throw.

4.3.4. All figures begin to knock out from the knight. If at least one town is knocked out, then the rest are knocked out from the semi-con. "Letter" is knocked out only from the horse.

4.3.5. After the participant enters the horse or semi-con, making sure that the figure is set correctly and that the throw will not threaten anyone, the judge blows a whistle for the throw. The referee blows two short whistles if the throw is considered "lost" and three short whistles if the piece is broken before the throw or in some other emergency.

4.3.6. After the end of the game, the teams (participants) line up along the sidelines of the "cities" facing each other and after the announcement of the result, at the signal of the judge, change "cities".

4.3.7. If, before the start of the game, the team lacks two or more players than it is necessary in one run according to the Regulations, the team is not allowed to play.

5.3.8. A late player may enter the game after notifying the referee if his name is on the score sheet.

4.3.9. The player whose name is on the scoresheet has no right to leave the pitch without notifying the referee through the captain.

4.3.10. Participants of both teams during the execution of the throws must be on the side of their "cities".

4.3.11. The player is forbidden to perform two throws with the same bat in one run, but if the player's bat breaks during the competition, he has the right to continue playing with one bat only on that day of the competition.

4.3.12. In games that are held up to a certain number of victories in games, in the decisive game, after knocking out one of the sides "Artillery", the opponents change "cities". In this case, before the transition, both sides must make the same number of throws. After the transition, the participants place in their "cities" the next pieces or towns that were not knocked out before the change of "cities" (in the same position) and continue the game. If the player of the left "city" knocked out (finished off) the figure "Artillery" with the first bat, then after the transition he performs the second throw, and then the player of the right "city" again continues the game.

4.3.13. An additional game, played after the third or fifth game, until the first advantage of one of the teams or one of the participants after the complete elimination of the piece, begins without changing the "cities". After knocking out by the team or participant "Artillery", the opponents move to the opposite "city".

4.3.14. If one of the participants in individual competitions finished his game earlier, then he waits until the opponent finishes his (with the exception of competitions held before winning the game). At the same time, he is allowed to perform warm-up throws in the order of his turn. If the lagging opponent theoretically needs at least five bits to complete the game, or the difference in the results of the first game has reached five bits, then the players change "cities" and the lagging opponent ends the game, after which he starts a new one.

4.3.15. If the towns move due to the wind before the bit touches them (or flies past them), then they are set in their previous position, the bit returns and the throw is repeated.

4.3.16. If the towns move as a result of ground shaking (or because of the wind) after the throw, when the bat has passed the towns, then they are restored in their original position, but the bat is not returned.

4.3.17. If the town rolled in one direction after the impact, and then changed the direction of movement to the opposite, that is, it had a "dead spot", the judge rolls it back to the place from which it rolled back.

4.3.18. If two towns collide in a "city" or "suburb" and then diverge, then their final position is fixed.

4.3.19. If a participant (pair or team) playing in the left "city" theoretically cannot finish the game with the same result as the participant (pair or team) in the right "city" finished, then the game in this game stops if the game is played before winning the game.

4.3.20. If a player misses a piece, or at the same time, the bat does not hit any town or makes a "lost" throw, then for the player following him, throwing with the other hand, these pieces are rearranged.

4.3.21. Competitions (games) may be temporarily interrupted (cancelled):

Due to poor site preparation;

Due to adverse weather conditions;

To provide medical care to injured (sick) participants in the competition.

If the break in the game was no more than 15 minutes, then the game is resumed immediately, without a warm-up, and if more than 15 minutes, then the players are given a five-minute warm-up, after which the game resumes from the interrupted position in the game. If the break lasted more than two hours, then the interrupted game starts anew, and the score of the games played before the break is kept.

4.3.22. If the town that changed the direction of movement to the opposite (had a "dead spot") inside the "city" or "suburb" interfered with the movement of another town, then the moving town is put in the position in which it was at the time of the collision, and the town that had previously " dead center" is put in place of its definition.

4.3.23. After the throw, until the referee announces the result, it is prohibited:

Clean up or stop campuses located near the "city" or "suburb";

Sweep "city" or "suburb";

Get on the sheets of coverage "city" or "suburb".

If these violations affected the result of the throw, the participant (team) that committed the violation is punished by the fact that the town (s) that rolled out in the presence of a violation is established on the edge of the line at the place of its (their) exit.

4.3.24. Before the referee announces the result of the throw, the referee, players and assistants are allowed and recommended to remove the towns that have bounced off the rebound wall or rolled into the "city" from the "springboard" due to the coverage of the "city" without stepping on the sheets of the playing surface.

4.3.25. The position of a town rolling over another town is determined after it comes to a complete stop.

4.3.26. If the knocked out town returning to the "city" touched the already stopped town and at the same time changed its position, then the latter returns to its previous position.

2.4.3.27. If the knocked-out town or the bat, which returned within the boundaries of the "city" or "suburb", prevented the movement of other towns, then the position of the towns before the throw is restored, while the player returns the right to throw. If a town or bata that has returned to the boundaries of a "city" or "suburb" has interfered with the movement of another town that was moving towards the penalty area, then the moving town is placed at the collision site.

