table-tennis-rulebook​

    Here is a brief introduction to the table tennis rulebook:

    Equipment Specifications

    • Table: It should be rectangular, 2.74 meters long, 1.525 meters wide, and 0.76 meters above the ground. The tabletop should be a uniform dark color without gloss. There is a 2-cm-wide white sideline along each 2.74-meter side line and a 2-cm-wide white end line along each 1.525-meter end line.
    • Net: The top of the net should be 15.25 centimeters above the tabletop, and its two ends should be connected to the net posts and the sides of the tabletop. The net and its supports should divide the table into two equal playing areas.
    • Ball: It should be a sphere with a diameter of 40 millimeters and a weight of 2.7 grams. It should be white, yellow, or orange and have no gloss.
    • Racket: The size, shape, and weight are not limited, but the racket blade should be flat and hard, and at least 85% of it should be natural wood. Both sides of the racket, whether covered or not, must be matte, with one side bright red and the other side black.

    Game Rules

    • Serving2:
      • Method: At the start of the serve, the ball should be placed stationary on the open palm of the non-racket hand. After the referee or assistant referee says "Start", the ball should be tossed almost vertically upwards, without spinning, and should rise at least 16 centimeters after leaving the palm of the non-racket hand. The ball must not touch any object before being struck as it descends.
      • Position: The server must stand on the right side of the table (facing the table). The ball must first bounce once on the server's side of the table, then pass over or around the net, and then touch the receiver's side of the table. In doubles, the ball should touch the right half of the server's court and then the right half of the receiver's court.
      • Service Exchange: In singles, after every two points are scored, the right to serve passes to the opponent until one side scores 11 points or the score reaches 10-all (after 10-all, the alternate service method is implemented, that is, each person serves only one ball at a time until one side leads by 2 points and wins). In doubles, whenever a side scores a point or makes a service error, the receiving side becomes the serving side, and the original server's partner becomes the receiver.
    • Receiving and Rally:
      • Receiving Position: When the opponent serves, the receiver should stand within their own half of the table to receive the ball.
      • Legal Stroke: The ball must be above or to the side of the opponent's tabletop and must not touch any object other than the opponent's tabletop (such as the net post, referee's table and chair, etc.). After hitting the ball, it must pass over or around the net assembly and touch the opponent's tabletop to be valid.
      • Rally Duration: In each rally, the player needs to hit the ball with the racket onto the opponent's half of the tabletop and make the ball bounce back. If a player fails to hit the ball according to the rules (such as the ball landing directly on the ground without touching the opponent's tabletop, double hit, blocking, or interfering with the opponent's legal hit, etc.), the opponent scores a point.
    • Scoring:
      • Basic Scoring Principle: Table tennis matches use the 11-point system per game. That is, whichever side reaches 11 points first and leads the opponent by at least 2 points is the winner of the game.
      • Scoring of the Serving Side: In the game, only the serving side can score when the opponent makes a mistake or fails to catch the ball.

    Special Rules and Penalties

    • Edge Ball and Net Ball: An edge ball refers to the ball touching the edge of the tabletop and not going out of bounds, which is regarded as a valid hit, and the opponent scores a point. A net ball refers to the ball touching the net during serving or hitting and landing within the opponent's valid area, which is also regarded as a valid hit, and the opponent scores a point.
    • Timeouts and Side Changes: Players can request a timeout to wipe sweat after the first exchange of service rights in each game or immediately before each subsequent break. In addition, if any player is injured during the game, the referee can.
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