49 drawn figures from the Insporta Book: pitches, courts, fields and race courses that show one rule or one tactical idea each, with the guide they belong to. Every figure is an SVG you can download; the caption says what to look at, the guide says why.
Football
The kick-off: own halves, opponents outside the centre circle, ball in any direction. Every player in their own half, opponents outside the centre circle, and the ball in play once it is kicked and clearly moves, in any direction.SVG
The dropped ball: one player receives it, everyone else at least 4 m away. The ball is dropped for one player; every other player, team-mate or opponent, stays at least 4 m from it until it touches the ground.SVG
Kicks from the penalty mark: where everyone stands. Only the kicker and the two goalkeepers are outside the centre circle: one keeper on the goal line between the posts, the other on the goal line where it meets the penalty area.SVG
The offside position: nearer to the goal line than the ball and the second-last opponent. Level with the second-last opponent is onside. Any part of the head, body or feet beyond both the ball and that opponent is an offside position.SVG
Interfering with an opponent: obstructing the goalkeeper's line of vision. A player in an offside position who clearly obstructs an opponent's line of vision is interfering with an opponent: an offside offence without touching the ball.SVG
No offside offence when the ball comes directly from a throw-in. Receiving the ball directly from a throw-in, a goal kick or a corner kick is never an offside offence, whatever the receiver's position.SVG
Handball: the arm position that makes the body unnaturally bigger. The test is justification, not height: an arm in a position that is not a consequence of the body's movement makes the body unnaturally bigger.SVG
The free kick: opponents 9.15 m away, attackers 1 m from a wall of three or more. Opponents stay at least 9.15 m from the ball until it is in play, and attackers stay at least 1 m from a wall of three or more defenders.SVG
The penalty kick: ball on the mark, goalkeeper on the line, everyone else outside. Ball on the mark, keeper on the line between the posts, everyone else outside the area, behind the mark and at least 9.15 m from it until the ball is kicked.SVG
The throw-in: feet on or behind the touchline, opponents 2 m away. Part of each foot on the touchline or on the ground outside it, facing the field, both hands from behind and over the head; opponents at least 2 m from the point of the throw.SVG
The goal kick: ball anywhere in the goal area, opponents outside the penalty area. Kicked from any point inside the goal area, in play the moment it is kicked and clearly moves, with all opponents outside the penalty area until then.SVG
The corner kick: ball in the arc, flagpost in place, opponents 9.15 m from the arc. The ball is placed in the corner arc, the flagpost stays put, and opponents keep at least 9.15 m from the arc until the ball is kicked and clearly moves.SVG
Counterpressing: the seconds after the ball is lost. Short distances in possession mean pressure arrives within seconds of the loss, before the opponent's shape can reorganise.SVG
The third man: around the cover shadow, not through it. The direct pass is screened, so the ball goes round the presser through a second player and reaches the third man before the shadow can move.SVG
The counter-attack: a pass into the space ahead of the runner. The transition pass is played into the space ahead of the runner, and three runners in separate corridors give two defenders more problems than they can solve.SVG
The goal kick since 2019: three builders against two pressers. Since 2019 the ball is in play from the kick, so the centre-backs receive inside the box and the goalkeeper makes it three builders against two pressers: the +1.SVG
The offside trap: the line steps up on the backward pass. The backward pass to a carrier under pressure is the trigger: the line steps up together on the passer's foot and the striker is left behind it.SVG
The five vertical lanes: wings, half-spaces and the centre. Five lanes: two wings, two half-spaces and the centre. From the half-space the same player has a shooting angle to goal and a passing angle to the wing.SVG
A corner routine: the blocker frees the runner at the near post. The blocker stands in the marker's path to the near post, so the runner arrives at the six-yard box with a yard of separation when the in-swinger lands.SVG
Reading a formation: the 4-3-3, back to front, goalkeeper excluded. Read back to front with the goalkeeper excluded: four, then the single pivot with two 8s, then three forwards: a 4-3-3.SVG
Two players in one lane, at different heights. Two players may share a lane, but at different heights, so the pass between them travels past a defender and eliminates him rather than passing nobody.SVG
The inverted full-back: from the first line into midfield. The right-back steps inside beside the pivot, buying an extra midfielder from the first line, and the winger is left to hold the touchline alone.SVG
Pinning the last line: the striker stays level with the defenders. The striker stays level with the last line rather than coming to the ball, so the defenders cannot step up and the gap between the lines stays open for the 10.SVG
Zonal versus man-oriented: what moves the defender. Zonal responsibility moves with the ball, man-orientation moves with the opponent: the left midfielder keeps his zone while the right one follows his man out of it and leaves the flank open.SVG
