*Sports Technical Info. and Rules

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*Sports Technical Info. and Rules

Post  missxgabby on Thu Sep 02, 2010 3:22 pm

Women's/Men's Basketball Technical
1. There will be four (4) teams competing.
2. Every player should wear their prescribed uniform. NO UNIFORM, NO GAME. Jewelries are not allowed.
3. Each captain or co-captain must submit a final list of players to the technical committee on the orientation day. Only the players listed are allowed to play during the sportsfest.
4. Any team who fails to report 5 minutes after the scheduled game will automatically lose by default. The same policy is true for the team who will walk-out in the middle of the game.
5. Amateur rules will be adapted during the said event. The whole game is composed of 4 quarters:
10 minutes: each quarter
20 minutes: first half, running time
5 minutes: break (halftime)
20 minutes: second half, running time
5 minutes: overtime
8 seconds: half court inbound
5 seconds: court inbound
30 seconds: injury time-out
60 seconds: time-out
2 time-outs: per quarter in the first to third quarter
3 time-outs: fourth quarter
5 fouls per person
6. Cheerers should stay away from the line so that the players can move swiftly.
7. Petitions, complaints and request may be channeled to the referee or any member of the technical committee by the coach or team captain. No other person can protest. Any un-sportsman like conduct will be sanctioned accordingly by the Nursing Student Council.
8. The decision of the referee is always final.
9. The games will be played on a single “round robin” basis. The two teams with the most number of wins will then face each other in the championship game. The remaining teams will compete for third and fourth places. In case of ties, point system will apply to determine who will compete against each other.
10. The championship will be played into 4 quarters with 10 minutes each quarter. Same rules apply.
11. In case of a double call, or two calls by the referees on the same play, the referees will be asked to come to the scorer’s table and discuss to come out with one final call.

Men's/Women's Volleyball Technical
1. There will be four (4) teams competing.
2. Every player should wear their prescribed uniform. NO UNIFORM, NO GAME. Jewelries are not allowed.
3. Amateur rules will be adapted on the said event.
4. Each captain or co-captain must submit a final list of players to the technical committee on the orientation day. Only the players listed are allowed to play during the sportsfest.
5. Any team who fails to report 5 minutes after the scheduled game will automatically lose by default. The same policy is true for the team who will walk-out in the middle of the game.
6. The game will be composed of three (3) sets. The team with two out of three wins will be proclaimed the winner. In case of two consecutive wins, a third game will not be played.
7. The one who will serve the ball will wait for the whistle of the referee before releasing it; the hand that releases the ball will not be the same hand to hit it. She has 5 seconds to release the ball, the server will return only to her position once the ball passed the net.
8. Changing of positions will be allowed only once the ball has crossed the net.
9. Blocking the ball is allowed once the ball is on the other side of the net.
10. Error points will be implemented.
11. Two time-outs are allowed for every set in each game. A 60-second time-out will be given.
12. Once deuces occur, the team will be declared the winner until a 2 point interval is achieved.
13. For time-outs, petitions, complaints and requests, the team captain or coach are the only once allowed channeling to the referee or any member of the technical committee. No other person can protest. Any un-sportsman like conduct will be sanctioned accordingly by the Nursing Student Council.
14. Cheerers should stay away from the court line.
15. The games will be played on a single “round robin” basis. The two teams with the most number of wins will then face each other in the championship game. The remaining teams will compete for third and fourth places. In case of ties, point system will apply to determine who will compete against each other.

Badminton (Singles and Doubles) Technical

1. Each batch should have a representative/s.
2. Each player should wear his or her batch prescribed uniform.
3. The player should report 5 minutes after the scheduled game, failure to do so will mean disqualification.
4. Amateur rules will be applied.

