Event Rules
Event Rules
Event Rules
Date: 07-02-2024
2 Touch-N-Run (Team)
• The game consists of two teams having five players.
• Two teams stand facing each other at a sufficient distance.
• one player from the other team will go to the other side respectively.
• all the players of the other side will stand with their left foot in line and left hand in front and
right hand behind the waist
• the player coming from the other team will go to the side of this team touches the player's
hand, he will try to touch the player before his boundary line
3 Pass the Ball (Team)
• Each student of both the teams will stand at the marked spot.
• Each student of the opposite team should stand in his place and pass the ball between the
students ofthe opposite team.
• The ball will be thrown 2 times by each student of the team.
• Distance between standing lines is around 25 Feet.
7 Ghummar (Team)
• The game consists of two team having Ten players.
• In this game, the people of both the team will join hands and form a circular chain.
• A player from the Team-A announced, a player from Team-B will run to catch that player.
• The players of Team-A holding hands have to rotate in circle any direction, like a Ghummar
and protect the announced named player of their team.
8 Chil-Zapat (Team)
Chil-Zapat is a very simple that doesn’t need any expensive equipment except a handkerchief or
“Rumal”.
• The game consists of two team having five players.
• In this game, the people of both the team will join hands and form a chain, one handkerchief
will be kept at an equal distance in front of both teams.
• When the whistle blows, both the teams will run and the player in the middle of the chain
will pick up the handkerchief from his mouth, but keep in mind that apart from the middle
player, the knees of any other player will not touch the ground.
• The team that picks up the handkerchief and returns to its place first will be the winner.
12 Chess
• Basic chess rules will be followed.
13 Carom
• Two players shall have to play each other. The players sit opposite each other.
• No part of your body, except your hand, may cross the imaginary diagonal line nor may your
elbowprotrude over the frame in front of you. Even your feet or knees my not leave your
quadrant.
• Sinking the striker costs you one piece and your turn. But, if you sink a piece in the same
shot, thentwo come up and you shoot again.
• After sinking the striker, your opponent places the due piece(s) within the center circle. If you
haven’tsunk one yet, you owe one.
• If while shooting for the queen you also sink one of your carrom men in the same shot, the
queen is automatically covered, no matter which went first.
• If a piece jumps off the board, it is placed on the center spot. If pieces land on end or are
overlapping,they are left that way.
• If the center spot is partially covered when replacing the queen or a jumped piece, the piece
should cover as much red as possible. If totally covered, the piece is placed opposite the next
player behind the red spot.
• If you sink your opponent’s piece, you lose your turn. If you sink their last piece, you lose the
board and three points.
• If you sink your last piece before the queen, you lose the board, three points and one point for
each ofyour opponent’s pieces left.
• If the striker does not leave both lines, go again. You get three tries to break before losing your
turn.