HISTORY OF SEPAK TAKRAW In 1935, during the Golden Jubilee Celebrations for King George V, the game of sepak raga was played on a badminton court, in the Malaysian State of Negeri Sembilan. The development of the game was interupted by the war. In 1945 in Penang the net was again introduced and the popularity spread to surrounding areas and then countries. n 1965 Malaysia hosted the South East Asian Peninsular games (SEAP) and sepak raga was introduced. There were lengthy discussion between Malaysian and Singapore delegates, on the one hand, and Laos and Thai delegates, on the other, with regard to the official name of the sport.
An agreement was subsequently arrived at and it was decided that the sport would be known as “Sepak Takraw”. Sepak means KICK in Malay and Takraw means BALL in Thai word. Almost every nation that played this game knew it by a different name. In Malaysia, Singapore and Brunei, it’s called ‘sepak raga’, whereas in Thailand it’s commonly known as ‘takraw’. The same game goes by the name of ‘sipa’ in the Philippines, ‘da cau’ in Vietnam, ‘rago’ in Indonesia, and ‘kator’ in Laos. Since sepak takraw was played and enjoyed in several countries, there were a lot of inconsistencies in terms of how the game was played and judged.
In 1960, representatives from Malaysia, Singapore, Indonesia, Lao and Thailand met in Kuala Lumpur to standardise rules and regulations for the game. And after a long and heated debate, consensus was reached that the sport would henceforth be officially called sepak takraw. They also formed the Asian Sepak Takraw Federation (ASTAF), and translated the rules into English, setting the stage for the first international competition, held in Malaysia in 1965, at the Southeast Asian Peninsular Games, or SEAP Games, the predecessor to today’s Southeast Asian Games (SEA Games).
This chain of events set the stage for the international development of sepak takraw. However, it was the replacement of the natural rattan ball, which tended to splinter and warp, with the more standardised synthetic plastic ball that really kicked the game’s popularity into high gear. In 1990, sepak takraw was included at the Asian Games in Beijing. Women also got in on the action with the first women’s championships in Thailand hosted in 1997. Today, more than 20 countries have national sepak takraw associations with representatives on the board of the global governing body, the International
Sepak Takraw Federation (ISTAF). * FACILITIES AND EQUIPMENT Court The standard court of the Sport Sepak Takraw is an area of 13. 4m X 6. 1m free from all obstacles up to a height of 8m. It is advisable that the court is flat concrete surface. The width of the lines that determines the perimeter of the court should not be more than 0. 04m measured and drawn inside the measurements of the court. The lines of the court should also be at least 3. 0m away from any obstacles. Each side should have a 6. 7X6. 1m area. The centerline of the Sepak Takraw court, measuring about 0. 02m, divides the court into two equal halves.
A quarter circle must also be drawn at the intersection of each of the sidelines with the centerline, measuring 0. 9m in radius. The quarter circle must be drawn outwards from the edge of the measured radius. The court should also have a service circle of about 0. 3m in radius. This circle is drawn on the left on the left and from the sidelines. The 0. 04m line will be measured on the right court and should be drawn outward from the ledge. The sideline
The official height of the posts for males is 1. 55m from the floor and 1. 45m for the females. It should be made using very strong material and shall not be more than 0. 04 in diameter. The position of the posts should be 0. 3 m away from the sideline and should be positioned in line with the centerline. * Both male and female players are required to wear shorts and sleeved t-shirts. Players must tuck-in their shirts. The t-shirts for all players must also be numbered permanently in which numbers are only ranged from 1 to 15. The captain of each regu (team of 3 or 4 players) is required to wear an armband on their left arm.