Block height: where the front line stands. Height is where the front line stands: at the opponent's box, at halfway or at its own box edge. The mid block trades some space behind for some territory in front.SVG
Rest defence: the double pivot and the centre-backs behind the attack. While the full-backs push high, the two centre-backs and the double pivot stay in a box behind the ball, so a counter meets four players before it reaches the open wide areas.SVG
LBW and where the ball pitches: outside off, in line, outside leg. A ball that pitches outside leg stump can never bring an LBW; one that pitches in line or outside off can, if it would go on to hit the stumps.SVG
Making your ground: bat grounded behind the popping crease against bat on the line. The crease line is not part of the batter's ground: bat or body grounded behind it is safe when the wicket is broken; on the line is out.SVG
The ground: the square, the 30-yard circle, the outfield and the boundary. The boundary must be agreed and marked, usually with a rope, but neither its distance nor the shape of the ground is laid down by the Laws.SVG
The pitch and its creases: 22 yards stump to stump, popping crease 1.22 m in front. Twenty-two yards stump to stump; the popping crease, four feet (1.22 m) in front of each wicket, is the line batters and bowlers alike are judged against.SVG
The first powerplay in a one-day international: only two fielders outside the circle. In the first ten overs of a fifty-over innings no more than two fielders may stand outside the thirty-yard circle; a third makes the delivery a no-ball.SVG
An attacking field for a new-ball pace bowler to a right-hander. With the new ball the edge is the main chance, so the catchers stand where an outswinger's nick carries, behind the bat on the off side, and the leg side is left almost empty.SVG
Leg-side fielding positions for a right-handed batter. The leg side is behind the right-hander's back: fine leg behind square, square leg level with him, midwicket and mid-on in front, and short leg close in for the bat-pad catch.SVG
Off-side fielding positions for a right-handed batter. Every name is fixed to the batter's stance: a right-hander faces the off side, so slips, gully and third man sit behind his bat and cover, mid-off and long-off in front of it.SVG
The futsal court: 40 by 20 m, the 6 m penalty area and marks, the 10 m second mark. The penalty area is two 6 m quarter-circles; the penalty mark is at 6 m and the second penalty mark, used from the sixth accumulated foul, at 10 m.SVG
A rolling substitution through the team's own 5 m substitution zone. Off first, then on: both players use their own team's zone, and the substitute waits until the player he replaces has completely left the court.SVG
The goal clearance: thrown by the goalkeeper from inside his area within four seconds. A goal clearance is thrown, not kicked, from anywhere inside the area within four seconds; opponents stay outside the area until the ball has left it.SVG
The sixth-foul free kick from the second penalty mark: 10 m out, no wall. From the sixth accumulated foul the wall disappears: the named kicker shoots from 10 m, everyone else is behind the ball and 5 m away, the goalkeeper at least 5 m off in his area.SVG
The kick-in: ball on the touchline, opponents 5 m away, four seconds to take it. Ball still on the line, one foot on or outside it, opponents at least 5 m away, and the kick taken within four seconds of being ready.SVG
The 3-1: fixo and two alas behind a single pivô. Three across the back, fixo in the middle and an ala on each side, with one pivô ahead of them as the fixed reference point of the attack.SVG
The 4-0: four outfield players in a line, rotating freely with no fixed pivô. No fixed pivô and no fixed roles: the four rotate freely, one running into the space ahead while another fills the position he left.SVG
The diagonal give-and-go: pass to the pivô, cut behind the marker, receive the return. The angled run is what makes it diagonal: the passer cuts behind his marker rather than alongside him, and the return pass finds him goal-side.SVG
The order of a triathlon: swim, T1, bike, T2, run on one continuous clock. The swim comes first while athletes are fresh; the clock starts at the start signal and never stops, so T1 and T2 are part of the result.SVG
T1: swim in, your numbered rack space, bike out on foot, mount after the line. Fasten the helmet before the bike leaves the rack, run the bike out of transition and get on only after the mount line.SVG
Sighting in open water: a straight line to the buoy and a landmark behind it. The buoy is small and low, so aim at the landmark behind it; a small heading error repeated for hundreds of metres is paid for in extra distance.SVG
Even pacing against overbiking: the bill for a fast bike split arrives on the run. Riding above the plan looks strong in T2, but the penalty for overpacing is non-linear and lands on the run, the leg where you are slowest and can least afford it.SVG
The draft zone in a non-drafting race: a rectangle measured back from the front wheel. The zone is referenced to the leading rider's front wheel; enter it only to overtake, and check your race's rule book for its length and width.SVG
The taper: fitness and fatigue both fall, but fatigue falls faster. Reducing training lets fatigue clear much faster than fitness fades; the gap that opens by race day is what unmasks performance, and around two weeks is the best-supported average taper.SVG