What is Techminton?

Techminton, a New Sport that improved the limitations of the badminton,
is a term created by combining compound word TECHNICAL and BADMINTON.

Techminton supplemented the weaknesses and maximized the advantages of badminton.
Utilizing court size that is smaller than half of that of badminton, the burden on the requirement of space is lower at the time of construction of exclusive gymnasium. In addition, shortened racket will ensure the players will find the game interesting more easily since it is easier to hit the shuttlecock properly. Moreover, it is possible to achieve exercise effects by enjoying the game without significant burden even by the old and infirm persons. It is a family sport that also allow the younger players to enjoy more powerful and dynamic games.


Techminton is a sport borne as the result of more than 5 years of intensive research and development.
Although badminton is excellent in terms of the fun and exercise effects provided, it has the disadvantage of needing exclusive indoor gymnasium to enjoy the game.
Since the shuttlecock is made of feather, it is greatly influenced by wind and weather. Moreover, due to the large size of the racket and shuttlecock, badminton can be playing only when the minimum height of the ceiling is 7m (9m in the case of international tournaments) to accommodate high shots.
In addition, it is somewhat difficult for many people to enjoy badminton within limited space due to the restrictions in the area required as the size of the court is quite large.

Techminton project that began with the advantages and disadvantage of the spatial limitation of the badminton was conceptualized at the end of 2005, and experiments and manufacturing of equipment began in earnest since 2006.
The sizes of the equipment and the court are not just downsizing of their scale but the results of ceaselessly executed field tests.
If the size of the sweet spot (desired area that comes in contact with the shuttlecock) on the racket becomes larger, it will reduce the fun of the game because hitting the shuttlecock becomes too easy.
On the other hand, if the sweet spot is too small, it makes the progress of the game difficult due to the excessive difficulty in hitting the shuttlecock properly.
If the weight and size of the shuttlecock is too large, it increases the flight speed and distance, thereby requiring larger sized court. On the contrary, if it is too small and light, progress of the game becomes difficult as the shuttlecock does not fly easily. As the results of the field tests that considered such elements of the game, the optimal size and area were computed and the game method conceptualized.

Development background

  • Enhancement of interest in health and quality of life
    Increase in demands for health, diet, management of body figures and leisure activities
  • Inducing of interests and accessibility
    ① Indoor sport not limited by the environment (rain, wind, temperature and humidity)
    ② Sport not restricted by the location (gymnasium with specifications in excess of specific specifications and equipment)
    ③ Sport that can be enjoyed easily by anyone (specific equipment and ease of the method of the game)
  • Sustainability and exercise effects
    Need to develop sustainable sport through the factors that induce interest (competition and tournaments)
    and exercise effects (reduction in body weight and enhancement of stamina) through social networking (interest clubs and Association organization)



Techminton, which can be enjoyed effectively in a smaller space, uses smaller racket, shuttlecock and court size in comparison to those of badminton.

※ NET Weight adult: 1440mm student: 1330mm

Game and Environment

Division Techminton Badminton Note
stadium Height:
more than 3m
more than 9m
66% smaller
Court area 33.62㎡
(6.1m x 13.4m)
50% smaller
Racket Length:470mm
Weight:65g ± 2g
30% smaller
25% lighter
Shuttlecock Length:
Weight: 2.2 ~ 2.5g
Weight: 4.4 ~ 5.5g
30% smaller
50% lighter

TechMinton Tournament Method


① Toss is the first action taken prior to the commencement of the game. The side that wins in the toss can choose either one of the following options.
ⅰ. Choice of serving or receiving first
ⅱ. Chose one of the courts for the commencement of the game.

② The side that lost in the toss will make choice of the option left behind by the other side.


① There is no particular separate regulations and the games will be played in the format of winning 2 out of 3 games (winner if 2 games are won ahead of the opponent).

② The 3rd game is deemed to be won by the side that secures 31 points first.

③ In other games, the side that secures 21 points first will win the corresponding game. However, the Clauses 7.5 ~ 7.6 are excluded.

④ The side that wins the corresponding rally will score. If the opponent faults or the shuttlecock falls onto the court floor, the side that induced such will win the rally.

⑤ If the score reaches 20:20, the side that is ahead of the other side by 2 points first will win the game. (That is, if the score difference of 2 points will determine the winning side.)

⑥ Similarly, if the score reaches 30:30, the side that is ahead of the other side by 2 points first will win the game.

3)Change Cort

①Players will change the court in the following situations.
ⅰ. Upon completion of the 1st game
ⅱ. Prior to the commencement of the 3rd game if the 3rd game is to be played
ⅲ. After having won 16 points during the 3rd game

②If the mistake of the players in changing the court occurs, corrections will be made from the point at which such mistake was confirmed and when there is no movement of the shuttlecock. Points that have been acquired will remain valid in the game that already proceeded.