4.3.28. A town that has stopped in a "suburb" at a distance of less than 20 cm from the penalty line or rolled over it is set on a penalty mark at a distance of 20 cm from the penalty line parallel to it against the center of the "city" if at least one town is knocked out of the figure. If there are several such towns, then they are installed end-to-end to each other. The town(s) that touched the penalty area are also marked with a penalty mark. If not a single town is knocked out of the figure, then all towns that have rolled into the "suburb" at a distance of less than 40 cm from the penalty line are set at a distance of 40 cm from the penalty line. If any town located in the "suburb" interferes with the installation of another town on the penalty mark, it is minimally shifted towards the baseline without changing orientation.

4.3.29. A town stopped in a "suburb" at a distance of less than 40 cm from the foul line or that falls into the penalty area when knocking out "Letter" is placed at a distance of 40 cm from the foul line parallel to it opposite the place previously occupied by this town. The side town is installed in such a way that the vertical projection of its end coincides with the continuation of the outer edge of the "city" side line.

4.3.30. In competitions for men, juniors and senior youths, towns that stop in the "suburb" at a distance of less than 20 cm from the penalty line or fall into the penalty area are marked for penalty towns at a distance of 20 cm from the penalty line. In competitions for children, junior boys, girls, juniors and women, towns that stop in the "suburb" at a distance of less than 40 cm from the penalty line or fall into the penalty area are marked for penalty towns at a distance of 40 cm from the penalty line. In children's competitions, such towns are installed vertically.

4.3.31. A small town (towns) that has rolled into a "suburb" and stopped before the penalty mark (20 or 40 cm) is fixed at the stop point.

4.3.32. Unscrewing the threaded connections of the bits during the game leads to a violation of these Rules () and is not allowed.

4.4. Formation after the end of the game

4.4.1. At the end of the meeting, the referee lines up the players without bats along the back lines of the "cities". After the announcement of the results, the players and the referee shake hands and leave the area.

4.4.2. At the end of the game, the coaches or team captains sign the protocol. If a protest is filed, an appropriate entry is made in the minutes.

4.5. Knocked out and not knocked out town

4.5.1. A town is considered to be knocked out if it has completely left the "city" or "suburb" in any direction without touching the penalty area.

4.5.2. A town that has left the boundaries of a "city" or "suburb" and returned back is considered to be knocked out.

4.5.3. The position of a borough that has stopped near the "city" or "suburb" line from the outside, the judge determines visually from the vertical projection of the borough, looking along the line. If a gap is visible between the line and the town, then the town is considered to be knocked out. In doubtful cases, another town is placed vertically next to the town on the outer edge of the line, and if the towns do not touch, the town is considered knocked out.

4.5.4. The position of the town touching the "city" or "suburb" line during rotation is determined after it has completely stopped.

4.5.5. If, after the impact, the town split into two parts or lost its shape for more than half of its length (for cylindrical towns), and most of it or half of the town remained in the "city" or "suburb", the athlete returns the right to throw, and the figure or position townships before the throw are restored. If a smaller part of the town remains in the "city" or "suburb", then the town is considered to be knocked out.

4.6. "Lost" roll

The roll is considered "lost", and the location of the towns is restored if:

The throw is made before the whistle of the referee;

The bat touched the penalty area;

A player in one run of a team game made a throw for the third time or more;

The player, in the period from the beginning of the swing to the achievement of a stable balance after the throw, stepped on the boundary line (bar) or jumped out of it and touched the surface outside the cone (half-cone) zone with any part of the body. In this case, the position of the towns before the impact may not be restored if the restoration of the previous position of the towns is beneficial to the violator of the Rules;

The arrangement of players is broken or a figure is missed in cases and .

The team plays incomplete and performs two fewer throws in each run. Missed rolls are considered "lost".

4.7. Winning the game and the end result of the game

4.7.1. The game is considered to be won by the team (pair or participant) that (which) knocked out (knocked out) all the pieces of this game with a smaller number of bits. With an equal number of bits spent on knocking out all the pieces, the game is considered a draw. If during the game a piece is missed or the order of the players’ exit is violated in a team game, then:

a) if the missing figure is discovered before the "Letter" is set, then the missed figure is placed immediately after the "city" is liberated from the towns;

b) if a missing figure is found during the knockout of the "Letter", then the throws made on the "Letter" figure are considered "lost", the missed figure is placed, and the "Letter" figure is knocked out again;

c) if a missing figure in individual competitions is discovered after the end of the game, then four bits are added to the result of the game for each missed figure;

d) if a violation of the players' exit order is discovered before the end of the game, then all throws made since the violation are considered "lost" and the game continues;

e) if a violation of the order of players entering or skipping a figure is discovered after the end of the game, then in the game played with a violation and in all games not played, the team that committed the violation is considered defeated, and the result of the game is determined taking into account the games played without violations;

f) if a violation of the order of the players’ exit or a missing piece is discovered before the referee announces the result of the game, then in the game played with the violation, the team that committed the violation is considered defeated, and the game continues.

4.7.2. The game is won by one of the teams (one of the participants) if:

In a game of three games, the score is 2:0, 2.5:0.5, 2:1;

In a game of five games, the score is 3:0.3.5:0.5, 3:1, 3.5:1.5,3:2.