Any apparel that could endanger opponents is not allowed. * RULES AND REGULATION 1. THE COURT 1. 1. Area of 14. 4m (7. 2m X7. 2m each side of the court) x 6. 5m free from all obstacles up to the height of 8 m measured from the floor surface. The surface of the court must be beach sand. 1. 2. The width of the lines bounding the court should not be more than 0. 04m measured and drawn inwards from the edge of the court measurements. A tape or rope can be used to be the boundary lines. All the boundary lines should be drawn at least 3. 0m away from all obstacles. 1. 3. The Centerline of 0. 2m should be drawn equally dividing the right and left court. 2. THE POST 2. 1. The posts shall be 1. 55m (1. 45m for women) in height from the ground and shall be sufficiently firm to maintain high net tension. It should be made from very strong materials and shall not be more 0. 04m in radius. 2. 2. The posts shall be erected or placed firmly 0. 3m away from the sideline and in line with the Centerline. 3. THE NET 3. 1. The net shall be made of fine ordinary cord or nylon with 0. 06m to 0. 08m mesh. The net shall be 0. 7m in width and not shorter than 6. 50m in length and taped at 0. 5m from tape double at the top and sideline, called boundary tape. 3. 2. The net shall be edged with 0. 05m tape double at the top and the bottom of the net supported by a fine ordinary cord or nylon cord that runs through the tape and strain over and flush with the top of the posts. The top of the net shall be 1. 52m (1. 42m for women) in height from the center and 1. 55m (1. 45m for women) at the posts. 4. THE SEPAKTAKRAW BALL 4. 1. The Sepaktakraw ball shall be spherical having 12 holes, 20 intersections. It shall be made of synthetic fibre of one woven layer covering with synthetic rubber. The circumference shall not be less than 0. 0m and not more than 0. 44m. The weight before play shall not be less than 170 gm and not more than 200 gm for men and women. 4. 2. All world, international, regional competitions sanctioned by ISTAF, including but not limited to, the Olympic Games, World Games, Commonwealth Games, Asian Games and Sea Games, must be played with ISTAF approved sepaktakraw balls. 5. THE PLAYERS 5. 1. A team comprises four players and two reserves. The game is played by two “REGU’s” consisting of four players (per team) on each side. 5. 2. The player serving will position himself behind the baseline of the court.
Any one of the four players can execute the serve. 5. 3. The other three players shall be in their respective court. 6. PLAYER’S ATTIRE 6. 1. The players are allowed to wear anything besides jeans, long pants, and as long as the attire is decent. It is forbidden for players to wear anything that endanger themselves or their opponents during the game. 6. 2. Players wearing earrings, chains, watches and any other form of accessories are not allowed to play in the court. 6. 3. For women swimming costume is allowed but shorts or bermudas must be worn to overlap the costume. Jerseys T-Shirt,
Singlet Round neck shirts Bermudas Shorts Tights Caps Sunglasses or Visors Goggles 6. 4. The players are permitted to use sun visors, goggles and caps to protect their eyes from the sun. 6. 5. The entire apparel of a player is regarded as part of his/her body 6. 6. The regu captain is identified with a marking or an armband on the left arm. ) 6. 7. Anything that helps to speed the ball or movement of a player is not allowed 7. SUBSTITUTION 7. 1. Substitution of a player is allowed at any time on request made by the Team Manager to the Official Referee when the ball is not in play. . 2. Each “Regu” is allowed to make one substitution per set only. 7. 3. A Player who has been sent off by Referee during a match may be substituted, provided no substitution has been made. 7. 4. Any player having played in the starting line-up or as a substitute in the current game is not allowed to play again. 7. 5. Any “Regu” having less than 4 players will not be allowed to continue the game and will be considered as having lost. 8. OFFICIALS For International Tournaments, the game shall be managed by the following officials: i) 2 Technical Delegates ii) 6 Jury ii) 1 Official referee (Seated behind the referee’s chair) 2 Referees (1 Referee seated in an elevated position and the other also seated in elevated position to help the referee. ) iv) 2 Linesmen Standing at the baseline facing the Referee 8. 1. Two technical delegates to the Sea Games, Asian Games and World Championships and any other international competitions that are sanctioned by ISTAF. The expenses of the Technical Delegates involving round trip air tickets, accommodations, meals and allowances of US$75. 00 per day shall be paid by the organizing committee.