Laws of the Game
The Basics
Each game is played up to 21 points, with players scoring a point whenever they win a rally (this differs from the old system, where players could only win a point on their serve). A match is the best of three games.
When the serving side loses a rally, the serve passes to their opponent(s) (unlike the old system, there is no "second serve").
In singles, the server stands in his right service court when his score is even, and in his left service court when his score is odd.
In doubles, if the serving side wins a rally, the same player continues to serve, but he changes service courts so that he serves to each opponent in turn. If the opponents win the rally and their new score is even, the player in the right service court serves; if odd, the player in the left service court serves. The players' service courts are determined by their positions at the start of the previous rally, not by where they were standing at the end of the rally. A consequence of this system is that, each time a side regains the service, the server will be the player who did not serve last time. If the score reaches 20-all, then the game continues until one side gains a two point lead (such as 24-22), up to a maximum of 30 points (30-29 is a winning score). At the start of a match a coin is tossed. The winners of the coin toss may choose whether to serve or receive first, or they may choose which end of the court they wish to occupy. Their opponents make the remaining choice. In less formal settings, the coin toss is often replaced by hitting a shuttlecock into the air: whichever side the corked end points will be the side that serves first. The players change ends at the start of the second game; If the match reaches a third game, they change ends both at the start of the game and when the leading pair's score reaches 11 points. The server and receiver must remain within their service courts, without touching the boundary lines, until the server strikes the shuttlecock. The other two players may stand wherever they wish, so long as they do not unsight the opposing server or receiver.

Faults
Players win a rally by striking the shuttlecock over the net and onto the floor within the boundaries of their opponents' court. Players also win a rally if their opponents commit a fault. The most common fault in badminton is when the players fail to return the shuttlecock so that it passes over the net and lands inside their opponents' court, but there are also other ways that players may be faulted. The following information lists some of the more common faults. Several faults pertain specifically to service. A serving player shall be faulted if the shuttlecock is above his waist (defined as his lowest rib) at point of contact, or if his racket's head is not pointing downwards at the moment of impact. This particular law was modified in 2006: previously, the server's racket had to be pointing downwards to the extent that the racket head was below the hand holding the racket; and now, any angle below the horizontal is acceptable. Neither the server nor the receiver may lift a foot until the shuttlecock has been struck by the server. The server must also initially hit the base (cork) of the shuttlecock, although he may afterwards also hit the feathers as part of the same stroke. This law was introduced to ban an extremely effective service style known as the S-serve or Sidek serve, which allowed the server to make the shuttlecock spin chaotically in flight.
Each side may only strike the shuttlecock once before it passes back over the net; but during a single stroke movement, a player may contact a shuttlecock twice (this happens in some sliced shots). A player may not, however, hit the shuttlecock once and then hit it with a new movement, nor may he carry and sling the shuttlecock on his racket. It is a fault if the shuttlecock hits the ceiling.

Lets
If a let is called, the rally is stopped and replayed with no change to the score. Lets may occur due to some unexpected disturbance such as a shuttlecock landing on court (having been hit there by players on an adjacent court) or in small halls the shuttle may touch an overhead rail which can be classed as a let. If the receiver is not ready when the service is delivered, a let shall be called; yet if the receiver makes any attempt to return the shuttlecock, he shall be judged to have been ready.
There is no let if the shuttlecock hits the tape (even on service).

* Line – Single court rules will be applied; Double court rules will be applied
* 2 line’s men every court
* Pointing system: 3 sets of 15 points (male) 11 points (female)
* Singles division – Even number score, serve on the right side of the service area
– Odd number score, serve on the left side of the service area
* Doubles division – the base player will do the first service on the right side of the service area; succeeding services will depend on the score: Even number score – left side of the service area; Odd number score – right side of the service area
* Service – over rule
5. The goal of the game is to travel the ball to the opponent’s court. If the opponent fails to strike the ball and bring back to the goal court will mean points to the one who had travel the ball.
6. Outside ball if the server hit the ball outside the demarcation line, the other player has a chance to serve the ball.
7. Each player is required to bring his/her own racket, and each batch should provide shuttle cocks for their players.
8. Bracketing system will be discussed.

Table Tennis (Singles and Doubles) Technical

1. Each team will have representatives.
2. Each player is required to wear their prescribed uniform. Jewelries are not allowed to be worn.
3. Amateur rules will be applied to the said event. Goal points will be implemented in the game.
4. Any player or team who fails to report 5 minutes after the scheduled game will automatically lose by default. The same policy is true for the player or team who will walk-out in the middle of the game.
5. The two teams with the most number of wins will then face each other in the championship game. The remaining teams will compete for third and fourth places. In case of ties, point system will apply to determine who will compete against each other.
6. Each player is required to bring his or her own racket and ball.