With a score of 1.5:1.5 and 2.5:2.5, the result of the game is a draw.

4.7.3. If the Competition Regulations provide for other ways of holding competitions, then another procedure for determining the winner in the games and in the game is possible.

5. Determining the results of the competition

5.1. In individual competitions for knocking out a set number of figures, the places of participants are determined by the smallest number of bits. If several participants have an equal number of bits, the winner is determined by the least number of bits spent on knocking out figures:

last round;

The last game of the last round;

Control the sequence and correctness of the figures;

When staging standing figures, check the ends of the standing ones and the cylindricity of the upper towns when playing with cylindrical towns;

Mark the position of the towns with chalk or pencil in all cases where there is a real possibility of determining a "lost" roll or displacement of the towns for any reason;

Record violations of the Rules, issue warnings to players, and punish them for violations;

Justify your decisions if a participant, captain or coach applies;

8.7.2. At every moment of the game, the referee is obliged to choose a place from which he can clearly see the correct positioning of the piece, the towns, the place where the bat landed, as well as the movement and stop (fixation) of the towns after the hit.

8.7.3. In case of doubt, the referee should ask the scorer for help.

8.7.4. The referee must not correct pieces and towns, place or remove them, except in the case described in and in .

8.7.5. The referee must not provide players with any assistance other than medical assistance.

8.7.6. According to the decision of the chief referee of the competition, the referee may simultaneously perform the work of the secretary referee.

8.8. Judge Secretary

8.8.1. Before the start of the game, the referee-secretary writes down in the protocol data on the place and nature of the competition, the date and time of the start of the game, the names of the participants, the names of the teams, the names and categories of referees, the composition of the teams, the number of pieces in the game.

8.8.2. During the game, the referee-secretary keeps the protocol of the competition, fixes the result of the throw announced by the referee.

8.8.3. The scorer records the results of the throws in the protocol as follows: knocked out towns - with a number corresponding to their number, "lost" throw - with the multiplication sign "x".

8.8.4. In team competitions, the referee-secretary also writes down the number of the player making the throws in the score sheet, monitors the order in which the players exit and, in case of violation, informs the referee and the players in a timely manner.

8.8.5. When servicing the game in each game, the referee-scorer must check the number of knocked-out figures before setting the "Letter".

8.8.6. Monitors the observance of the Rules by the participants and, if necessary, informs the judge about violations.

9. Safety rules

In order to conduct competitions without injury or other undesirable consequences, each judge, participant, assistant, coach or spectator must observe the following safety rules:

Only equipment that is in good working order and complies with the rules is allowed to compete.

The player must not throw if there are people in the area of ​​possible defeat (outside the protected zone).

The player taking the throw must also ensure that there are no unauthorized persons in the throwing area during the throw. In this case, the necessary free safety zone behind and from the side of the throwing hand should be at least 3 meters.

During the competition, the athlete must take the throw only after the whistle of the referee.

It is unacceptable to perform a throw if there is anyone other than the referee on the playing surface in the area of ​​​​the opposite "city".

When setting figures, the assistant must be with his back to the baffle wall, and not to the horse (half-cone).

Players must not move across the courts where competitions or practices are being held.

Persons under the influence of alcohol, drugs or medications are not allowed on the city playgrounds.

Players, referees and coaches are personally responsible for following the above safety rules.

10. Sanctions for violation of the Rules

N
p/p
Violation Punishment
10.1. Violations of the Rules during the execution of the throw
10.1.1. The throw was taken before the whistle of the referee
10.1.2. The bat touched the penalty area or the covering above it A "lost" roll counts
10.1.3. The bat landed off the playing surface A "lost" roll counts
10.1.4. A player in the same run of a team game made a throw for the third time or more A "lost" roll counts
10.1.5. The player in the period from the beginning of the swing to the achievement of a stable position of balance stepped on the line (bar) or jumped out of it and touched the surface outside the zone of the horse (half-cone) with any part of the body A "lost" roll counts. The position of the townships prior to the strike shall not be restored if it would be to the advantage of the offender of the Rules.
10.2. Violations of the Rules while on the site during the competition
10.2.1. Missing piece detected while knocking out "Letter" Throws made on the "Letter" are considered "lost", the missing figure is placed, and the "Letter" figure is knocked out again
10.2.2. Missing piece in individual competition discovered after the end of the game Four bits are added to the result of the game for each missing piece.
10.2.3. Violation of the players' exit order detected before the end of the game All throws made since the infraction are considered lost and play continues.
10.2.4. Violation of the order of entry of players or skipping a figure is detected before the referee announces the result of the game In a game played with a violation, the team that committed the violation is awarded a defeat and the game continues
10.2.5. Infringement of the players' order of entry or skipping of a figure is detected after the end of the game In the game played with a violation, and in all games not played, the team that committed the violation is counted as a defeat, and the result of the game is determined taking into account the games played without violations
10.2.6. Inventory non-compliance with the Rules (primary violation) Seizure of inappropriate inventory (towns). Correction or replacement of beats before the next game. Adding three bits to the result in a game in individual competitions and losing a game in a team game.
10.2.7. Inventory non-compliance with the Rules (repeated violation) Seizure of inappropriate inventory (towns). Defeat in a party is in a team game. Disqualification of the violator by the chief referee until the end of the competition.
10.2.8. Stepping over or stepping on the limit bar (line) (primary violation) verbal warning
10.2.9. Stepping over the restrictive bar (line) or stepping on it (repeated violation)
10.2.10. A player or assistant commits an act that delays play or that may be considered as such (primary offence) verbal warning
10.2.11. A player or assistant commits an action that delays the game or that could be considered as such (repeated foul) A "lost" roll is counted without producing one.
10.3. Disciplinary Violations
10.3.1. Leaving the court without notifying the referee (primary offence) verbal warning
10.3.2. Leaving the court without informing the referee (repeated violation)
10.3.3. Unintentional actions that interfere with the game verbal warning
10.3.4. Repeated actions that interfere with the game Recorded warning
10.3.5. Unsportsmanlike conduct (primary infraction) Recorded warning
10.3.6. Unsportsmanlike behavior (repeated violation), including actions that interfere with the conduct of the game and leaving the court without notifying the referee Removal by the referee before the end of the game (after a warning with entry on the score sheet)
10.3.7. Gross unsportsmanlike conduct Removal by the referee before the end of the game and disqualification by the chief referee until the end of the competition, followed by consideration by the disciplinary commission of the Federation.

