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Intrams Mechanics

Each student must pay 20 pesos to participate in the inter-school competition regardless of participation. There will be 4 teams for the competition in Dota, Counter Strike, Mobile Legends, and Quiz Bowl. The rules establish team sizes, scoring systems, mechanics for each event, and that judges' decisions are final. Violations of the rules may result in penalties decided by event staff.

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0% found this document useful (0 votes)
2K views

Intrams Mechanics

Each student must pay 20 pesos to participate in the inter-school competition regardless of participation. There will be 4 teams for the competition in Dota, Counter Strike, Mobile Legends, and Quiz Bowl. The rules establish team sizes, scoring systems, mechanics for each event, and that judges' decisions are final. Violations of the rules may result in penalties decided by event staff.

Uploaded by

yeung palang
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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*Either participant or not, each student is compulsory to pay Php 20.00.

General Rules
1. All entries/participants should be a bona fide students of AMA Computer Learning

Center.

2. All entries/participants should be officially enrolled in the second semester of ACLC

Academic Year 2018-2019.

3. There will be four (4) teams:

Avast: 1PR1, 1PR2, CBA, SD Kaspersky: ABM11 A AND B, CSS11, NTT

Avira: PR12A AND B, ADT McAfee: AN11 & 12, GAS12, BOIS, CGA

*The order of the participants and bracketing will determine by drawing of lots.

4. Team leader will submit the list of the participants two (2) days prior to the event.

5. Team leader will submit the music/s two (2) days prior to the event.

6. Participants should be on time. Participant(s) who is(are) 10 minutes (or 1 hour,

unless stated otherwise) of the scheduled contest time shall forfeit.

7. If the team has no representative for an activity, the team will automatically have zero

points. Faculty and Admin members are not allowed to join in any event. (Unless there

will be an intended event for them.)

8. In judging, ranking shall be employed.

9. Judges decision is final and irrevocable. The team with highest overall points by the

end of the event wins.


10. All matters not dealt with in these rules shall be referred to the Event Committee in

writing. The decisions of the Event Head on such matters shall be final and binding to all

concerned.

Mechanics, Criterion, and Point System

SPECIAL EVENTS
STATUS: COMPLETED
SIZE: 4 TEAMS
Settings
1. All of the required Settings are listed below. If a setting below, it should not be changed from its default state.
2. Starting a Game/Map with the wrong Game Type Settings may result in a forfeit of the Game/Map, The
Game/Map being replayed, or a warning, which will be determined by the FACILITATORS or the STAFF.

ALL GAMES

 TEAM SIZE: 5
 MODE: Captain’s Mode
 MAP: Tournament Version
 SPECTATING: Enabled
 SINGLE ELIMINATION BRACKET

RULES OF THE GAME

1. By registering for this Tournament, players acknowledge that they have read, understand, and agree to
abide by all of the rules.
2. Any form of cheating, glitching, abusing in-game mechanics, or unsportsmanlike behavior may result in
a forfeit of a Map, Match, or Ban from Game Battles. Punishable unsportsmanlike behavior includes, but is not
limited to, excessive use of foul or degrading language.  In addition, breaking any rule may result in a forfeit of
a Round/Map, forfeit of a Match, Verbal Warning or Ban from Game Battles. 
3. The rules are subject to change at any time, so check them often. 
4. As a user, you are personally responsible for accepting any invitation to a team. If you do not personally
accept a team invitation, you may be disqualified from competing. You also forfeit the ability to receive a prize.
5. No warm-up or practice Games are permitted once the Match’s first Game has begun. We recommend that
all users use a capture card or digital camera depending on the situation to provide proof.
6. If a match is played before the scheduled time, it will not be considered a warm-up and will count as the
official scores. No warm-ups, or practices between teams are allowed during Online Tournament play. 
7. If by 15 minutes past the scheduled Match start time a team doesn’t have enough players to play, the
incomplete team forfeits the Maps they cannot play.
8. For any allegations of cheating, wrong weapons used, glitching, etc., you MUST contact Staff
9. If the Party Leader/Host wrongly ends a Map, their team may forfeit the Map.

