Découvrez le sport TEENAHMA
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Teenahma rules
Generality

TEENAHMA is a Sport that is practice on a field of 27meter long and 12meter wide. Two players or two teams play with their hand a small red ball while respecting a certain number of rules.The different rules (summarise in order to avoid eventual problems in the course of translation into the other languages) that you will find all along in this WEB SITE are linked to Physical behaviour and especially moral of Players and Coercitives. Some of these rules are equally apply in other areas of play such as: spectators, administrators, and promoters…The aim of this Sport that was born on 03 of August 1995 is multidimensional:

  • Re-education of the Youths (7 to 77 years).
  • Fight against all form of discriminations exercised by one vis-à-vis the others..
  • Fight against some vices and vicissitudes.
  • Promotion of propriety.
  • Welled culture.

Since 1995 till today, the rules have undergone many modifications at the level of dimensions and physiognomy of the Universe. I have equally brought some modifications to the general rules, Infrastructures and Symbols. I can not say that this Sport doesn't need any modification for as all objects of art, Works, or Works of art, this sport needs a permanent and reasonable update in order to satisfy the needs of those surrounding it.I'm going to present in a few lines the reasons that could push me to do a modification on a rule relative to TEENAHMA:

  • An embarrassing question asked by a lover or a critic of this sport.
  • A discussion with one or many friends.
  • The act of practising it regularly with experienced players.
  • My (active or passive) participation to a debate.
  • Historic events such as world war two, September 11 2001 attack in USA, or social ills such as poverty, slavery and racism.
  • Lecture on a book, newspaper and magazine.
  • Television, Radio and Internet.
  • Point of view of an individual or a group of individual on a given problem.

As the constitution of a Nation, we can some times carry out some modifications to the rules of TEENAHMA but we must never commit the error of touching certain fundamental principles. Here are some examples of principles not to be violated: The ball must be red in colour no matter where TEENAHMA is practiced. ; Action must be made directly into the opposite camp; the ball must touch the field at least and at most once. It is through these fundamental rules that TEENAHMA will try to preserve it identity in time and space.

Fundamental Rules

ACTION : Action is " the sending " of the ball in the opposite camp. It is the phase during which a player or a team obtain a " PLUS " at the detriment of his opponent. An Action involves one or several Reactions.
REACTION : It is the " sending back " of the ball in the opposite camp
EMPAUMATION : Empaumation is the FIRST REACTION IN the course of an action.
PHYSICAL ACTION : Physical Action is the sending of the ball on the Physique of the opposite camp.
MORAL ACTION : Moral Action is the sending of the ball on the moral of the opposite camp.
INDECENTACTION : Indecent Action is the sending of the ball on the Indecent.
PHYSICAL REACTION : Physical Reaction is the sending back of the ball on the Physique of the opponent.
MORAL REACTION : Moral Reaction is the sending back of the ball on the moral of the opponent.
INDECENT REACTION : Indecent Reaction is the sending back of the ball on the Indecent.

PROPRIETY RULE:
Whenever an action is executed, he who receives the ball has three possibilities: It is Physical, Indecent and Moral.

  • In the case where Action would be Moral, Empaumation must be moral. That is to say if a player or a team that has the action sends the ball on the Moral, you must forcefully send back the ball on the Moral
  • In the case where the action would be Physical, Empaumation must be Physical.

MORAL LESSON:
Whenever the Action is Indecent, the player or the team that receives the ball sends it back on the Physique or the Moral and in this case, Empaumation becomes Action and the reaction that would have been the second reaction becomes Empaumation.

ATTENTION: Whenever your opponent sends or sends back the ball on the Indecent, you must avoid to do the same.