The host country must guarantee proper accreditation for technical delegates who have been appointed. The technical delegates must be allowed to inspect the competition venue, facilities and equipment to insure that they conform to ISTAF regulations 8. 2. ISTAF Members Jury of Appeals – 4 members to be appointed to a Jury of Appeal to any ISTAF sanctioned competitions including Asian Games, Sea Games and other International and Continental competitions sanctioned by ISTAF. The host country shall provide accommodations, meals and internal transportation during the competition period.
Members of the Jury shall be paid US$20. 00 per day for their services. Two (2) members of the Jury of Appeal are to be appointed by the host country of whom one of them is the technical committee chairman and shall act as the chairman of the Jury of Appeal. As for the other member of the Jury of Appeal from the host country, he will act as secretary without vote. 9. THE TOSS AND WARM UP 9. 1. Before commencing the game, the Referee will toss a coin or disc and the side winning the toss will choose side or service. The side that loses the toss will abide with the decision.
The side winning the tossshall “warm-up” first for 2 minutes followed by the other “Regu”. Only 5 persons are allowed to move freely in the court with the official ball. 10. POSITION OF PLAYERS DURING SERVICE 10. 1. At the start of play, the players of both “Regu’s” must be in their respective courts in a ready position. 10. 2. The Player serving the ball must have both feet outside the base line. 10. 3. The other three players shall be within their side of the court and remain in one spot, while ‘serve’ is being made. 10. 4. The opponent or receiving Regu is free to be anywhere within its court. 11.
START OF PLAY AND SERVICE 11. 1. The “Regu” that chooses “service” shall start the match. 11. 2. Once the Referee calls the score, the player doing the service will toss the ball in the air and kicks the ball over to the opponent. The ball can be kicked in any manner using the foot. If the Tekong throws the ball before the Referee calls the score, it shall be a re-throw and a warning will be given to the thrower. The serve can be executed anywhere along the baseline. 11. 3. During the service, as soon as the Tekong kicks the ball, all the players are allowed to move about freely in their respective courts. 1. 4. The service is valid if the ball passes over the net, whether it touches the net or not, and inside the boundary of the two net tapes and boundary lines of the opponent’s court. 12. FAULT 12. 1. The Serving Side During Service 12. 1. 1. The “Tekong” plays about with the ball (bumping, giving to other player, etc. ) after the call of score has been made by the Referee. 12. 1. 2. The “Inside” player lifts his feet or steps on the line or crosses over or touches the net while throwing the ball. 12. 1. 3. The “Tekong” does not kick the ball on the service throw. 12. 1. 4.
The ball touches his own player before crossing over the opponent court. 12. 1. 5. The ball goes over the net but falls outside the court. 12. 1. 6. The ball does not cross to the opponent side. 12. 1. 7. The tekong foot touches the baseline or any other markings in the court before he kicks the ball to serve? 12. 1. 8. A player uses his hand or hands, or any other parts of his arm or arms to facilitate the execution of a kick even if the hand or arm does not directly touches the ball, but it touches other objects or surfaces instead when doing so. 12. 2. For Both Regus During The Game 12. 2. 1.
Stepping on the centre line (except during a follow through) 12. 2. 2. Any player who touches the ball on the opponent side. 12. 2. 3. Any part of player’s body crosses over into opponent’s court whether above or under the net except during the follow through of the ball. 12. 2. For Both Regus During The Game 12. 2. 1. Stepping on the centre line (except during a follow through) 12. 2. 2. Any player who touches the ball on the opponent side. 12. 2. 3. Any part of player’s body crosses over into opponent’s court whether above or under the net except during the follow through of the ball 12. 2.