Note:

1. An athlete who has received a referee's warning with entry in the score sheet for the next similar violation is removed from the site.

11. Simplified rules

Mass competitions in physical education groups, youth and children's camps, and other places of recreation can be held according to simplified rules. In this case, it is possible to change the size of the sites. The composition of the team can be arbitrary. Towns and bits may not comply with the requirements of the Rules. You can determine the winner by the number of knocked out towns with a limited number of bits. In team and individual competitions, keeping records is not necessary, it is enough to record the final result of the game in the table.

For mass competitions, bits of any design that ensures safety are allowed. Resin bits or hardwood bits are recommended.

Appendix No. 1

Rules for setting figures

The main purpose of these Regulations is to standardize the placement of pieces for the game in classic towns in order to create equal conditions for the participants in the competition.

1. All figures, except for the "Letter", are placed from the middle of the front line, without going beyond the "city".

2. All towns located on the front, back or side lines of the "city" must be located so that the outer edges of the vertical projections of these towns coincide with the outer edges of the boundary lines of the "city".

3. The accuracy of the camps in relation to the lines can be checked by using a vertically mounted reference camp, which is located close to the outer edge of the boundary line outside the "town", so that the elevation of the town coincides with the outer edge of the line.

4. The accuracy of the distances between the camps is checked using horizontal control camps.

5. Towns located next to each other should be in close contact.

6. Towns located along the center line of the "city" and the town denoting the "mark" are placed in the middle of the lines.

7. Only camps that comply with the Rules of the competition are used for setting figures during the competition.

8. In competitions held by cylindrical towns, standing and upper towns are marked and used only for their intended purpose (as standing and upper towns in tall figures).

9. In competitions of any level, participants have the right to use their camps if they fully comply with the Rules and are checked by the judge, provided that the organizers of the competition do not provide camps that comply with the Competition Rules.

1. "Cannon"

1. Before placing the figure close to the center of the front line in the "suburb", a control town is placed vertically, touching its middle with which, along the front line, the lower town is placed.

2. On top of it, close to the control town, touching each other along the entire length, two medium towns are placed perpendicular to the lower one, along the central line of the "city". The control town is removed.

3. The back town is placed along the center line of the "city" on top of the rear edges of the middle towns, going over them with the front edge by 1 cm.

4. The upper town is placed with one edge on the front ends of the middle towns, and with the second edge on the rear town, along the center line of the "city". The lower front edge of the upper town should be flush with the upper edges of the middle towns.

2. "Fork"

2. The middle towns are located behind the front town, parallel to the front line, touching at the ends in the middle of the center line of the "city".

3. Side towns are placed parallel to the front town and to each other. The front edges of the side towns should be flush with the front edges of the middle towns.

3. "Star"

1. The front town is placed end-to-end close to the control town (see), along the center line of the "city". The control town is removed.

2. The central town is placed on the center line of the "city" vertically close to the front town.

3. Side and rear camps are located perpendicular to neighboring towns. Horizontal towns do not touch each other.

4. "Arrow"

1. The front town is placed end-to-end close to the control town (see), along the center line of the "city". The control town is removed.

3. The rear towns are attached to the rear edge of the last town at an angle of 30°. They touch each other in the middle of the central line of the "city". The anterior inner edges of the rear boroughs are located at a distance of the length of the borough (20 cm).

5. "Well"

1. The lower towns are placed perpendicular to the front line of the "city" close to the control towns, installed symmetrically to the central line at the width of the town (along the outer edges).

2. The front upper town is placed on top of the lower ones along the front line of the "city" close to the control towns. The rear upper town is installed similarly, relative to the rear edges of the lower towns. Vertical projections of the outer surfaces of the lower and upper towns form a square, coinciding in the corners. The control towns are being removed.