Men's/Women's Soccer Technical

1. There will be four (4) teams competing.
2. Every player should wear their prescribed uniform. NO UNIFORM, NO GAME. Jewelries are not allowed.
3. Each captain or co-captain must submit a final list of players to the technical committee on the orientation day. Only the players listed are allowed to play during the sportsfest.
4. Any team who fails to report 5 minutes after the scheduled game will automatically lose by default. The same policy is true for the team who will walk-out in the middle of the game.
5. No Handball. First, the rule for a hand ball includes using any part of the body from the tips of the fingers to the shoulder. Second, the proper way to look at this soccer rule is that a player cannot “handle” the ball. A ball that is kicked and hits a player’s hand or arm is not a hand ball. This means that the referee must use his or her own judgment to some extent in determining whether or not a hand ball is accidental contact or a purposeful attempt to gain an advantage.
6. Throw-ins. A throw-in is taken when the ball crosses a sideline and leaves the field. The two basic soccer rules for a proper throw-in are to have both feet on the ground and to throw the ball with both hands over the head.
7. Corner Kicks & Goal Kicks. A corner kick or goal kick is taken when the ball leaves the field across the end line of the field. If the offensive team kicks it out, play is restarted with a goal kick. If the defensive team kicks it out, play is restarted with a corner kick. The goal kick is taken from anywhere inside the “goalie box” as it is affectionately called. It can be taken by any player, not just the goalkeeper. The corner kick is taken from the corner nearest to where the ball left the field. The rules state that the ball is not back “in play” until it leaves the penalty area, the large box outside of the “goalie box”. No one can touch the ball until it leaves the penalty area, and if the ball is not kicked properly to leave the area, the kick must be retaken.
8. Fouls. A player cannot kick, trip, jump at, charge, strike, push, hold, or spit at an opponent. Bumping or going shoulder-to-shoulder while competing for a ball is not a foul until the hands or elbows come up. This is a bit of a judgment call and not all referees will call it the same way. Some soccer rules are actually not black-and-white.
9. Direct and Indirect Free Kicks. The simple difference between the two is this: On a direct kick you can score by kicking the ball directly into the goal. On an indirect kick you cannot score. An indirect kick must be touched by another player before it can go into the goal – that is the kicker and a second person. For an indirect kick, the referee will hold one arm straight up in the air until the second person touches the ball. No arm up, it’s a direct kick. In general, a direct kick comes from a contact foul or hand ball. Everything else is indirect.
10. Penalty Kick. A penalty kick results from a contact foul or hand ball by the defending team within the penalty area – the large box on either end of the field. The ball is placed on the penalty spot, 12 yards in front of the center of the goal. All players must remain outside the penalty area and the penalty arc until the ball is kicked. The goalkeeper must have both feet on the goal line until the ball is kicked. If after the ball is kicked, it rebounds off of the goal or the keeper and stays on the field, the ball is “live” and anyone can play it.
11. Two-touch Rule. A player cannot touch the ball twice in a row when putting the ball in play. It applies everywhere. You will see it frequently on kick-offs or direct and indirect kicks. This also applies to throw-ins. A player cannot throw the ball in and then kick it.
12. Yellow and Red Cards. This is the way punishment is given in the game. The rules give the guidelines for when to give a yellow card to a player and when to give a red card. If a player is given two yellow cards in the same game, that is equal to a red card. A red card can be given at any time without the player first receiving a yellow card. When a player gets a red card, they must leave the game and their team must play short. An ejected player cannot be replaced.
13. Offside. The first thing to know is that you cannot be offside on a corner kick, goal kick, or throw-in. Also, it is not an offense for a player to be in an offside position. The player must be involved in active play as determined by the referee to be called offside. A player is in an offside position if: he is nearer to his opponents’ goal line than both the ball and the second last opponent. An offensive or attacking player can’t be ahead of the ball and involved in the play unless there is a defender between him and the goalkeeper. Or, you can’t hang out at the other team’s goal waiting for the ball. You can’t be offside if you are standing on your half of the field. Also, the offside rule applies when the ball is kicked, not when the player receives the ball.
14. For time-outs, petitions, complaints and requests, the team captain or coach are the only once allowed channeling to the referee or any member of the technical committee. No other person can protest. Any un-sportsman like conduct will be sanctioned accordingly by the Nursing Student Council.
15. Cheerers should stay away from the court line.
16. The games will be played on a single “round robin” basis. The two teams with the most number of wins will then face each other in the championship game. The remaining teams will compete for third and fourth places. In case of ties, point system will apply to determine who will compete against each other.

Track and Field Technical

Track and Field (Relay)
Each team should have * participants.
Prescribed uniform should follow: batch shirt, shorts and running shoes.
The goal of the game is to travel the relay stick to the finish line at the fastest second ever.
The relay is composed of 400 meter run, track and field.
Any player or team who fails to report 5 minutes after the scheduled game will automatically lose by default. The same policy is true for the player or team who will walk-out in the middle of the game.