REMARK: During an Action, Propriety rule only applies to EMPAUMATION where as Moral lesson can be applied to all the Reactions even to Action (if the Action is Indecent). It is a way to say that you must not at all time during an action send back the ball in function of the part (Physique, Moral, Indecent) chosen by your opponent. After having respected Propriety Rule during Empaumation, you can do all what you want without omitting one of the following rules:

  • To carry out an Action, the player must position himself on the discipline an avoid smashing the line.
  • Throw the ball with his left (right) hand in order to send the ball with his right (left) hand
  • At the moment of action, His palm must be face to the sky and his elbow backward close to the waist. (Left or right).
  • He must send the ball directly into the opposite camp and into the Extremar.
  • The ball must touch the field at least or at most once.
  • The Action must be carried out at more than 1.5 m above the field i.e. above the Moderator.
  • The player must not " carry " the ball i.e. keep the later in his hand for a period greater than half second.
  • The player must not send the ball with the two hands at the same time.
  • As soon as the ball touches the refractor, you must not wait that it touches the soil because we suppose that the refractor is a part of your camp.
  • The player must not go out of the Extremab in the course of an Action.
  • The player can either send the ball with the foot or the head.
  • After the action, the hand of the player can take any position.
  • The player must avoid coming in contact with the Transparent.
  • The player must avoid taking the Action of his opponent.
  • A player must not ever find himself in the opposite camp.
  • The colour of the ball of TEENAHMA must be red …
  • The player must always wait for the whistling of the coercitive before executing the action. After the sounding of the whistle, he must not wait for more than 7 seconds.
  • After 7 actions, the player must give back the ball to his opponent.

TEST : It is the kick off of TEENAHMA's match. It is most often executed by one of the coercitives or by any personality. To make a TEST, the coercitive chooses a camp and throws the ball in the indecent. The player or the team that receives the ball sends it to the Physical or Moral of the opponent camp; the opponent must respect the propriety's rule. The player or the team that wins the TEST will have many advantages during the encounter. After winning the test, you have two choices: choose the camp or the seven first actions. When you choose one of the options, your opponent takes the other.

ATTENTION: If he who carries out the TEST sends the ball in your indecent, you must avoid to send it back in the indecent of your opponent, if not you will lost the TEST to the benefit of your opponent. We also call it the " PLUS 0 " or 0+. The rules that we have just mentioned hold for the INDIVIDUAL, CONTINOUS COLLECTIVE and DISCONTINOUS COLLECTIVE.

Pouattactor

A POUATTACTOR (TEENAHMA player) is one that can practise TEENAHMA Physically or Morally.

  • A TEENAHMA player must know and respect the rules of TEENAHMA.
  • He must respect his opponent, his teammates, coercitives and other players of TEENAHMA.
  • He must be clean in the literal and figurative sense of the word.
  • He must respect the infrastructures of TEENAHMA.
  • He must respect the other sports.
  • He must not reduce or increase his age in order to participate in a tournament in which he his not entitle to play.
  • His equipments must be of good quality and that recommended by the international federation.
  • He must avoid discriminatory words vis-à-vis his opponent, teammate, coercitive and any other person.
  • He must be a peaceful defender of human right.
  • He must not promote his religion beside his teammates or any other person.
  • He must be of good moral and physical conditions.
  • In one way or the other he must promote the proprieties principles beside his friends, brothers, and his citizens…
  • He must have respect vis-à-vis his parents, brothers, sisters his families in short those around him.
  • He must not practice anything link to witchcraft; avoid all sorts of superstition on the field of play.
  • He must not revenge or jealous against his opponent or rival.
  • He must avoid gossiping, conspiracy, with certain players against his rival.
  • He must avoid obsession nor matter his goals.
  • He must first of all assess the consequences of the acts he could commit.
  • He must think well before saying a word in the public.
  • He has the right to defend human rights.
  • He must be REFRACTORY and REFRACTOR.
  • He must be proud to live and avoid worry, stress and melancholy.
  • He must be a good activist against wrongdoing.
  • If he has enough, he must help the poor.
  • He must not drink a lot of alcohol and especially not smoke.
  • He must avoid juvenile delinquency and theft.
  • He must be capable to come up with proposals for the well being of mankind.
  • The player has the right to show his joy after having won a PLUS or a match.
  • He must only go out of the UNIVERSE in case of permission of the coercitive, if not he will be sanctioned in accordance to the law.
  • After the end of a match, a player can go out of the EXTREMAB without the permission of the coercitive.
  • In the INDIVIDUAL, the player is the spoke man but in the COLLECTIVE, a spoke man must be chosen; He is the only person who can speak to the COERCITIVE.
  • The spoke man has the right to have information on the score of the match after 7 actions (hepta).
  • A player of TEENAHMA must be a man of circumstances i.e. capable of adapting easily to the way of life of men in the milieu in which he lives.
  • He must be a good defender and promoter of TEENAHMA beside his friends or his community so that TEENAHMA will easily spread in the whole world.
  • He must know all the symbols of TEENAHMA by heart.
  • He must know the significant of emblem and transmit it to those who do not know.
  • He must avoid forcing an individual to do what he does not want.
  • He must avoid committing acts that could tarnish the image of TEENAHMA.
  • A player that will violates must of the rules mentioned above will be exposed to sanction that can lead to a temporal or final exclusion.
Coercitive