①Rules for the SERVE are as follows:
ⅰ. When the server or receiver is in the prepared position for SERVE, neither must excessively delay the SERVE.
Under the situation in which the server moves the racket head backwards to SERVE, any delay will be deemed illegal delay in the game.
ⅱ. The server and the receiver must be in diagonal arrangement without stepping on the boundary lines of the court.
ⅲ. Both of the legs of the server and the receiver in the posture for the commencement of SERVE must be fixed until the SERVE is completed.
ⅳ. The racket of the server begins by hitting the base of the shuttlecock.
ⅴ. At the moment the shuttlecock comes into contact with the racket, the entire shuttlecock must be situated below the waist of the server. Here, waist refers to the line approximately at the location of the last rib of the server.
ⅵ. At the moment the server hits the shuttlecock, the shaft of the racket must be directed downward.
ⅶ. The racket of the server must continue to move forward from the commencement to the completion of the SERVE.
ⅷ. The shuttlecock must be sent to the SERVE court of the receiver over the net from the racket of the server (on or within the boundary line of the SERVE court).
ⅸ. When SERVING, server must hit the shuttlecock with the racket. (If misses the shuttlecock, it will be a fault)

②When the players are ready to SERVE, the direction of the head of the racket of the server forward first time is deemed the start of the SERVE.

③The server must not SERVE before the receiver is ready. However, if the receiver attempted to return the SERVE under such situation, it will be determined that the receiver was ready for the SERVE.

④In the doubles game, the partners of the server and receiver may be at any location on the court side of the corresponding player when the SERVE begins, they must not block the eye sights of the server and receiver.


①SERVE and Receive court
ⅰ. Player, when the server failed to win the point in that game or if even numbered points were acquired in the game, will SERVE from the right SERVE court and receive the SERVE in the right court.
ⅱ. Player, when the server acquired odd numbered points in the game, will SERVE from the left SERVE court and received the SERVE in the left court.

②During the rally, the server and the receiver will exchange the shuttlecock alternatively until the shuttlecock is stopped.

③Scoring and SERVE
ⅰ. If the server wins the rally, server will then score and the opponent will SERVE for the next rally.
ii.If the receiver wins the rally, then the receiver will score and the receiver will become the new server for the next rally.

④Method of serving and receiving in doubles game under rally point system
ⅰ. In the case of a doubles game between A and B team and the C and D team, when the A & B team wins the toss and serves first, A will serve to C, that is, A becomes the first server and C the first receiver.
ⅱ. Illustration of the methods of serving and receiving in the doubles game under rally point system

- In the doubles game, the order of the server will be determined according to whether the score is odd or even number just as in the case of the singles game.

- Changes in the SERVE court (position of the player) only occur when the team serving wins the rally. In all other situations, the positions of the players are exactly same as the position in the immediately preceding rally that the corresponding player was in. This ensures that the players will serve alternatively.


①SERVE and receive court
ⅰ. If the team that served failed to win the point or acquired even numbered score, SERVE will be performed from the right SERVE court.
ⅱ. If the team that served in that game acquired odd numbered score, then, SERVE will be performed from the left SERVE court.
ⅲ. The player of the receiving team for the last SERVE will received from the side of the court from which last SERVE was performed.
ⅳ. The player of the opponent team in the diagonal direction of the player who is serving will become the receiver.
ⅴ. Only when the corresponding player in the SERVE court serves and wins the point, the position (left and right side) will be changed.

②Order of the game and the position of the court
ⅰ. After the SERVE return, the shuttlecock will be rallied alternatively by the players on the SERVE side and the receiving side until the shuttlecock falls down onto the floor.

③Scoring and SERVE ⅰ. If the serving side wins the rally, the serving side will get the point and will serve again.
ⅱ. If the receiving side wins the rally, the receiving side will get the point and will become the side that serves for the next rally.

④Order of the SERVE: In all games, the SERVE must be performed continuously and consistently.
ⅰ. The first server who started the game will serve from the right SERVE court to the first receiver.
ⅱ. If the SERVE was performed from the left, the shuttlecock will be sent to the partner of the first receiver.
⑤No player shall be allowed to change the prescribed order of the SERVE and receive, and must not receive the SERVE twice in a row. However, it is allowed only when there is occurrence of error in SERVE under regulation.

⑥Any one of the players of the team that won the game will serve and any one of the players of the team that lost the game will receive the serve.

8)SERVE court error

①SERVE court error applies when the player conducts the following errors.
ⅰ. If the order of the SERVE and receive is wrong or if SERVE and received is executed in the wrong SERVE and receive court, respectively.

