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A |
B |
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E |
F |
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I |
J |
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N |
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O |
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P |
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C |
D |
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G |
H |
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K |
L |
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Court 1 |
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Court 2 |
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Court 3 |
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Game 1.0 (Knockout)
Players line up at position M, and one player at each A, B,C, and D. Full doubles lines on court are used. Individual game, no partners. The player just coming onto court serves first, and can serve to either side. Each player owns their own half court, and do not have to hit any birds on the players' court beside them. Rally ensues, and the player that misses their shot goes off to the end of line. The new player takes the vacant spot wherever that may be.
Game 1.1 (Knockout with 2 mistakes)
Players get two lives. Once a player gets two mistakes, they go to the end of the line.
Game 1.2 (Knockout with Refresh)
Remaining players can refresh their lives back to zero when a player gets knocked out. All players therefore start equal when a new player takes the vacant spot.
Game 1.3 (Knockout Kings court)
Entry spot is always C; rotation is from C to D to B to A. C always serves, and can serve to either side. If B is knocked out, then D fills B spot, C fills D spot, and the new player from M goes to C. All players work towards getting to A.
Game 1.4 (Knockout with No Kill)
It is possible for a player on one side to purposely lift a bird up for the opposing side to smash the bird down and take someone out. (ie Player B lifts a nice lob to Player D to smash and take out Player A in the Kings spot.) The No Kill rule takes this possibility out. All finishing smashes(ie front court, that are not coming back) must be conducted on the player who set up/lifted the shot initially. This eliminates cheap shots. The penalty for doing such a shot is that the player who does the finishing shot on the wrong person is knocked out, instead of the intended receiver or the player who lifted the initial shot.
Game 1.5 (Knockout Kings Court - 3 court rotation)
Start all 3 courts with their individual respective Knockout Kings Court games. Positions A, E, and I are the Kings Spot, with respective rotations: (Court 1: C to D to B to A), (Court 2: G to H to F to E), (Court 3: K to L to J to I). Court 1 itself, is the most desirable court(King Court), then Court 2, and Court 3 is the least desirable court to play on. Time about 2-3 minutes (or time randomly), and call SWITCH. Players upon hearing this will still finish off their rally. Once this is called, then players will switch as follows. Players A and B stay on Court 1 as is. Player C switches with E, D with F, G with I, H with J. Players in spots K and L stay as is. Players moving downward from court 1 to 2 or from 2 to 3 are getting demoted, while players going in the reverse direction are getting promoted. If more than 12 players, then use spots M, N, and O as the lineup spots for each respective court, and demote the bottom players on each court. Players in spots D, H, and L would therefore also stay in their respective squares if a SWITCH was called (ie M switches with E, and F switches with C, and A, B, and D stay as is).
Game 2.0 (Half-court singles)
Each player takes a half-court and plays half-court singles with opposing player. When coach yells SWITCH, then players can move up or down depending on direction determined by the coach. (ie If court 1 is the highest, and court 3 is the lowest, then winning players move left and losers move to the right direction(side does not matter). If more than 12 players, can use M,N, and O as sub areas)
Game 3.0 (English Doubles)
Three or four players each take a half-court. Service can be to either side, and palyers takes ownership for only their side. When a mistake is made, then that player takes a point. First player to acquire seven points loses. The player who took the point, then serves the next rally. This is also good 2 on 1 for 3 players(can use full court for the lone player on one side).