COUNTER STRIKE
Game Mechanics
 Competition method Players: 10 Total (5 on each team)
Each Team must have a team Captain.
 Rounds – 12 Rounds for Regulation Play
 6 Rounds as offense and 5 Rounds as Defense Per Team until the Victory Condition is
met.
 Victory Condition: The First Team to Win 6 Rounds in Regulation or the team that wins
the Overtime Period.
 Startmoney: $800 for regulation Play
$ 10,000 for overtime Periods.
 Map: de_dust 2 or de dust
 Any intentional abuse of “PAUSE” by a Player on the Server will be result in diciplinary
action to be decided by an administrator.
 Violations:
 Flashbang exploits – No Flashbang (expoi) exploits will not be allowed.
 Avoid Trashtalk or abusive words
 Punishment for any violation will be at the sole discretion of the
administrators.

Mobile Legends

1. One representative each team. Each team should be composed of five (5) players.

2. The match will be played via draft mode.

3. The players should turn off the Heroes’ emblem/ talent.

4. Only registered players are allowed in the competition area and participate in the
tournament.

5. Hacks, mods, or third-party apps are not allowed. SSC officer/s may examine a
player’s device if cheating is suspected.
6. Each member of the team must bring their own a mobile device with internet
connectivity that can play Mobile Legends. The tournament will be played over a WiFi
network provided by school.

7. Each player may have a different level of account and more than five (5) heroes.

8. Decisions made by the Committee Head and officials are final.

Quiz Bowl

1. Three representatives per team.

2. All questions are related in Current events, English, field of Information and

Technology, Arithmetic, Science, and Euthenics.

3. No gadgets, books, or dictionaries shall be brought inside the contest venue.

4. There are thirty (30) questions in three rounds, all ranging from easy, moderate, and

difficult.

5. Ten questions will be allotted for each round.

6. At the end of each round, the quiz master shall read the scores garnered by each

team.

7. Once the contest has started, the contestants will not be allowed to glance at other

teams’ board.

8. Once caught glancing at other teams’ board, that team will be disqualified.

9. The teams shall be given ten (10) seconds to answer each question. Teams fill out

their answers on the given illustration board. A signal shall be given for the teams to

their boards.

10. Each question will be flashed on the screen for one minute before moving on to the

next question. Once question has passed, it will not be repeated for any team.

11. Once the board is raised, nobody is allowed to make any changes to their answer.
12. In case of a tie, a tie-breaking questions will be given, and the team who answers it

first will be the winner.

13. The results of the event are the final and irrevocable.

Point System:

Easy Round: 3 points for each

Moderate Round: 5 points each question

Difficult Round: 10 points each question

Scoring Points for Dota

Champion 300 points

1st runner up 250 points

2nd runner up 200 points

3rd runner up 150 points

Counter Strike, Mobile Legend, and Quiz bowl

Champion 200 points

1st runner up 150 points

2nd runner up 100 points

3rd runner up 50 points

Charcoal Rendering

1. Materials will be provided by the Event Committee.


2. Only one (1) participant per team is allowed to participate in the contest.

3. The contestants must bring and use pencil from 2B to 8B. Charcoal pencil, art gunner

or equivalent, brush, cotton, tissue paper, sand paper, pantograph and air brush are not

allowed.

4. The contestants must use the illustration board with size 15” x 20”.

5. The subject of the contest will be given by the Board of Judges.

6. The contest duration is for a period of four (4) hours.

7. Only the contestants are allowed in the contest venue.

8. No distinguishing mark or name of the contestant shall appear in the entry.

9. Judges decision is final.

Criteria for Judging

Proportion (Scale) . . . . . . .20points

Tone Building (Value) . . . . . .20points

Workmanship (Quality) . . . . . .20points

Similarity (Likeness) . . . . . .20points

Over-all impact . . . . . . .20points

Total 100points

MTV Spoof

1. There should only one set of participant each team.

2. Each group shall be composed of a minimum of 5 members up to a maximum of 15

members. Groups should also be composed of: a) male members only, b) female

members only, c) both male and female members, d.) mix. Back-up dancers are

allowed.
3. Any music videos.

4. Impersonation of famous and local musical icon is allowed.

5. Cross-dressing is allowed.

6. Presentation is maximum of 3-5 minutes.

CRITERIA FOR JUDGING

Impersonation. . . . . . . . . .40%

Costume. . . . . . . . . . .20%

Mastery. . . . . . . . . . .25%

Audience Impact. . . . . . . . . .15%

Total .100%

Rules of Tug of War (Men)


1. Each team in a Tug of War competition consists of eight (8) biologically male.

2. The rope used should be of a circumference of approximately 11 cm and should

be marked in the middle with a centre line as well as two marks that should be

placed 4m from the centre line.