For Both Regus During The Game 12. 2. 1. Stepping on the centre line (except during a follow through) 12. 2. 2. Any player who touches the ball on the opponent side. 12. 2. 3. Any part of player’s body crosses over into opponent’s court whether above or under the net except during the follow through of the ball. 15. SCORING OF POINTS 15. 1. A point is given to the Regu when its opponent have committed any fault 16. SCORING SYSTEM 16. 1. The winning point for the match is a maximum of 21 points 16. 2. The change of side shall occur whereby one Regu has reaches 11 Points 17. TEMPORARY SUSPENSION OF PLAY 17. . The Referee can suspend play temporarily in the event of obstructions, disturbances or any injury to a player who needs immediate treatment, for not more than 5 minutes. 17. 2. An injured player is allowed up to 5 minutes injury time-out. If after 5 minutes, the player is unable to continue, a substitution must be made. If the injured player’s team has already made a substitution, the match will be declared a forfeit in favor of the opposing team. 17. 3. In the course of such suspension, all players are not allowed to leave the court 18. DISCIPLINE 18. 1. Every player must abide by the rules of the game. 8. 2. Only the Captain of the “Regu” is allowed to approach the Referee during the game. 18. 3. Players are not allowed to wear any jewelry or accessories e. g. earrings, chains, watches etc. in the court. 19. PENALTY 19. 1. Players disobeying rules will be penalised by the Referee 19. 1. 1. Showing dissent by words or action towards any officials, with regards to any decision and to any players or spectators 19. 1. 2. Using foul or abusive language to any officials, players or spectator 19. 1. 3. To take any improper step or action in order to influence any decision made by the officials 19. 1. 4.
To leave the court without the permission of the Referee 19. 1. 5. To commit ungentlemanly conduct 19. 1. 6. To disobey orders and rules of play The Referee may use one of the following cards: Yellow Card – Caution Red Card – Expulsion Red card shall be given to the following offences committed “INTENTIONALLY” 19. 1. 7. Persist in misconduct after receiving a caution 19. 1. 8. Violent conduct (eg. Striking, kicking the opponent, spitting, etc) 19. 1. 9. Using foul or abusive language Note: Any player who is shown the Red Card shall be sent off the court and disciplinary action shall be taken against him.
The Player concerned shall not be allowed to play in any game until sanction has been made. 19. 2. Fouls and misconduct are penalized as follows: Disciplinary Sanctions – 19. 2. 1. Cautionable Offence A player is cautioned and shown the yellow card if he commits any of the following six offences: 19. 2. 1. 1. Is guilty of unsporting behavior by the display of such action that can be reasonably regarded as either a mitigated or unmitigated violation of the norms of sporting ethics, which can be considered as having or will have a detrimental effect on the proper conduct of the match as a wh19. . 1. 4. Delays the restart of play. 19. 2. 1. 5. Enters or re-enters the court without the referee’s permission. 19. 2. 1. 6. Deliberately leaves the court without the referee’s permissionole. 19. 2. 1. 2. Shows dissent by word or action. 19. 2. 1. 3. Persistently infringes the Laws of the Game 19. 3. Sending-off Offences A player is sent off and shown the red card if he commits any of the following five offences: 19. 3. 1. Is guilty of serious foul play. 19. 3. 2. Is guilty of violent conduct, including an act executed with deliberate intent to cause injury to his opponent. 9. 3. 3. Spits at an opponent or any other person. 19. 3. 4. Using offensive or insulting or abusive language and/or gestures. 19. 4. A player who commits a cautionable offence either on or off the court, whether directed towards opponent, team-mate, the referee, an assistant referee or any other person, for which a yellow card is awarded for each the offence committed is disciplined as follows: 19. 4. 1. Offence: First Yellow Card: Penalty: Normal Caution 19. 4. 2. Offence: Second Yellow Card received by the same player in different matches, but in the same tournament.
