Categories & Rules
Categories & Rules
All matches would be played on knock out basis
Team would be of 5-a-side with 2 substitutions
Rolling subs
Slide tackles are not allowed
In a case of a slide tackle a yellow card would be awarded
All free-kicks will be indirect
Studs are not allowed
Double yellow means one red which would led in suspension for 3 minutes
In case of a draw there would be no extra time and matches will lead to penalty kicks
A team will consist of 7 players( 6 playing + 1 substitution)
All matches will be played on knockout basis
4 overs per innings will be bowled
1 bowler can ball maximum of 2 overs rest 1 each
All Extras included
Tapeball will be used
No LBW
In case of a draw super over will be played
Umpire's decision will be final and not questioned
All basic rules will be followed
Female Only
A team consists of 6 active players and 2 substitute players.
A match consists of 3 sets, 3 minutes for each set
A team may substitute between a match only if the player is injured.
For a hit to be considered, the ball should directly hit the body, if the ball hits after bouncing, it is not considered.
If the opponent catches the ball, they may save a life.
Shots hit above the shoulder area will not be considered as out.
If the player steps on the line or out of the line during anytime between the match, they will be considered out.
A team will consist of 4 active players and 2 subs.
One match will be of 20 minutes (4 quarters of 5 minutes each)
5 fouls from a player will lead to disqualification of that individual
A player must not hold, push, charge, trip or obstruct the progress of an opponent
Lane violation, travelling, double dribbling, palming, jump-ball, backcourt and other standard basketball rules apply
A shooting foul will result in a free throw
A total of 3 timeouts available
In case of a tie there will be another quarter of 5 minutes.
Players are required to wear no accessories to avoid injury.
A team can have 6 players with 2 substitutes.
One player cannot hit the ball twice during play.
Rotation will not be mandatory.
Players can not touch the net.
Players should not cross the centre line of the court during play.
Knock out rules apply
Referee's decision is final.
standard game rules apply
A team consists of 7 players and 2 substitutes.
Each match will consist of 3 sets.
Each team can consist of 4 to 6 players from the same school.
The players will go around the two campuses collecting different clues one at a time.
The previous clue has to be given at the next clue spot.
If players get caught using any other source of help other than the designated team, after one warning the team will be disqualified.
A team must consist of 7 players with 1 substitutes.
A match will consist of 3 sets with 10 points each.
Service should be done within 5 seconds after the whistle of the referee.
In case during the serve, the ball falls in the dead zone, it will result in a loss of point.
If the ball touches the net, the serve will be delivered again.
Jump and smash is allowed (only 1 step).
Jump and catch is allowed. However, jumping while serving is not allowed.
Fumble, double touch and body touch will result in a loss of point. (while playing, if two people come in contact, the point will be given to the opponent team)
Underarm throws are not allowed.
The service will be decides through service toss.
The game will consist of three sets.
The first player to reach 11 wins(however there must be a two point margin.
Each player serves two points in a row and then the server is changed.
After each set the the players switch sides.
If the ball touches the net during service and lands on the other side is a service fault and is redone.
Two service faults results in a point for the opponent.
The ball must rest in the open palm and then it must be tossed up at least 6 inches high.
Relative strength: Bench press and deadlift total will be added and compared to the bodyweight percentage.
Absolute strength: Bench press and deadlift total will be added. Win will be awarded to the person with the most total weight lifted regardless of bodyweight.
RULES FOR BENCHPRESS:
3 attempts will be given.
Gloves, grips, wraps, sleeves and belts are NOT allowed
Assistance can be provided for unracking/reracking barbell
Glutes and shoulders must be in contact with the bench
Arms must be locked out before lowering barbell to the chest
Barbell must touch chest before initiating press.
A successful lift will be counted once the participant's arms lock out and other instructions are followed.
RULES FOR DEADLIFT:
3 attempts will be given
Sumo and conventional are allowed
Gloves, grips, sleeves, wraps and belts are NOT allowed
CALISTHENICS
RULES FOR ARM WRESTLING:
Men:
Under 75kg
Above 75kg
Girls:
Under 55kg
Above 55kg
Rules for Arm Wrestling:
CHALK AND SMELLING SALTS ARE NOT ALLOWED
LIFTING BELTS, SLEEVES, WRAPS, GRIPS AND GLOVES ARE ALSO NOT ALLOWED
Fair matchups will be announced to the best of ability.
Wait for the referee to put your hands into position.
Don't move your arm while referee adjusts your hands into position.
Apply force only when the referee starts the match.
Keep your elbow on the elbow pad at all times.