3. At the start of the pull, the centre line of the rope should be immediately above

line marked on the ground.

4. Both teams pull the rope, the winner being the team who manage to pull the

mark on the rope closest to their opponents over the centre line.

5. The rope must be pulled underarm and nobody’s elbow must go below the knee,

otherwise a foul will be called.


6. Matches are often a best of three pull, the winner winning two out of the three

pulls.

Rules of Tug of War (women)


1. Each team in a Tug of War competition consists of eight (8) biologically female.

2. The rope used should be of a circumference of approximately 11 cm and should

be marked in the middle with a centre line as well as two marks that should be

placed 4m from the centre line.

3. At the start of the pull, the centre line of the rope should be immediately above

line marked on the ground.

4. Both teams pull the rope, the winner being the team who manage to pull the

mark on the rope closest to their opponents over the centre line.

5. The rope must be pulled underarm and nobody’s elbow must go below the knee,

otherwise a foul will be called.

6. Matches are often a best of three pull, the winner winning two out of the three

pulls.

Scoring Points for Special Event

Champion 200 points

1st runner up 150 points

2nd runner up 100 points

3rd runner up 50 points


Board Games

Chess

1. Only one representative per team.

2. The rules of the tournament will be based on the Rules and Basics at chess.com.

No player substitutions will be allowed.

3. Games will not be played with a clock, however, Event Committee have the authority

to place players on a 1-minute time limit per move if needed to keep the tournament on

time.

4. Penalty for illegal moves:

1st Offense – oral warning and additional two (2) minutes thinking time for the

opponent.

2nd Offense – loss of the game.

5.The use of cellphones and other electronic means of communication while the game

is in progress is prohibited. A player who will violate this provision shall lose his/her

game by forfeiture.

6. There will be a single elimination.

Champion 200 points

1st runner up 150 points

2nd runner up 100 points

3rd runner up 50 points


Scrabble

Rules

I. In Scrabble players form interlocking words crossword fashion on the board using

letter tiles of different values. Each player competes for high score by taking advantage

of the letter values as well as the premium squares on the board.

II. Set-up

a. Turn all letter tiles face down at the side of the board or pour them into the pouch or

another container and shuffle.

b. Draw for first play.

c. The player drawing the letter nearest the beginning of the alphabet plays first.

d. A blank tile supersedes all other tiles.

e. Return the exposed letters to the pool and reshuffle.

f. Each player then draws seven new letters and places them in his/her rack.

III. Game Play

a. The first player combines two or more of his/her letters to form a word and places it

on the board to read across or down with one letter on the center {star} square.

b. Diagonal words are not permitted.

c. A player completes a turn by counting and announcing the score for the turn. The

player then draws as many letters as played thus always keeping seven letters in

his/her rack.

d. Play passes to the left.

e. The second player, and then each in turn, adds one or more letters to those already

played to form new words.


f. All letters played on a turn must be placed in one row across or down the board to

form one complete word.

g. If they touch other letters in adjacent rows they must form complete words (crossword

fashion) with all such letters. The player gets full credit for all words formed or modified

on his/her turn.

h. New words may be formed by...

i. Adding one or more letters to a word or letters already on the board.

ii. Placing a word at right angle to a word already on the board. The new word must use

one of the letters already on the board or must add a letter to it.

iii. Placing a complete word parallel to a word already played so that adjacent letters

form complete words.

i. No letter may be shifted after it has been played.

j. The two blank tiles may be used as any letters. When playing a blank, the player must

state which letter it represents. It remains that letter for the remainder of the game.

k. Exchanging tiles

i. A player may use a turn to exchange any or all or none of his/her letters.

ii. To do this place your discarded letters facedown.

iii. Draw the same number of letters from the pool and then mix the discarded letters

with those in the pool.

iv. This ends your turn.