Penalty: a) One Match Suspension 19. 4. 3. Offence: Third Yellow Card received after suspension for the first two Yellow Cards in the tournament by the same player. Penalty: a) Two (2) Matches Suspension b) A Fine of US$100 (One Hundred Dollars is to be paid by the club or any other body the player represent in the match. 19. 4. 4. Offence: Fourth Yellow Card Yellow card received after two matches’ suspension for the earlier Third Yellow Card in the same tournament by the same player. Penalty:
Immediate suspension from playing in the next or subsequent matches in any tournament sanctioned by relevant Sepak takraw controlling authority until a Disciplinary Committee is convened and a have been reached on the matter. 19. 4. 5. Offence: Two Yellow Cards received by the same player within the Same match. Penalty: b) Two (2) Matches Suspension c) A Fine of US$100 (One Hundred Dollars is to be paid by the club or any other body the player represent in the match. d) A Red Card will be given for a third disciplinary offence committed in any other matches in the tournament. 19. 5.
A player who commits a sending-off offence either on or off the court, whether directed towards opponent, team-mate, the referee, an assistant referee or any other person, for which a red card is awarded for each of the offence committed is disciplined according to the nature of the offence committed is disciplined as follows: Offence: 19. 5. 1. A Red Card Penalty: Send-Off from the game and immediate suspension from playing in any tournament sanctioned by the relevant controlling authority for Sepak takraw until a Disciplinary Committee is convened and a decision has been reached on the matter. 0. MISCONDUCT OF TEAM OFFICIALS 20. 1. Disciplinary action will be taken against Team Officials or his team for any misconduct or disturbances committed by the official or team during a tournament whether in or outside the court. 20. 2. Any team official who commits misconduct or disturbances will be immediately escorted out from the arena by the tournament officials and the official referee and will also be immediately suspended from being a team official, until a Disciplinary Committee is convened and a decision has been reached on the matter. 21. GENERAL 21. 1.
In the event of any question or any matter arising out of any point, which is not expressly provided for in any of the rules of the game, the decision of the Official Referee shall be final. BASIC AND FUNDAMENTAL SKILLS: Inside Kick. Arguably it is the most important skill. This is the kick you will use the most. Watch any top class players in action and you’ll see that this is the control kick of choice. This move sets up all the killer spikes. While doing an inside kick, you should stand in a good athletic stance. Feet shoulder width apart. Remember to bend your support leg at the knee. And, it is important, always keep an eye on the ball!
The kicking motion is easy and don’t swing at the ball too hard. The ball is bouncy and you need to just hit it in the right spot on your foot as well as with the proper motion. Try a few times of simply tossing the ball to yourself. Focus on the ball and pop it back up to your hands. Catch the ball and then try again. Do this until the ball is consistently coming back up with ease and pop it back up to your hands. Once you have gained consistency in this drill you can begin to try to link some kicks together. Try dropping to your strong foot, popping the ball up and then kicking with your weak foot before catching the ball.
Try to link three kicks together, on alternating feet. You should be able to see your progression. All rights reserved. Spiker Dek is owned by Sport Action International in the promotion of sepak takraw in the Takraw Thailand League. All rights reserved. Knee/Thigh kick. The knee and thigh is used when the ball comes fast towards the area between your knees and your waist. This skill is used to “bump” or deflect the ball up enough to use an inside kick to control the ball. It is also used when kicking consecutive kicks or in a circle and the ball gets to close to your body.
The motion is like a high step marching motion. Simply raise the leg with your hip allowing your knee to bend. Try to contact the ball on the thigh where possible instead of the knee as it provides better control. Make sure the ball hits the fleshy part of the thigh to “bump” the ball up and out a bit. Try a few back up to your hands. Once you feel comfortable, try to link with one inside kick, and then catch the ball. Do this over and over until it comes naturally. Once you get this combination and doing it naturally without thinking, you will be aware of your improvement in skill. Header.