②If SERVE court error that occurred is not corrected, then, that particular game will proceed without changing the SERVE court.


‘Fault’ is declared in the following situations.

①If the shuttlecock is in the following situation during the SERVE
ⅰ. It is caught on the top of the net and remains there without being carried over the net
ⅱ. It is carried over the net, but is caught by the net or has brushed the net.
ⅲ. When the shuttlecock is directed to the partner of the receiver
and hits the partner of the receiver.

②If the shuttlecock is in the following situation during the rally
ⅰ. When the shuttlecock falls outside the boundary lines of the court
ⅱ. When the shuttlecock passes through or below the net
ⅲ. If it fails to fly over the net and falls within the server’s court
ⅳ. If it comes in contact with the ceiling or front wall
ⅴ. If it comes in contact with anyone (player) or clothes of the player
ⅵ. If it comes in contact with the objects or people outside the court
ⅶ. If it was stopped by being caught in the racket and was then thrown out while making stroke thereafter
ⅷ. If the same player hits the shuttlecock twice in a row. However, if the shuttlecock comes in contact with the head and string portion of the racket simultaneously in a single stroke, it is not declared a ‘fault’.
ⅸ. If a player hits the shuttlecock and the partner of this player hits the shuttlecock successively.
ⅹ. Although it was hit by the player’s racket, it is not sent to the opponent’s court.

③If the player exhibits the following during the rally
ⅰ. If the player comes into contact with the net or the post that supports the net, other people or one’s own clothes in the case of singles and partner’s clothes in the case of doubles game. ⅱ. If the racket or player falls onto the opponent’s court over the net. However, if the shuttlecock in the court of the attacker is the first stroke, it is not declared ‘fault’.
ⅲ. If the racket or player falls onto the court underneath the net, thereby interfering with or causes alarms to the opponent.
ⅳ. In the event of interfering with the proper swinging of the racket of the opponent
ⅴ. If the player causes alarm to the opponent by intentionally shouts or making unnecessary bodily motions.

④If the player continuously infringes the rules

10)‘Lets’ for the stoppage in the game(Lets)

①’Lets’ is declared by the Umpire or, in the absence of the umpire, by the player to temporarily stop the game.

②The following situations are considered ‘Lets’.
ⅰ. When the server performs the serve before the receiver is ready
ⅱ. When both the receiver and the server faulted during the SERVE
ⅲ. After the SERVE was returned, the shuttlecock is caught on the net and stopped on the net
ⅳ. After the SERVE was returned, the shuttlecock is carried over the net but gets caught in the net
ⅴ. If the base and the feathers of the shuttlecock become completely detached from each other during the rally
ⅵ. Under the opinion of the umpire, ‘Lets’ can be declared if the player was interfered with or interference by the coach was committed.
ⅶ. If the Line Judge failed to see the shot or if the umpire is not able to make decision on the shot.
ⅷ. In the event of the occurrence of accidental incident that could not have been anticipated.

③When ‘Lets’ is called out, the games played after the last SERVE performed will be deemed invalid and the player who served the last will serve again.

11)Progression of the game, and infringement of the rules & penalties

①Game must be continued from the first SERVE to the end of the game with the exception of the ‘interval’ and ‘temporary cessation of the game’.

ⅰ. When the score reaches 11 points in every game, interval of less than 60 seconds will be allowed.
ⅱ. Interval of less than 120 seconds will be allowed between the 1st and the 2nd games, and between the 2nd and the 3rd games.
ⅲ. Under other situations, the Referee can make adjustments for the intervals.

③Cessation of the game
ⅰ. When necessary under the situations for which the players are not responsible, the umpire may stop the game for the period deemed necessary in the opinion of the umpire.
ⅱ. Under urgent and special circumstances, the referee may instruct the umpire to stop the game.
ⅲ. In the event of stopping the game, scores are maintained as they are and the game is restarted with the said scores.

④Delaying of the game
ⅰ. Under no circumstances whatsoever, game must not be delayed to restore the strength or stabilize the breathing of the players or to seed the instructions from the coach.
ⅱ. Only the umpire is authorized to make decision on delaying the game.

⑤Advices (instructions) and leaving the court
ⅰ. Players are allowed to receive advices and instructions when the game is not in progress.
ⅱ. Players are prohibited from leaving the court without the permission of the umpire.

⑥Players are prohibited from displaying the following behaviors.
ⅰ. Actions of intentionally delaying or stopping the game
ⅱ. Actions of damaging the shuttlecock in order to modify the speed and flight of the shuttlecock
ⅲ. Aggressive manner
ⅳ. Infringements that are not specifically stipulated under the rules of Tech-Minton

⑦The Umpire will take the following measures for the management of the infringing behaviors such as the infringement of the rules, etc.