3. The vertical middle town is located in the center of this square.

6. "Crankshaft"

1. The middle town is placed in the center along the front line of the "city" close to the control town (see). Control town is removed

2. The next two towns are placed close to it in parallel, but shifted back so that the thickness of the contact of the towns with the ends is no more than 1 cm (including chamfers).

3. The outer towns are located along the front line of the "city" close to the neighboring towns, on the same line with the middle town. All towns in the figure are in contact with the ends.

7. "Artillery"

1. The control camp is installed vertically at the intersection of the front and center lines of the "city".

3. The central control town is set as the upper town of one of the "guns", another of the control towns is set as the upper town of the second "gun". The upper towns are installed on top of the lower ones perpendicular to the front line of the "city" close to the vertical control towns, installed to the centers of the lower towns of the "guns" close to the outer edge of the "city" line.

4. The central town is installed vertically at the intersection of the front and central lines of the "city", without going beyond the boundaries of the "city".

8. "Racket"

1. The front town is placed end-to-end close to the control town

2. (see), along the center line of the "city". The control town is removed.

3. Two middle towns are placed close to the rear edge of the front town at an angle of 30 ° to the center line of the "city". The correctness of the setting is checked with the help of a control town, which, in contact with its chamfers with the chamfers of the near rear ends of the middle towns, forms an equilateral triangle.

4. The rear towns are located, in contact with chamfers between themselves and with the near chamfers of the middle towns, forming a rhombus.

9. "Machine gun nest"

1. Before setting up the figure, in the "suburb" parallel to the end line

2. A control town is installed horizontally in its middle. Vertical towns are located with their front edges at the level of the outer edge of the front line. Their outer edges are located on the same level with the ends of the control town. The control town is removed.

3. The upper town is installed on top of the vertical towns so that the vertical projections of its front, rear and outer edges coincide with the edges of the vertical towns

4. The lower town of the "gun" is placed behind the vertical towns so that it touches both towns and its ends coincide with the outer edges of the standing towns.

5. The upper town of the "gun" is placed on top of the lower town along the center line so that the front edge of the upper town of the "gun" is at the level of the rear edges of the vertical towns.

10. "Cancer"

1. Before setting up the figure, in the "suburb" parallel to the front line in its middle, a control town is set horizontally. The two front towns are located in such a way that they form an equilateral triangle when they are in contact with the control town and with each other. The control town is removed.

2. The middle town is placed close to the front towns along the center line of the "city".

3. The back towns are placed in a mirror image to the front ones, if necessary, the correctness of the setting is also checked with the help of a control town.

11. "Sentinels"

1. Before installing the figure in the middle of the front line, three control towns are laid close to each other with their ends to each other. Vertical towns are installed along the edges on the front line. The control towns are being removed.

2. In the middle of the front line, a central vertical town is established.

3. The upper towns are installed on top of the extreme vertical towns, parallel to the front line. The middle of the upper towns should be located in the center of the standing towns.

12. "Sickle"

1. The front town is placed end-to-end close to the control town (see), along the center line of the "city". The control town is removed.

2. The next town is placed close to the front town, perpendicular to the center line. The edges of both towns, facing the opposite side of the throwing hand, are on the same level.

3. Next, behind the second town along the center line, two control towns are placed in such a way that they come one after the other for half the length of the town. Closely behind them, the rear town is placed parallel to the front line so that its end face, facing the opposite direction relative to the throwing hand, is on the same level with the same end of the second town. The control towns are being removed.

4. The side towns are connected by chamfers to the inner chamfers of the second and last towns from the side of the throwing hand, connecting in the same way to each other.

13. "Tir"

The figure is placed similarly, only the “gun” is located on the “mark” so that its front edge is in the middle of the intersection of the “mark” lines (the distance from the outer edge of the front line to the front edge of the “gun” is 1 m).

14. "Airplane"

1. The front town is placed along the front line close to the control town (see), touching it with its middle. The control town is removed.

2. The next two towns are placed end to end parallel to the end line behind the front town. The junction of the two towns should be in the middle of the center line.

3. The middle town is located along the center line of the "city" behind the three previously established towns.

4. The back town is placed perpendicular to the center line behind the other towns. The middle of the town should be located in the middle of the center line.

15. "Letter"

1. Towns located at the corners of the "city" form isosceles triangles with the corners.

2. The town denoting the “mark” is set along the “mark” line running from the back right corner of the “city” to the front left (for right-handed players) or running from the back left to the front right corner of the “city” (for left-handed players). hand). The middle of the town should be at the intersection of the "brand" lines.

Appendix No. 2

Rules of the work of the judiciary

The panel of judges begins work the day before the start of the competition.

1. Sports and technical commission

The chief referee appoints a sports and technical commission (hereinafter referred to as STK). The commission should include an odd number of members (from three to five).

The main tasks of the STK are:

1. acceptance of the sports facility where the competitions will be held;

2. check of sports equipment (bits and towns) used in competitions;

3. current control over the state of sports equipment and inventory and timely correction of defects.