Round will be awarded to opponent in case of 2 consecutive elbow off pad.
Strap will be used incase 2 or more slips occur.
Strap can be used by default if both parties agree.
Winner will be decided on best of three terms.
Right arm matches would commence by default.
Participants may unanimously agree to arm-wrestle with either left or right hand.
RULES FOR PUSHUPS:
Winner will be decided through the most amount of pushups in 1 minute
Resting is allowed between reps
One rep will be counted when arms are at 90°
No half reps
RULES FOR PULLUPS:
Most amount of pull-ups in 1 minute
Resting is allowed between reps
No kipping/momentum
Chin must be above bar for rep to count
All matches will be played on knockout basis.
Total time allotted for the match will be 30 minutes
3 fold repetition equals a draw
The 50 moves rule equals a draw
In case of draw/stalemate, a rematch will take place for the same amount of time.
A striker within the baseline must touch both the front line and the rear line.
In striking, the players hand or arm must not cross the diagonal foul lines at either end of the baseline.
The player must flick the striker with one finger so that it crosses the front baseline- it is not permitted to flick backwards or horizontally.
When a player pockets the Queen but does not cover it, the Queen is returned as near as possible to the center circle by the opponent.
Two dices will be used.
After a six is rolled up, the player gets an extra roll.
If a six is rolled up 3 times, the player loses his turn.
The first player to complete his journey with all the four pieces wins.
The remaining players continue to play to determine the runner ups.
RULES FOR FIFA:
All matches will be played on Knockout basis.
The matches will be of 4 minute half.
Losing by a lead of 3+ will result in instant knockout.
In case of a draw, match will he decided on penalties, but in semi-finals and final it will go to extra time first.
Restarting a match will not be allowed even if both the players agree.
The players are not allowed to change the settings set by the gaming team.
RULES FOR COD:
Game: Call of Duty Black Ops 3
Mode: Gun game
Time limit: 10 minutes
Original settings
All matches will be played on knockout basis
RULES FOR TEKKEN:
Each match will comprise 3 rounds
Only default characters can be used
Default settings will be used.
Pausing the game is not allowed between rounds.
In exceptional circumstances, such as bugs or match disruptions, players can restart the match.
Boys and Girls (Singles and mixed doubles)
Qualifying matches will have 3 sets in which participants have to score 12 points to win. The first participant to win 2 out of the 3 rounds will proceed to the next round.
The semifinal and Final rounds will have 3 sets in which participants have to score 15 points to win.
The first serve will be decided by a coin toss. Once the first goal is scored, the serve goes to the scoring team.
The rod should not be spun more than 360 degrees (No Spinning).
The ball should not be kept on one side for more than 10 seconds.
In the doubles category, participants should have their hands on the handles at all times during the game.
The table should not be tilted or lifted from either side.
The penalty for breaking the rules is loss of possession of the ball.
If the ball stops rolling in a place on the foosball table from where neither team can kick it, the team who last scored removes the ball and serves it. The same rule applies if the ball bounces off the foosball table.
Intentional and constant rule-breaking can lead to the participants being forced to forfeit the match.
Rules for Singles:
All matches will be played on knockout basis.
Each game will consist of 11 points, 10 being the match point.
Semifinals and finals will consist of 21 points, 20 being the match point.
Serve is decided by toss.
If shuttle hits the net, the other person gets a point.
Serve should always be done underarm and below the server’s waist. An overarm serve would be considered a fault.
If your shuttle touches the ground or if you hit it twice from the same court, that will be considered a foul play.
Rules for Doubles:
A player out of a team of 2 must serve inside the white lines of the diagonally opposite side so that the shuttlecock falls inside it.
The server serves from the right service court at the start of the game and when the score is tied. The server serves from the left court when scores are odd.
The serving side earns a point if it prevails in a rally, and the same server then serves from the alternative service court.
A point is awarded to the receiving side after a winning rally—the serving side changes to the receiving side.
Until their side wins a point when their side is serving, the players do not switch to their respective service courts.
Each player starts with a score of 200 points and takes turns to throw 3 darts.
The score for each turn is calculated and deducted from the players' total.
Bullseye scores 50, the outer ring scores 25, and a dart in the double or treble ring counts double or treble the segment score.
The objective is to have the least points at the end.
Cube Inspection: Competitors have 15 seconds to inspect the cube before each solve.
Solve Method: Competitors can use any solving method they prefer.
Penalties: A penalty is given if the cube is not solved correctly. For example, incorrectly oriented faces result in a 2-second penalty.
There will be 3 rounds , a competitor will solve the cube 3 times and the average time will be their final