The header is probably the second most important skill to have, especially in the net game. The header is used to pop up a ball that comes higher than the waist. The best way to learn the header is like the inside kick. The contact point should be just above the forehead at the hairline, not too much on the forehead and not too much on the top of the head, right in between. Toss the ball to yourself, hit it with your head and then catch it. Do this several times until you feel comfortable with this skill. When doing the header, remember to bend your knees and get low beneath the ball.
Like the other kicks, you don’t need to focus on power but on accuracy and placement. The next step in this skill drill is to toss the ball higher and again control it with your head before catching the ball. It hurts a bit at first, but you’ll get use to it. The graduating step is to a header from a high inside kick or from a header to a controlling inside kick. Try both combinations as you will be using both of them as you begin to play more Front kick/Toe kick. The toe kick is a defensive kick, great for saving a ball that has gotten out in front of you. It is not, however, a good control kick.
Those who play soccer may disagree, but in sepak takraw the inside is the right way. Learn the toe kick for saves, the inside for control. The toe kick is achieved by placing the foot out for the ball and depending on the height of the, either lifting the foot with your hip or just letting the ball bounce off. You don’t need much power because the ball tends to fly off uncontrollably. Do it slow and take it easy. Like the other kicks, do the same toss and catch drill. Then try with different combinations. Do the same progression. * TERMINOLOGY : Block: Blocking is a defensive skill used to counter a spike coming from close to the net.
Block is usually made by jumping in the air and raising a leg and/or back to divert the ball back into the opponents court. A block counts as one contact. Center Line: Divides the length of the playing court into two equal halves. Dig: The act of fielding hard hit ball successfully, usually a spike or block, to regain control. i. e. The Dig by Thailand came at crucial point in the game.. Dink: A soft hit ball -usually either a “dink serve” or a “dink spike” Fault: A violation of one of the rules of the game. Feeder: Person who “sets” the ball to the “spiker”. First Ball: Term used to describe receiving the serve by the opposing team.
Killer: Same as Spiker. Common in international terminology. Quarter Circle: Place on court where the serving team’s forwards (left inside and right inside players) must remain until the ball has been kicked by the server or back player. Regu: Malaysian word for team. In takraw, a team of 4 players (3 starters plus 1 reserve) is known as a “Regu” and a squad of 3 “Regu’s is known as a “Team”. Roll Spike: Spike in which the player jumps with his back to the net, rotates in the air and kicks the ball over the opposite shoulder from the kicking foot with a flip like motion. The most dramatic and famous move in the game!
Service Over: When the serving team fails to return the ball over the net or commits a fault or foul. The opposing team becomes the serving team but a point is not awarded to either team. USA also uses the same term as volleyball – “Side Out”. Serving Circle: Circle of 1 foot radius located in both halves of the court. The server is required to have one foot touching the ground inside the serving circle during a serve. Set (1): A period of play which is concluded when one team reaches 15 points. Matches consists of the best of three sets. Set (2): A high pass by one player to a team-mate or to self to enable a spike.
Service: The act of putting the ball into play by the back player. Service (Hand) Toss: A hand throw of the ball by one of the forward “inside” players to the “back” who must kick the ball into play in one try. Spike: A powerfully hit shot directed into the opponents half of the court by the foot or head. Sunback Spike: Spike in which the player jumps with his back to the net and kicks the ball over the same shoulder as the kicking foot. In soccer this is known as a “bicycle kick” or “bike” for short. * STRATEGIES: The strategies in Sepak Takraw are very similar to those in volleyball.
The receiving team will attempt to play the takraw ball towards the front of the net, making the best use of their 3 hits, to set and spike the ball. THE GOAL The goal in any form of takraw is to keep the hand-woven ball off the ground for as long as possible using any part of the body except hands and arms. Takraw challenges an individual’s assumptions of what they are, and are not, capable of doing. As you gain control of the takraw ball, you will find it very rewarding when you can easily whiz through a string of consecutive kicks or place an accurate pass to another player.