Track and Field (100 Meter Dash)
Each team should have * representatives.
Prescribed uniform should follow: batch shirt, shorts and running shoes.
Amateur rules will be adapted to the said event.
The players should be in the starting line and position themselves in running position.
Players should wait for the whistle before running.
The one who reach the finish line in a fastest second will win the game.
Any player or team who fails to report 5 minutes after the scheduled game will automatically lose by default. The same policy is true for the player or team who will walk-out in the middle of the game.

Track and Field (10 - KM Run)
Each team should have * representatives.
Prescribed uniform should follow batch shirt, shorts and running shoes.
The players should be in the starting line and position themselves.
Players should wait for the whistle before running.
The goal of the game is to complete the 10 km (25 rounds of the oval) run and the first one to complete the 10 km run will win the game.
Any player or team who fails to report 5 minutes after the scheduled game will automatically lose by default. The same policy is true for the player or team who will walk-out in the middle of the game.

Swimming Tehnical
(Breaststroke, Backstroke, Butterfly, Freestyle, Relay-freestyle)


1. Each batch will have representatives.
2. Proper swimming attire will be imposed: for females, swim suit, head cap and goggles (optional). For males, swimming trunks, button or garter shorts, head cap and goggles (optional).
3. Any player or team who fails to report 5 minutes after the scheduled game will automatically lose by default. The same policy is true for the player or team who will walk-out in the middle of the game.
4. For all the events, the swimmer who will reach the finish line first, wins the game and will be based on the fastest seconds they will reach the goal.
5. For the single player events, the player who will reach finish line wins the game and will be based on the fastest seconds they will reach the goal. The distance to be covered by each player is 50 meters.
6. The players should position themselves (diving position). The players should wait for the whistle before plunging into the water.
7. For the relay – freestyle event, the male swimmer will be at the starting line of the swimming pool and be the first one to dive. Female swimmers will be the second and third swimmers. The final swimmer will be the second male representative. Each team would cover a total of 200 meters, 50 meters per player.
8. The male swimmer will swim up to the other end of the pool where the female swimmer is positioned. He must touch the wall of the pool before the female swimmer can plunge into the water. Same applies to the third and fourth swimmers.

Bowling Technical
1. Each team should have a representative.
2. Amateur rules will be adapted on the said event.
3. The games will be played on a single “round robin” basis. The two teams with the most number of total points will then face each other in the championship game. The remaining teams will compete for third and fourth places. The championship round will be composed of 1 game only.
4. The person who will roll the ball should be in the starting line. No other individual is allowed to stay with the player or it will mean disqualification for the player.
5. Petitions, requests, complaints may be channeled to the technical committee by the player. No other person can protest.
6. Any team who fails to report for the game 5 minutes after the scheduled game automatically loses by default. The same policy is true for players who will walk out in the middle of the game.
7. Shoes will be provided by the Nursing Student Council. Players may bring their own equipment (bowling ball, wrist guard, etc.)

Billiards Technical

1. There will be representatives for each batch.
2. The game is a nine (9) ball challenge. Amateur rules will be applied to the said event. The game is a race to 5 series each division. The games will be under a single round robin where in the top 2 players will advance to the finals. In case of ties, the player with the most number of racks won will advance. Championship round is race to 9 series.
3. To the start the game, the players will be given a cue ball, players must hit it before the line through the further rails, whoever gets close to the nearest rails will be the one to break (lag for break). In breaking, the player must hit the number one (1) ball first.
4. When setting up the cue ball for the break, the cue ball must not go beyond the upper line of the table.
5. The ball must be hit in sequence from 1 - 9.
6. Foul shots will mean ball in hand for the opponent. (Scratch, priority ball not hit, double hit (cue ball), miscue, a shot that hit no rails, ball bouncing off the table, touching other balls with any part of the player/cue stick).
7. In case any ball goes into a pocket together with the cue ball, only ball number nine (9) will be taken out and set on the table dot.
8. Push – is only used right after the break when the player has no way to hit the priority ball, the opponent will have the right to choose whether he will hit or he will let the opponent hit the ball again.
9. 3 consecutive fouls or 5 non-consecutive fouls in a round will be a point to the other player.
10. Any team who fails to report for the game 5 minutes after the scheduled game automatically loses by default. The same policy is true for players who will walk out in the middle of the game.
11. Petitions, requests, complaints can be channeled to the technical committee by the player. No other individual can protest.