When accepting a sports facility where competitions will be held, the commission performs the following functions:

1) checks the horizontality of the surface of "cities" and "suburbs", the correctness of their marking;

2) checks the surface of horses and half horses, the markings on them, the presence of adhesion of shoes to the surface of the uprights, the correct fastening of the straps and their sizes;

3) checks the condition of the baffle wall, fences for the safety of participants and spectators, their compliance with the Rules;

4) checks the availability and condition of dressing rooms for participants and judges, sanitary facilities;

5) checks the availability and condition of the premises for the work of the main panel of judges, places for the secretaries to work on the sites.

Based on the results of the inspection of the sports facility and related premises, an acceptance certificate is drawn up, which indicates the conclusions and comments of the commission with a mandatory conclusion on the possibility of holding competitions at this sports facility. The act is signed by the chairman of the commission and all its members.

When checking the sports equipment of the competition participants, the STK performs the following functions:

1. Performs inspection and measurement of bit parameters:

bit length;

Compliance of fasteners with the Rules;

The state of the bit at the time of the competition.

2. checks the quality of camps and measures their parameters:

The length of the towns;

Diameter or thickness of towns;

chamfer width;

The quality of the ends of the towns;

The absence of dents and chips on the end and cylindrical surfaces of the towns;

Standing and upper town markings for tall figures.

Carrying out current monitoring of the state of sports equipment and inventory and timely correction of defects, STK performs the following functions:

1. regular checking of the playing surface of the "city" and "suburb" for horizontality and the presence of deformation;

2. timely correction of defects in the game coverage of the "city" and "suburb";

3. regular check of the condition of bits and towns for failure and the presence of wear defects;

4. timely removal of defective equipment from use in competitions until the defect is eliminated or withdrawal in case of non-compliance with the Rules.

2. Admission Commission

On the day of arrival to check the application documents, the chief judge from the panel of judges appoints an admission commission consisting of a chairman and several members of the commission (2 or 4).

The responsibilities of the Admissions Committee include:

1) verification of the submitted documents for compliance with their requirements of the Regulations and Rules;

2) admission of teams and participants who have passed the admission commission to participate in competitions;

3) exclusion from participation in competitions of athletes with not properly executed documents, not admitted for health reasons or not complying with any requirements of the Regulations or Rules;

4) drawing up the minutes of the meeting of the admission commission indicating the decision on the admission of participants or teams to the competition. The protocol is signed by the chairman of the commission and all its members.

5) speech by the chairman of the commission at the first meeting of the main panel of judges on the results of the participants and teams passing the admission commission.

After the announcement of the results, the admission commission stops its work.

3. Meetings of the panel of judges

All meetings of the panel of judges are conducted by the chief judge, and in his absence, his deputy. Minutes of the meetings of the judiciary are kept by the chief secretary or another member of the judiciary by appointment of the chief judge. Decisions on each item on the agenda are approved by voting, in which only members of the panel of judges participate.

3.1. The first meeting of the panel of judges is held on the day of arrival together with the organizers of the competition and representatives of the teams, who must be notified in advance.

There are two main items on the agenda:

1. Report of the chairman of the admission commission on the results of work and admission of participants;

2. Carrying out the draw.

If necessary, the agenda can be expanded at the suggestion of the meeting participants after approval by the decision of the panel of judges.

On the first question, the chairman of the admission commission reports to the panel of judges:

1. on the number of submitted applications;

2. about the total number of participants declared for participation in competitions;

3. on the number of participants and teams admitted to the competition;

4. about the reasons for the removal of some athletes or teams from participation in competitions;

5. about comments on the execution of application sheets and other documents (if any).

On the second question, the chief referee of the competition reports personally or trusts to convey information to the chief secretary or his deputy. If necessary, the participants are reminded of the main points of the Regulations, which determine the method of holding the competition. After that, they proceed to the draw (see. Draw). When both individual and team competitions are held, only individual competitions can be drawn, and team competitions can be drawn at a later date.

3.2. At the end of each game day, the chief referee gathers the panel of judges for a meeting at which the results of the games of the previous day are approved, disputes that have arisen during the competition are considered, the quality of refereeing, protests and disciplinary violations are examined. In addition, current issues requiring a collegial decision may be considered at the meeting.

3.3. At the end of the competition, the chief referee gathers the panel of judges for the final meeting, at which the results of the competition are approved.

4. Draw

4.1. In the first round of individual competitions, held to knock out a certain number of figures, the main secretary distributes the players to the courts according to the results of the draw. In the second round, a successive change of sites is carried out. On each site, players are distributed in pairs in strict accordance with the results of the first round. In the third round, the players are divided into pairs strictly according to the results shown in two rounds, while the sites for each pair are determined by a draw. In the second and third rounds, the players with the best results are the last in the leading group. The timing of the leader's performance should be convenient for the audience.

4.2. The draw of competitions held according to the system with elimination is carried out taking into account the rating of participants, pairs or teams, the conditions for determining which are stipulated by the Regulations. The highest ranked players, pairs or teams must meet in the later stages of the competition.

4.3. The draw for competitions held in groups is made taking into account the rating of participants, pairs or teams, so that the strongest participants, pairs or teams fall into different groups in accordance with its rating, the method of determining which is stipulated in the Regulations.