While amazing yourself and your friends, you will also be having fun, greatly increasing your eye-foot coordination and overall ball control (super for enhancing and refining soccer skills), strengthening your legs and really increasing your flexibility. GETTING STARTED: Try the FIVE BASIC KICKS/HITS shown here. These kicks may seem awkward at first, but be patient and practice each kick individually. What was impossible yesterday, can be achieved today. Once the basics are learned, try the free style kicks (and make up some of your own), then you can play a whole series of games, including the ones below. . INSIDE KICK There are 5 basic kicks/hits that any good Takraw player will have mastered. The most important of these is the inside kick, for it provides maximum ball control. Use this kick to field a ball dropping in front of you. With your planted leg flexed at the knee, lift up your other leg and swing the foot and lower part of the leg in and up sideways like a pendulum in front of you, turning the ankle so that you hit the ball with the flat surface of the inside of your foot. The inside kick is commonly used for passing and setting the ball up high for a spike. 2.
THE OUTSIDE KICK The Outside Kick is used when the Takraw ball drops outside your shoulders and slightly behind you. It is similar to the Inside Kick in that your leg swings like a pendulum, but out and upward (rather than in and upward). Shift weight to ball of support foot as you lift kicking leg up away from body. Turn your ankle so that toes are pointing out (not down), which enables you to kick the ball up with the flat, outside surface of your foot. Avoid swinging or kicking your leg forward (only lift it upward). 3. FRONT FOOT KICK This kick is primarily used to save a low ropping ball in front of you. To propel the ball upwards most consistently, the front of your foot must be flicked up in a quick smooth motion as the ball is contacted (remaining loose at the ankle, not stiff). 4. THE KNEE BUMP The Knee Bump is usually used to deflect upwards a low angle pass or a fast serve to the mid-body. Lift your knee up very quickly, with the foot following underneath (not kicking out). The ball is contacted at about waist level with the front of your thigh, just behind the knee, for maximum upward thrust and height. Contact with ball in mid-thigh area will serve he same purpose, but ball will not be thrust up as high. Note: both the Front Foot Kick and Knee Bump are used for added control when making a save or controlling a pass. They do not always provide consistent control. 5. THE HEADER The fifth basic hit is the Header, and it is used frequently in games to deflect upwards a high angle pass or fast serve to the upper body. With legs flexed at the knees, put the top of your forehead in front of the ball, lifting up your chin and spring up from the legs as the ball strikes the forehead so as to deflect it up high in your own court. General Helpful Hints: aIways be in a ready stance, with feet pointing ahead and shoulder width apart, knees slightly bent, weight low and slightly forward. – with the basic kicks/hits, usually you should face the direction that you want to direct the ball to as you contact it. – approach contact with the ball in a slow, easy and relaxed fashion, it is more important to first develop good timing (knowing when and how to contact the ball) than it is to kick the ball hard. – the support leg provides your balance so should maintain a low profile and be flexed at the knee as your other foot executes the kick. ambidexterity is key to being a more versatile player, when ball approaches your right side, kick it with your right foot – left side, left foot. FREE STYLE This is your chance to expand on your basic kicks and come up with some more challenging moves of your own. Here are a couple to get you started. FLYING CLIPPER Leap off the same foot that you’ll use to kick the ball. Cross your kicking foot behind and under your other leg. Lift your kicking foot, turning your ankle and making contact with the ball with the flay surface on the inside of your foot. HAND LOOP This move can be done with a number of kicks. Position our arms to form a loop. The idea is to have the ball first fall through the hand loop then kick it back upward through the loop. Different Games SOLO PLAY The object of play is to keep the takraw ball in the air as long as possible without using hands or arms, anything else goes! CIRCLE GAME The object of the traditional “Circle Game” is the same as “SoIo Play”, except with a group of players standing in a circle. This activity was played as far back as the 14th century in India, Laos, Malaysia, Myanmar (Burma), the Philippines and Thailand using a similar ball that was woven out of a rattan material, available in abundance there.
