Event Rules

Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

C. U.

Shah University, Wadhwan City


Sponsored by: Wardhman Bharti Trust

Date: 07-02-2024

Sports Fiesta 2024


Games Rules
General Rules:
• Participation is open for the students of C U Shah University only.
• It is mandatory for each participant to bring along his / her college I-Card.
• Participants will be disqualified if they misbehave or use any offensive language.
• The decision of the judges will be final.
• All students will be given certificate of Participation.
• The games or activities might be altered or removed from event at the discretion of Organizers.

SNo. Name of Game


1 Triple R (Team)
To catch or run away from your opposing team based on the team name given by the
Coordinators.
• The two teams named Ram and Raghav will each be standing in separate lines so that players on
both teams are facing each other.
• When the other, Ram is given the Team Ram’s players will attempt to run to their edge of the
boundary.
• At the same time, the Team Raghav’s players will try and catch the Team Ram’s player.
• If order except Ram or Raghav given, then nobody should move.
• Other words may have Raja, Rakshash, Ravan, etc.

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.

4 Kangaroo Jump (Team)


• Each student of the team has to carry the ball from the start line to the end line by holding
the ballbetween the knees.
• After crossing the start line, the student cannot touch the ball with any part of the body till
the finishline.
• The student can only jump, can't walk or crawl.
• Distance between Start line and Finish line is around 25 Feet.

5 The Lame Touch (Team)


• Each student of both teams will stand near the start line in 2 lines one behind the other.
• Coordinator will stand in front of both teams with both arms parallel.
• The first student of both teams standing in line limps from the start line and touches the
coordinatorand returns to touch the second student of his team after which the second
student crosses the start line.
• The last students of both the teams have to touch the coordinator standing in front and
return to touchthe coordinator standing near the start line.
• Distance between Start line and Finish line is 25 Feet.

6 Ball in the Basket (Team)


• Each student of the team has to throw the ball into the basket.
• Each student of the team has to throw the ball 2 times.
• Distance between Start line and Finish line is 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.

9 Rope Wrestling (Team)


Basic rules will be followed.
10 Cricket (Team)
• The tournament shall be known as University Inter College Cricket Tournament.
• The tournament will be conducted on league cum knockout, to be decided on spot.
• Every team can consist of 12 players each (11 playing) including enrolled Students of University.
• A player can participate in only one team.
• The venue of the matches shall be the University Campus Ground.
• First round matches will be of 6 overs a side, second round matches 8 overs and Semi-Final &
Final Matches will be of 12 over a side.
• Players of a team should be in uniform dress.
• Balls will be provided by the organizers.
• Neutral Umpires will be appointed by the organizers.
• Disputes will be settled by the organizers in consultation with the umpires.
• The organizers reserves the right to frame/change/modify any of the rules at any stage of the
tournament, if found necessary.
11 Badminton
• Best of 3 series to determine a winner. The first team to win two games will be declared the
winner. Theteam that lost the previous game will serve first. 35 minute time limit will be
enforced.
• Fifteen points constitute the game. When the score is tied at 13 all, the side reaching 13 first
chooses tofinish the game at 15 points or to see the game at 5 points. When tied at 14 all,
he/she chooses to play 1 or 3 points. Similarly, in 11 point games, the score may be set at 3 when
the score is 9 all and at 2 when10 all.
• The service must be delivered to the diagonal service court. A bird that lands on a line
is considered good. In singles the bird must land in the long, narrow court and in doubles in the short,
wide court. A let serve is one in which the bird touches the top of the net, but lands in the proper
service court and is served over. It is a fault unless it lands in the service court.
• Only one service (trial) per player is allowed per inning (not like tennis), unless the
bird is missed completely. The service alternates courts, starting in the right hand court at the
beginning of the game, but thereafter service is made from the right hand court when the score is
even (for that side) and fromthe left hand court when the score is odd (for that side). Only one hand is
allowed the side beginning the serve in doubles the first inning, and two hands are allowed each inning
thereafter. However, a member of the team can be in either court when the score is even or odd, but
each member must be in his/her proper court, i.e., the same sides they were in when they made their
first point. An easy way to remember: When the score is even partners should be in the courts in which
they started the game.
• It is a fault (loss of service or hand for the serving side and loss of point for the receiving side)
when:
• Service is illegal, i.e., the bird is struck when above the waist or the head of the racket is
higherthan the hand when hit.
• Service or played shot lands outside the specified court, passes through or under the net, or
hits aplayer or obstruction outside the court.
• If server or receiver steps out of his proper court before delivery of serve. Only the person
servedto may return the bird.
• A player reaches over the net to hit a bird. You may follow through over the net after striking
abird that is on your side.
• A player touches the net with his/her racket of any part of his/her body.
• A player hits the bird twice or momentarily holds or throws it with his/her racket.
• A player fails to return the bird to the opponent’ proper court.
• The server steps forward as he/she serves.
• In doubles serve, a player may not “un-sight” the server.

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.

You might also like