4.4. In the first round of the competition, held for knocking out figures with a certain number of bits, athletes, pairs or teams are distributed in time and in areas according to the draw. In subsequent rounds, the opponents are distributed according to the results shown earlier with a successive change of sites. At the same time, the teams, couples or participants that have shown the best results are the last in the leading group. In the last round, the distribution of participants by entries and sites takes place according to the results shown before the last round. The playing area for each pair in the last round is determined by excluding the areas already used by both opponents. If there is none, then the site is selected, on which the opponent with the best result before the last round has not yet played. The timing of the leader's performance should be convenient for the audience.

5. Reporting documents

5.1. For a report to the host organization, the main panel of judges prepares a package of documents, which includes:

2) the report of the chief referee, certified by the signatures of the chief referee and the chief secretary;

3) minutes of meetings of the panel of judges, certified by the signatures of the chief judge and chief secretary;

4) protocols of the admission commission, certified by the signatures of the chairman and its members;

5) applications of all teams and participants, certified by the seals of sports organizations and medical institutions and the signatures of the head and the doctor;

6) game minutes, certified by the signatures of the referee and secretary serving the match, the chief referee and the chief secretary;

7) final protocols, certified by the seal of the host organization and signed by the chief referee and chief secretary;

8) a statement of the composition of the teams, certified by the seal of the host organization and the signatures of the Chief Referee and Chief Secretary;

9) a certificate of the composition of the panel of judges, indicating the qualifications of judges, place of residence and work performed.

5.2. By the final day of the competition, the main panel of judges must prepare a package of documents that are transferred to the representatives of the participating teams. This package includes posters, all the final protocols of the competition, a certificate of the composition of the judging panel and a certificate of the composition of the teams participating in the competition, certified by the seal of the organizing organization and signed by the chief judge and chief secretary.

Document overview

The rules define the procedure and conditions for holding competitions in urban sports. They apply to all official sports competitions held in Russia.

The requirements for the participants of the competition, equipment for the game are given.

Mass competitions in physical education groups, youth and children's camps, and other places of recreation can be held according to simplified rules.

How to play towns? Towns - the history of the game, the rules of the game, figures, how to make a set for playing towns.

Gorodki is an old Russian game. It was played by Leo Tolstoy, Fyodor Chaliapin, Ivan Pavlov, Alexei Gorky, Vladimir Stasov and many other famous Russian people. People who are fond of this game are called "city dwellers". Until now, competitions of city dwellers are held.

Previously, gorodki was considered a purely male game - the beats for the game were very heavy. Now not only boys and men play gorodki, but also girls and women, because bits are made from light and accessible material.

Summer is the time for games in the yard, in the country, on the lawn in the forest, in the children's holiday camp. Let's play towns with the children, as our outstanding compatriots did? Let's play!

How to play towns?

How to make a set for playing towns with your own hands?

To make a set for playing towns, you will need several shovel handles, which are sold in hardware stores:

  1. Two cuttings are two bits.
  2. Two more cuttings need to be cut into pieces so that you get 10 identical wooden pieces - “ryukh” needed for the game. From these pieces - ryukh - figures are built, which are called "towns". That's all the necessary minimum set!

You can make a set of other material. Approximate dimensions: a) for bits made of hard wood - 80 cm long, 4-5 cm in diameter, b) for towns (ruh) - 12-15 cm long, 4-5 cm in diameter.

You will also need a playground and chalk to draw the city. On the ground, the city is drawn with a stick or a stone.

How to prepare the site for the game of gorodki?

Draw lines on the site with which you will designate two cities located side by side, but at some distance from each other (see figure). Stepping back from the cities by 3 meters (this distance is given for playing with children, you can increase it), draw a line from which the players will throw the bat. it half-cone .

The size of the playground should be chosen depending on the age of the children. The smaller the children, the smaller the size of the playground and the shorter the distance to the city from the line of the semi-cone and the horse.

We play towns.

How to play towns?

  1. The players are divided into two teams. Teams must be equal in strength and agility. You can play not as a team, but even as a couple, competing with each other, but it is more interesting and more fun to play as a team with relatives and friends.
  2. Each team chooses a leader.
  3. Lots are drawn and a team is chosen to start. It is also determined by lot where each team will have a city. If the team got the right city, then they start first.
  4. All ruhi are placed in the city by certain figures (figure diagrams are given below). First, the first figure is placed and knocked out, then the second, and so on in a well-defined sequence. The names of the figures in the game of towns are very beautiful and “speaking” - a cannon, a star, a well, artillery, sentries, a shooting gallery, a fork, an arrow, a crankshaft, a racket, a sickle, an airplane, a letter and others.

On a note: Now, tasks for preschool children on laying out figures from sticks according to the model are common. In towns, the same version of this task, but more interesting, since the child understands why the figure needs to be laid out. And such laying out of figures becomes no longer a boring educational task, but a real interesting game!

  1. Task in the game of towns - knock out all the ryukhi from the enemy's city. Until not one ruffle is knocked out, they beat with a bat from a horse. If at least one ryukha is knocked out, that is, the city is ignited, they hit from a half-horse (that is, from the near line to the figures of the town).
  2. Teams hit with a bat (throw) in turn. First, all the players of one team throw, then all the players of the other team.
  3. The game ends when all the ruffs are knocked out of the enemy city.