COERCITIVE is the one that ensures that the rules of the match are strictly respected by the players of the two teams.

  • He must know all the rules, especially the fundamental ones.
  • He must have good physical and moral conditions.
  • Coercitive must have a whistle that will enable him to signal the violation of a rule or to call on the player to make an action.
  • He must be a former TEENAHMA player.
  • During a match he must be very vigilant from the start to the end of an action.
  • He must have equipments recommended for coercitives.
  • He must be punctual and disciplined.
  • He must occupy the champ on his right (because a match of TEENAHMA needs two Coercitives) by signalling all violations of the rules by one of the player.
  • He must always consult the other Coercitive in case where the later would not have the same opinion like him.
  • He must be impartial in all of his interventions.
  • He must have undergone one or many trainings in order to handle a match of TEENAHMA.
  • He must be respectful toward all personalities and avoid all kinds of discriminations be it race, sex, class or origin.
  • He must have a card or a badge showing that he has undergone training and not any kind of training.
  • He must respect his colleagues.
  • He must regularly do physical exercises.
  • He must control his feeding habits to avoid obesity.
  • He must not smoke nor exaggerate beer.
  • He must be must be neutral in front of any confrontations between two players or teams.
  • He must not falsify the truth so as to favour a team in which he has interest.
  • He must avoid corruption.
  • He is free to denounce any action that could be an obstacle to justice nor matter whether it is regional, national or international.
  • He must be a good moderator in front of all kinds of litigations.
  • He must have a good argument to defend his proposals.
  • He has the right to propose a rule relative to TEENAHMA.
  • He must have good morality.
  • He must show prove of transparency.

MORAL PLAYER

Moral practitioner can be a player, a spectator, a Coercitive, an administrator, a sponsor, a communicator, a promoter or simply a TEENAHMA lover. To become a moral practitioner, you only need to know, master and respect the rules of TEENAHMA.

  • A good moral practitioner of TEENAHMA must respect human beings.
  • Avoid actions that could lead to conflict or dispute between two individuals or two groups of person.
  • He must like all human beings nor matter they're social, cultural, physical or moral conditions.
  • He must show prove of good will, benevolence; in short he must show prove of propriety.
  • He must respect the culture and the way of life of others.
  • He must be capable of adapting to all kinds of new situations.
  • He must avoid discrimination against others and should fight against it.
  • He must be humble, avoid violence, arrogance and pride.
  • He must avoid obsession and all kind of excesses.
  • He must fight against (peacefully) war and promote the idea of peace anywhere it is necessarily.
  • He must respect all the religions.
  • He must not impose his religion, his political party to those who don't want.
  • He must respect the freedom of others.
  • He must respect his commitment and be honest.
  • Before carrying an act, he must try to evaluate the consequences so as to avoid regrets or any unpleasant surprise.
  • He must think well before acting.
  • He must " turn his tongue seven times before saying a word " in public.
  • He must work in the aim to unite humans and not to divide them.
  • He must know his rights and duties nor matter where he is found.
  • He must avoid hypocrisy.
  • He must listen to others and know how to make others to understand him.
  • He must avoid hurting others.
  • He must respect nature.
  • He must be a good promoter and not a distracter of TEENAHMA.
  • He must know, understand and promote the symbols of TEENAHMA.
  • He must be clear in the proper and strict sense of the word.
  • He must be a model to be followed.
Plus
SUPPLIMENTARY FUNDAMENTAL RULES

In addition to the above rules, here are some fundamental rules link to CC and CD.

CONTINOUS COLLECTIVE

  • A ball send by a player toward the opposite camp must not touch his teammate before reaching the opposite camp.
  • The two players must not send the ball at the same time.
  • To execute an action one of the two players must be positioned in the Disciplined and the other in the Extremab.
  • The two players of each team must be together till the end of the encounter.