Darts Technical

1. The game will consist of *. The game starts with each team having 301 points. Their goal would be to reduce the score to zero.
2. The dart board is situated 8-9 ft away from the player. A line is drawn where the players should not cross throughout the duration of his/her turn.
3. Any team who fails to report for the game 5 minutes after the scheduled game automatically loses by default. The same policy is true for players who will walk out in the middle of the game.
4. Before the game begins, each player will be given 9 throws each as their warm-up.
5. To determine which team takes the first turn, a person from each team will throw one dart. The team whose dart is closest to the bull’s eye takes the first turn.
6. Each player throws 3 darts on his/her turn. If a foot crosses over the line or a player happens to trip and releases the dart, it is counted with no points and cannot be re-thrown.
7. Before a score may count, the player must first hit a double.
8. Darts must stay on the board for at least five seconds after the player’s final throw to count. Then the darts are retrieved.
9. The scoring are as follows:
• In the wedge : the amount posted on the outer ring
• The double ring (outer, narrow ring): twice the number hit
• The triple ring (inner, narrow ring): thrice the number hit
• Bull’s eye (outer bull): 25 points
• Bull’s eye (inner bull): 50 points
10. Any three throws (one turn) which reduces the score to beyond zero do not count.
11. There will be a total of 3 rounds. The champion will be the team who garners the most number of wins in the three rounds.

Dancesport Technical

1. Each team will have a pair of dancers, 1 male and 1 female.
2. Each team will be assigned with a type of ballroom dance: plus an impromptu dance.
3. The competition will be divided into two parts. The first part of the competition, each team will present a routine according to their assigned dance which will be picked via draw slots by their respective batch representative. These are: FOXTROT, TANGO, SWING, WALTZ, CHA-CHA, SAMBA, RUMBA, and BOOGIE. The second part is an on the spot exhibition wherein the contestants will dance to the music provided by the student council.
4. Each team will showcase their dances for 3 minutes per type of dance.
5. The criteria for judging:
Choreography 40%
Originality 25%
Costume 10%
Timing 15%
Audience Impact 10%
Total 100%
6. Participants should limit their steps inside the demarcation line, failure to do so will mean 10 points reduction.
7. Steps are freestyle as long as they still coincide with the type of dance currently in play. Pyrotechnics are prohibited.
8. Each team must report 15 minutes before the scheduled performance. Participants who fail to arrive within the said time will be automatically disqualified.

This year, the field demonstration will be up to each year level to come up with a cheer they believe is a representation and style of their respective class. This event will also be used to demonstrate the unity of each class. The field demonstration will count towards the over-all champion.

1. All participants should be enrolled this school year to be able to join.
2. Each batch should have a minimum of * and a maximum of * members including the drummer or band (if any), spotters, floaters, and the batch can sing their yells or cheers for their contestant.
3. The field demonstration squad will be given five to fifteen minutes, time starts upon crossing of the demarcation line. Any overlapping time, points will be deducted from the total score, one point per minute. The number of participants and the time of the field demonstration will be kept by the technical committee.
4. All cheer stunts must have spotters in case of falls to prevent injury as the College of Nursing and Nursing Student Council will not be held responsible for any accidents that may occur during the said event.
5. The use of music, cassette tape, cd, body sounds, improvised sounds (stick, tin can, etc.) are allowed. The team will provide their needed materials and will be held responsible for any damage that may happen to their materials.
6. Proper decorum will be observed during the presentation. Use of pyrotechnics, water or any substances that may damage the location where the said event will be held is not allowed. This will be a ground for disqualifying the team.
7. Each team is required to report 15 minutes before the scheduled time.
8. There will be five judges for the cheering competition. Each judge will score the participants according to the following:
A. Choreography (includes stunts and movements) 30%
B. Yells and Cheer 20%
C. Uniqueness (includes creativity and gimmicks) 20%
D. Musical Rhythm and Timing (includes coordination and synchronization) 10%
E. Costume and Props 10%
F. Unity and Entertainment 10%
9. The score will total 100%; the highest scorer will be the winner.