The task is to knock out all the towns with fewer hits, that is, as quickly as possible.

Very important note:

1) To play with young children (older preschoolers), five figures of towns are enough. Older children can already be given ten figures in the game. And for teenagers and adults, you can use the entire set of figures in towns.

2) In a game with preschoolers, each player has one bat, with which he knocks out figures. In a game with older children, each player is given two bats and he, accordingly, makes two hits.

To make it clearer how to knock out pieces in this game, I will give example. The team put a figure - a star. The first strike of the first player is made from the horse, alas, he did not hit. The turn right passes to the second player. He also makes a blow from the horse and knocks out one ryuha from the figure - the star. Hooray! Now the next player beats not from a knight, but from a half-cone and knocks out the whole piece. Next, another figure is set (see the sequence of town figures). Each new figure begins to be knocked out again from the horse. So they play until the last piece until it is knocked out. This is one period of the game of towns. You can play again after the rest - it will be the second period of the game. How many periods there will be (i.e. how many times we will play), you need to agree in advance.

If older children are playing, then there is only one change - each player can try to knock out a piece in two attempts (two bits) and in our sequence of pieces there will no longer be five figures, but ten.

Another example of a team playing with preschoolers in towns. The first team places their first piece, knocks it out, sets up their second piece, knocks out, and so on until they knock out all five pieces. We count how many blows we managed to knock out the pieces. The fewer hits it took to knock out all the towns, the better! We write down the resulting points, that is, we write the number on the ground or asphalt.

Then the turn passes to the other team, which also puts in the city and knocks out all its five pieces in the given sequence. We consider how many hits it took the second team to knock out the figures. We write down this figure - that is, points. Compare two numbers. Whichever team has the fewest points wins.

Rules for the game of towns

  • Ryuhi are placed at the front of the city exactly in the middle, that is, at an equal distance from the sides.
  • Each player on the team only bats once (in a game with preschoolers).
  • If the first player of the team knocked out a ryuha, then all the other players of this team beat further not from the horse, but from the half-knee.
  • After the end of the game, the teams change cities and the game continues.
  • Ryuha is considered knocked out if it lies outside the city limits. Sometimes suburbs are drawn in the towns near the city (a more difficult version of the game). Then, if the ryuha rolled into the suburbs, it must continue to be knocked out in the following moves.
  • If, when knocking out a piece, the bat flew into the city and did not roll out of it, then it remains in the city until it is knocked out by another player of the same team along with the ruffs.
  • If a player stepped over the line of a horse or a half horse when hit, then the hit is not counted. This rule should be immediately told to the children and followed along with them so that no one steps over the lines when throwing.

I talked about the family and the simplest version of the game, which can be played already with preschool children. There are more complex rules for the game of gorodki and more complex nuances of this game and figure. If you like it, you can always complicate this game by mastering its adult sports options.

The essence of the game- by throwing bits (sticks) to knock out from the "city" (hence the name) a certain number of figures in turn, made up of 5 towns - cylindrical columns made of birch, linden, beech. The main task is to spend as few throws as possible on knocking out 15 pieces. Who, following the results of three rounds, used fewer attempts, he won.

Site dimensions ("city") - 2x2 m; distance from the place of throws: far (“kon”) - 13 m, near (“half con”) - 6.5 m; the length of the towns is 20 cm, their diameter is 4.5-5 cm; the length of the bit is no more than 1 m. Figures are knocked out from the “horse”, but if at least one town is knocked out of the figure, the rest are knocked out from the “half horse”. But the "letter" is knocked out only from the "horse". The town is considered knocked out if it completely went beyond the lines of the square or mustache. Townships that have rolled out beyond the front (front) line of the square or within the mustache are considered not to have been knocked out. The “mark” in the “letter” is considered knocked out if neither it nor the bat hit other towns.

A throw is considered lost if:
the bat touched the foul line or the ground in front of it;
the player at the time of the throw stepped or stepped over the line of the horse (half-horse);
during the throw, the player stepped over the side bar with his foot;
the player spent more time (30 seconds) preparing for the throw.

All towns in these cases are put in their original places, it is not allowed to repeat the blow.

The party in towns consists of 15 figures:

In this sequence, they are knocked out.

Goroshnik competitions are personal- between two athletes, as well as team athletes. Before the meeting, a draw is held, who will be the first to enter the game. After all the townspeople hit two beats, another team starts. After the end of the game, the other team gets the right to start the next one. The team that wins two games in a row wins the match. If the score is equal, a third match is scheduled. In major competitions, a match usually consists of three games. The winner is the one who spent the least number of bits on knocking out the figures.

For the game, a flat area is selected on any surface - on asphalt, on the ground, on the lawn - and markings are made.

Towns can be played solo, one-on-one, and team-to-team. Each team must have at least 5 players, and there may also be a substitute in the team. When the first team finishes their throws (each player can only throw two bats in turn), the second team starts to knock out their pieces, and so on.

In each game, from 5 to 15 figures can be played, the figures are placed sequentially one after the other in the order established by the players. During the game, by agreement, you can change or clarify the conditions and rules of the game, simplifying or complicating it.

All figures, except for the 15th, are built in the middle of the end line.



 
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