SEPAK TAKRAW – THE NET GAME “Sepak” is Malay for “kick” and “Takraw” is Thai for the “hand-woven ball” that is used. In 1945 enthusiasts added a court and net with the same dimensions as in doubles badminton, and a set of rules similar to volleyball (without using hands or arms) to form a fantastic spectator sport with world championship tournaments held in both Malaysia and Thailand. In western countries it has been mostly Laotian immigrants who have first introduced Takraw to others. Now ASEC INTERNATIONAL is also happy to help introduce, promote and organize this fun and exciting recreational activity/sport!
PLAYER’S POSITIONS: 1. The serving team’s forwards must remain in their quarter circles’ while the back player must have only one foot in the ‘serving circle’ until the ball is contacted by the servers foot. 2. The receiving teams players may stand anywhere in their side of the court, but usually the back player stands just in front of the serving circle with the forwards on either side of him. 3. Players are allowed to move freely on each half of the court once the ball is has been served. TO BEGIN PLAY: The game begins by one of the forwards tossing the takraw ball to the back player.
The back player must then kick the ball, with the foot that is outside the serving circle, into the opponent’s court in one try (usually with an extended version of the inside kick). The serve is still good if the ball hits the net as it goes into the other half of the court. SCORING: 1. Only the serving team can make a point. 2. A fault by the team possessing the ball constitutes a loss of serve’. 3. A set is won by scoring 21 points, unless the points are tied 20 -20, then the set shall be decided on a difference of two points, up to a ceiling of 25 points. 4. A match is won by winning two out of three sets. . If each team wins one set, the tie breaker set only goes to 15 points,unless the points are tied 14 – 14, then the set shall be decided on a difference of two points, up to a ceiling of 17 points. FAULTS: 1. The back player does not kick the ball over the net on the service toss. 2. The ball falls to the ground inside or outside of the court. 3. The ball is hit more than three times in succession by one side. 4. The ball hits the net but does not go over it. 5. The ball hits the hand or arm of a player. 6. Any part of the body touches, crosses the plane, or goes under the net. . The ball rolls on the body or is stalled. Note: One player may hit the ball twice, or even three times, consecutively. The ball may be hit up to 6 feet outside court’s perimeter. CONTROL: When receiving a serve, stay low and deflect the oncoming ball upwards (head and thigh shots are highly effective for this purpose). SETTING: Setting is a skill which is executed by propelling the ball high above the net to enable the same, or another, player to smash the ball into the opponent’s court. Usually the player with the best ball control is setter. SPIKING:
After the ball has been set, it can be spiked down into the opponent’s court by the spiker’s head or foot. This is the most effective and dramatic move in the sport. Usually one of the forward players is designated as spiker during the game so that no confusion will arise as to who will spike the ball. BLOCKING: A block is a defensive skill used mainly for the purpose of preventing a spiked ball,that is coming from above and close to the net, from flying into the defending side. A block is usually made by jumping and raising the side of one’s foot and leg above the net, or by turning and jumping up with the back to the net. OFFICIALS: a. Member of Referees’ Committee b. Referee c. Assist. Referee d. Reserve Referee e. Standby Referee f. Team’s Manager g. Team’s Coach h. Players i. Spectators Referees shall avoid getting themselves involved in dispute members of the public, the press, Sepak Takraw officials or players on matters pertaining to refereeing. An unpleasant incident encountered must promptly be reported to Chairman Referee. Referees must at all times uphold the Laws of the Game, The Rules and Regulations. Referees must at times observe the 3Fs – Firm, Fair and Fit.
The level of physical fitness must always be maintained to ensure consistency with the requirements of good refereeing. Referees must behave as professionals and conduct themselves in a manner that will bring honour to themselves and the country. Referees detailed to officiate in a sepak takraw tournament must report at the venue at least 30 minutes earlier for local games and 1 hour earlier for International Games. Official Referees must ensure that all referees stay behind until all games have ended before giving a short briefing and officially release the referees to go home. Official Referee is responsible to record down the names of