DISCONTINOUS COLLECTIVE

  • Two players are in the Extremar and three around the Extremab.
  • The player that executes the action is chosen between the two players on the field.
  • One of the players out of the field cannot enter the field only if he can safe a ball that the players on the field were not able to exploit.
  • As soon as a player safe a ball, he integrates the Universe by replacing another player on the field who goes take his last position.
  • Two players out of the field must not go in at the same time.
  • Once the ball has been safe by a player out of the field, he joins the two others on the field that gives three players at this moment. One of the two players that were formerly on the field must go out before the ball sent by the opposite team reaches their camp.
  • A team must be well organised because in case where a team find itself with only one player on the field, the opposite team obtains the PLUS.
  • A ball sent by a player must not touch his teammate.
  • A player must not go into the field if he is not able to safe a ball.
  • A player on the field must not go out of the Extremab at the time of sending the ball.
  • Any player on the field can execute an action.
  • After a stop, a team can select the two players that will remain on the field.
  • The player out of the field must not smash the line if he is not about to safe a ball.
  • A player on the field can only go out if he is convince that if his team mate has rightly sent the ball into the opposite camp.

THE PLUS

As the POINT in other sports, the PLUS is the unit of scoring. We call it like that because it plays a very important role during and especially at the end of the match( CONFIRMATION ). In the course of an action, it suffices that a player or a team violates one of the fundamental rules so that the opponent should gain the Plus.CONCLUSION: ACTION implies REACTIONS implies PLUS

HEPTA

HEPTA is a group of seven consecutive actions executed by a player or a team. After having executed 7 actions, you must hand the ball to the opposite team

THE STOP

The STOP in the game of TEEHNAHMA is a stage during which a player or a team is entitled to a maximum of four HEPTA. A stop ends when a player or a team obtains 30 PLUS.In the case where two teams will have 28#28, the two coercitives give them four actions, of which two for each team. The first and the third actions go to the team having won the TEST where as the second and fourth go to the opposite team. The first team to have 30PLUS wins the STOP. We will have matches of TWO, FOUR, SIX and at times TEN STOPSNB: A good player of TEENAHMA must never be discouraged in the course of a STOP even if he perceives that his opponent is approaching 30. The PLUS won during each STOP will be of great importance at the end of an encounter.


CONFIRMATION

CONFIRMATION is a small step going right up to 15 PLUS that permit us to separate two players or teams in the case where victory would be relative. A victory is said to be Relative when a team wins in STOP and the other in PLUS or when the two teams have the same number of PLUS and the same number of STOPS.ILLUSTRATIONS: A match of SIX STOPS between two teams A and B. we have many possibilities.CLICK HERE

Intersection

If we abbreviate DISCIPLINARY (DISC), PHYSIQUE (PHYS), MORAL (MOR), INDECENT (IND), ESTHETIC (ESTH), REFRACTOR (REF), EXTREMAR (MAR), EXTREMAB (MAB), TRANSPARENT (TRANS):

And also 'n' like 'Intersection', 'c' like 'Inclusion'