Games of the General Technical

1. Each team will have representatives.
2. Any team who fails to report for the game 5 minutes after the scheduled game automatically loses by default. The same policy is true for players who will walk out in the middle of the game.
3. Each table will perform a coin toss to determine who takes control of white, which always goes first in a match.
4. The player who captures the enemy flag, or brings his/her flag to the other end of the board will win.
5. Each player will take turns in moving his or her pieces. There is no time limit for each turn.
6. If a player does not arrive in 5 minutes, he/she forfeits the game and his/her opponent wins the match.
7. The two players who get the most number of wins per table will play for the championship for his/her respective table.
8. The champion of table A will compete with the champion of table B for the over-all games of the generals championship. Bracketing will be discussed.
9. In case of a triple tie, the 3 players will draw lots; one player will get “immunity” while the two players left will battle. The winner will go against the player who had immunity. Whoever wins between them will be declared the table champion

Scrabble Technical

1. Each team will be composed of * representatives from each level.
2. Any team who fails to report for the game 5 minutes after the scheduled game automatically loses by default. The same policy is true for players who will walk out in the middle of the game.
3. The games will be played under a single round robin series. Each game will last 25 minutes. The player with the most number of wins in his/her table will be the champion of the table and will compete against the champion of the other table under the same division to vie for the over-all championship in their respective division.
4. In case of triple ties, the player with the most number of accumulated points will move on as the champion of the table.
5. All games are one-on-one.
6. Clock starts when first player looks at first tile. The total time for a game will be 25 minutes. The game clock will not be stopped for any reason.
7. Players draw tiles to see who begins. The person who draws the letter closest to A goes first. A blank supersedes all other letters. If there is a tie among those who drew the closest to A, only the tied players draw again.
8. Players have 12 seconds to form a word.
9. Words formed must be a minimum of 3 words long.
10. Each word left standing at game’s end scores a value equal to the square of the number of letters in the word. The player with the highest total score at the end of 25 minutes will be declared the winner.

Chess Technical

1. Each team will have representatives.
2. Any team who fails to report for the game 5 minutes after the scheduled game automatically loses by default. The same policy is true for players who will walk out in the middle of the game.
3. Each table will perform a coin toss to determine who takes control of white, which always goes first in a match. Each player will take turns in moving his or her pieces. There is no time limit for each turn.
4. Once a player touches his pieces he must move that piece (“Touch Move”).
5. “Casting” rule will be applied and each player may “castle” only once during a game when conditions are met
6. The two players who get the most number of wins per table will play for the championship for his/her respective table.
7. The champion of table A will compete with the champion of table B for the over-all chess championship.
8. Bracketing will be discussed.
9. In case of a triple tie, the 3 players will draw lots; one player will get “immunity” while the two players left will battle. The winner will go against the player who had immunity. Whoever wins between them will be declared the table champion.

Pinoy Games Technical

Tanzan Race
1. Each team will comprise of 4 members: 2boys and 2 girls from the same year level. Each player is to have an eggplant tied on their waist hanging in the middle of their legs, elevated about 1ft above the ground.
2. The players must hit the “tanzan” with the eggplant going to the pole across and going back to the base line.
3. The team to finish first will be the winner.

Patintero
1. Each team is composed of * players.
2. The game will last for 30 mins. The team who scores the most will be the winner
3. The attackers must try to cross the 1st line and reach the last line and then return to the home base without being tapped or tagged by the opposing team.
4. A score is given when the one of the attackers successfully return to the home base without being touched or tapped.

Suongan (Tug of War)
1. * teams of * players that will hold the long rope on each side.
2. On the start of the game, both teams will pull the rope each side.
3. When the mark of the flag in the middle of the rope reaches to the side of one team from a set boundary, the said team wins.
4. Or, when one team falls or losses the rope, the other team wins.
5. Never wrap the rope around your waist and wrist.

Touch Ball
1. Each team is composed of * players: each team has their own side.
2. The attackers of the game will be the one to throw the ball to tag the opposing team.
3. If one of the opposing players gets tagged by the ball, he will be out of the game for that round.
4. And if all the opposing players are tagged , it is a point for all the attackers and it’s opposing teams turn to be the attackers.
5. During the round, in the event that one of the opposing team caught the ball, one of their team members who were out of the round may join the round again.
6. The team who gets the most number of points wins.

Sackrace
Main Goal: The fastest team to complete the said length to be raced wins.
1. Each team will be given a sack where each member will get inside, jump until he/she reaches the pole, circle on it, and then go back to his/her team.
2. Tag the next teammate who will race, and then follow the previous player.


missxgabby
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