ⅰ. Give warning to the infringing team
ⅱ. If warning was already given, fault will be declared. If one team infringes the rule twice, there are deemed as continuous faults.
ⅲ. In the event of apparent infringement, continuous faults or breaking of the rules, the infringing team will be faulted, and the infringing team will be immediately reported to the referee who has the authority to take away the qualification for the corresponding game.

12)Games officials and protests

①The referee is the person in charge of the management of the overall aspects of the tournament or games of the tournaments.

②The umpire is the person in charge of the management of the games, court and the surrounding in the designated tournament. The umpire is obligated to report to the referee.

③The SERVE judge has the authority to declare SERVE fault when the server faults in SERVE.

④The line judge must make decision on whether the shuttlecock fell inside or outside the boundary lines of the court, and make indication of the decision.

⑤The decisions of the game officials shall be the final decision for all the points subjected to the scope of their corresponding responsibilities. However, if the umpire determines that the line judge clearly made mistake in making decision, the umpire can correct the call made by the line judge.

⑥Obligations and the responsibilities of the umpire are as follows.
ⅰ.Operate and manage the games by applying the rules of badminton, and make accurate calls under ‘fault’ and ‘Lets’ situations.
ⅱ.In the event of protests on the score, decisions on the protest presented must be made under any circumstances whatsoever before the SERVE begins.
ⅲ.Information must be delivered and announced in order for the players and spectators to continuously be aware of the state of progress of the game.
ⅳ.Can appoint or dismiss SERVE judge and line judge in consultation with the referee.

How to hold the racket, the GRIP

There is no particular regulation on the method of holding the racket. Therefore, you can hold it in accordance with you preference without paying any undue attention. (Eastern grip is preferred by most people.)


SERVICE is a stroke with strong element of defense executed in commencing the game. Unlike tennis or volleyball in which SERVICE can be used as powerful attack, element of attack is almost prohibited in the SERVICE in Techminton. This is designed to prevent the server enjoying unilaterally advantageous position in the game.


CLEAR is a basic and one of the most important techniques of Techminton in which the shuttlecock is hit high and to the rear end of the opponent’s court. CLEAR is classified in accordance with the height of the flight path of the shuttlecock into high CLEAR for the shots with high flight path and driven CLEAR for low but quick shots. In addition, it can be classified into overhead and under-head CLEAR in accordance with the location of the contact with the shuttlecock. The point of impact for the high CLEAR is slightly behind the head while that of the driven CLEAR slightly ahead.


HAIR-PIN is the technique of returning the shuttlecock into the opponent’s court in the manner of almost touching the net in contrast to SMASH in Techminton games. The most efficient HAIR-PIN will have the shuttlecock to drop vertically towards the opponent’s court floor at it brushes over the net at a very close location from the net.


PUSH is a highly aggressive technique of attack with the flight path of the shuttlecock that is pushed into the middle of the opponent’s court by pushing the shuttlecock with small but strong swing executed near the net. PUSH can be seen as an application technique if SMASH and is distinguished from SMASH by the action of pushing the shuttlecock by using only the snap generated by the wrist without swinging the racket above the shoulder level.


DRIVE refers to the flight path that carries the shuttlecock hit with side arm stroke almost parallel to the court floor at the height slightly above the net and sinks onto the opponent’s court. When hitting a DRIVE, the shuttlecock just be hit powerfully ahead of the body.


SMASH is the most aggressive attack technique of hitting the shuttlecock into the opponent’s court at very high speed at a location high above the head. Higher the hitting point and closer to the net, greater the power of SMASH generated. In order to achieve powerful SMASH, appropriate weight shift and relevant muscular strengths for high jump as well as accurate hitting point are necessary.


Service is conducting defensive stroke strong element is to start a game. Unlike tennis and volleyball, aggressive elements that can do a powerful attack was almost banned. This is becoming one-sided advantage from server to combat.


CUT refers to technique of hitting the shuttlecock further than the areas near the net in order to give it a greater sense of speed.


White Tech Corps, which claims that Techminton is the most interesting and fun game in the world,
is endeavoring to have the happiness in and joy of playing Techminton be known widely to as many people as possible.
However, Black Tech Corps emerged to interfere with such efforts of the White Tech Corps.
The Black Tech Corps began to interfere with all the activities being executed by the White Tech Corps and, eventually, challenged the White Tech Corps with the life of Techminton on the line. Total abolition of the Techminton games and taking away of the joy and happiness of people at the same time was the evil ulterior intent hidden behind the challenge presented by the Black Tech Corps.
Tournament of death to resist such intent of the Black Tech Corps by the White Tech Corps began.

Would the White Tech Corps be able to save the world by defeating the Black Tech Corps in the Techminton tournament?