  • DISC n ESTH c ESTH : A player who smashes the line of DISCIPLINARY is considered out of the DISCIPLINARY.
  • DISC n MOR c MOR : When the ball falls o the line of the intersection between the DISCIPLINARY and the MORAL, we consider that the ball has fallen in the MORAL.
  • DISC n PHYS c PHYS : When the ball falls on the line of intersection between the DISCIPLINARY and the PHYSICAL, we considered that the ball has fallen in the PHYSICAL.
  • IND n PHYS c PHYS : When the ball falls on the line between the INDECENT and the PHYSICAL, we consider that it has fallen in the PHYSICAL.
  • IND n MOR c MOR : When the ball falls on the line between the INDECENT and the MORAL, we consider that it has fallen in the MORAL
  • ESTH n MOR c MOR : When the ball falls on the line between the ESTHETIC and the MORAL, we considered that it has fallen in the MORAL.
  • ESTH n PHYS c PHYS : When the ball falls on the line between the ESTHETIC and the PHYSICAL, we considered that it has fallen in the PHYSICAL.
  • REF n PHYS c PHYS, REF n MOR c MOR : When the ball falls on the REFRACTOR, we consider that it has fallen on the line of the INTERSECTION between the two camps and consequently the player must not wait for the ball to touch the soil.
  • TRANS n PHYS c TRANS, TRANS n MOR cTRANS : A ball that touches the TRANSPARENT and does not go to the opposite camp must be considered as lost.
  • MAB n ESPACE c ESPACE : When the player smashes the EXTREMAR we consider he is out of the UNIVERSE.
  • ESTH n MAR c MAR : When the ball falls on the line between the ESTHETIC and the EXTREMAR, we considered that it has fallen in the EXTREMAR.
  • DISC n IND c IND : When the ball falls on the line between the INDECENT and the DISCIPLINARY, we consider that it has fallen in the INDECENT.
Confirmation
FIRST POSSIBILITY
SECOND POSSIBILITY
STOPS
TEAM A
TEAM B
A-B
STOP 1
30 PLUS
20 PLUS
10
STOP 2
30 PLUS
15 PLUS
15
STOP 3
25 PLUS
30 PLUS
-5
STOP 4
22 PLUS
30 PLUS
-8
STOP 5
30 PLUS
25 PLUS
5
STOP 6
30 PLUS
23 PLUS
7
TOTAL
167 PLUS
143 PLUS
24
STOPS
TEAM A
TEAM B
A-B
STOP 1
30 PLUS
25 PLUS
5
STOP 2
30 PLUS
28 PLUS
2
STOP 3
15 PLUS
30 PLUS
-15
STOP 4
10 PLUS
30 PLUS
-20
STOP 5
30 PLUS
29 PLUS
1
STOP 6
30 PLUS
25 PLUS
5
TOTAL
145 PLUS
167 PLUS
-22

In this first case, victory is absolute because, TEAM A wins in STOPS (4#2) and in PLUS(167#143). There will be no CONFIRMATION

In this second case, A wins in STOP (4 # 2) and B wins in PLUS (167 # 145). Victory is RELATIVE and need CONFIRMATION in order to separate the two teams. CONCLUSION: If A-Bstop (difference between A and B) is of the same sign as A-Bplus, victory is absolute; In the contrary case, victory is RELATIVE.

THIRD POSSIBILITY: equality in STOP and difference in PLUS.
FOURTH POSSIBILITY: equality in PLUS and difference in STOPS
STOPS
TEAM A
TEAM B
A-B
STOP 1
30 PLUS
25 PLUS
5
STOP 2
30 PLUS
28 PLUS
2
STOP 3
22 PLUS
30 PLUS
-8
STOP 4
20 PLUS
30 PLUS
-10
STOP 5
20 PLUS
24 PLUS
6
STOP 6
25 PLUS
30 PLUS
-5
TOTAL
157 PLUS
167 PLUS
-10
STOPS
TEAM A
TEAM B
A-B
STOP 1
30 PLUS
25 PLUS
5
STOP 2
30 PLUS
25 PLUS
5
STOP 3
20 PLUS
30 PLUS
-10
STOP 4
25 PLUS
30 PLUS
-5
STOP 5
30 PLUS
27 PLUS
3
STOP 6
30 PLUS
28 PLUS
2
TOTAL
165 PLUS
165 PLUS
0

In the 3th case the two teams have the same number of STOPS either 3 # 3. B wins this encounter because he has more PLUS than A.CONCLUSION: If the two teams are equal in STOPS, he that wins in PLUS wins the match. We can also say that victory is absolute.

In the 4th case, victory is absolute because A wins in STOP where as he has the same number of PLUS as B.

FIRTH POSSIBILITY: equality in STOP and equality in PLUS.
 
STOPS
TEAM A
TEAM B
A-B
STOP 1
30 PLUS
21 PLUS
9
STOP 2
30 PLUS
25 PLUS
5
STOP 3
23 PLUS
30 PLUS
-7
STOP 4
24 PLUS
30 PLUS
-6
STOP 5
30 PLUS
27 PLUS
3
STOP 6
26 PLUS
30 PLUS
-4
TOTAL
163 PLUS
163 PLUS
0
In this last case, victory is RELATIVE because A and B are equal in all plans.
 
 
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