IV. Legal Words

a. An official dictionary will be provided by Event Committee.

b. If the word is not in that dictionary, it is not a word.


c. All words labeled as part of speech, including those listed of foreign origin, archaic,

obsolete, colloquial, slang, etc., are permitted with the following exceptions:

i. Words always capitalized

ii. Abbreviations

iii. Prefixes and suffixes standing alone

iv. Words requiring a hyphen or apostrophe}.

d. Challenges

i. Any word may be challenged before the next player starts a turn.

ii. If the word challenged is unacceptable the challenged player takes back

his/her tiles

and loses that turn. If the word challenged is acceptable the challenger loses his/her

next turn.

iii. Consult the dictionary for challenges only.

V. Ending the Game

a. The game ends when all letters have been drawn and one players uses

his/her last letter or

when all possible plays have been made.

VI. Scoring

a. Keep a tally of each player's score, recording it after each turn.

b. The score value of each letter is indicated by a number at the bottom of the

tile.

c. The score value of a blank is zero.


d. The score for each turn is the sum of the letter values in each word formed or

modified on

that turn plus the additional points obtained from placing letters on premium squares.

VII. Premium Squares

a. Premium Letter Squares

i. A light blue square doubles the score of a letter placed on it.

ii. A dark blue square triples the letter score.

b. Premium Word Squares

i. The score for an entire word is doubled when one of its letters is placed on a

pink

square. NOTE: As the center square is pink the first word score is doubled.

ii. The score for an entire word tripled when one of its letters is placed on a red

square.

Include premiums for double or triple letter values, if any, before doubling or tripling

the word score.

c. If a word covers two premium word squares the score is doubled and then

redoubled or

tripled and then re-tripled.

d. Letter and word premiums count only on the turn in which they're played. On

later turns

letters already played on premium squares count at face value.

e. When a blank tile is played on a pink or red square, the value of the word is

doubled or
tripled even though the blank itself has no score value.

f. When two or more words are formed in the same play each is scored. The

common letter is

counted {with full premium value if any} for each word.

g. Any player who plays seven tiles on a turn scores a premium of 50 points after

totaling his/her score for the turn.

VIII. Unplayed Letters

a. When the game ends each player's score is reduced by the sum of his/her

unplayed letters.

b. Also, if a player used all letters, the sum of the other player's unplayed letters

is added to that

player's score.

IX. Winning

a. The player with the highest final score wins the game.

b. In case of a tie the player with the highest score before adding or deducting

unplayed letters wins.

Champion 200 points

1st runner up 150 points

2nd runner up 100 points

3rd runner up 50 points

Game of Generals

1. One representative each team.


2. Players present at the tournament site are required to enter the official tournament

playing area when announced by the Event Committee. Unreasonable delays will be

penalized by a point deduction from the player's total score.

3. Each player shall be given five (5) minutes to arrange his pieces commencing from

the time when both players are present.

4. A player is deemed to have made a complete move upon his release of his playing

piece on an adjoining square on the board.

5. A player is required to move the piece he has touched. In cases where the player

touches several pieces, he must move the first piece that he has touched provided it

shall not constitute an illegal move.

6. A player is allowed a maximum of two (2) minutes per move. A player over-stepping

this limit three times, automatically loses the game by technicality. The game arbiter is

under no obligation to warn the player of the approaching time limit.

7. Exposure of one's own piece(s) either intentionally or unintentionally causes the

player to lose his next move.

8. A player who causes the exposure of his opponent's piece(s) either intentionally or

unintentional automatically loses the game.

9. The exposure of piece(s) caused by nature, e.g. wind, falling objects, etc. shall mean

the automatic replay of a game.

10. A player who removes his opponent's piece(s) intentionally or unintentionally

automatically loses the game by technicality.


11. If no challenge is made after thirty (30) complete moves from the start of the game,

the player with more pieces across the midpoint of the board automatically wins the

match.

12. If no piece from both opposing sides has cross the midpoint or if there is an equal

number of pieces by both players that are beyond the midpoint, the game will be

automatically declared a draw.

13. Players found guilty of obvious or surreptitious collusion with each other shall be

banned from further participation and automatically default. Collusion includes signals,

deliberately losing a game for the purpose of helping another player move up in

standings, or any other similar form of dishonesty.

14. As a general rule, the arbiter's decision is final and carries a heavier weight.

Protests regarding an arbiter's mistake must be brought immediately to the attention of

the Event Committee. Confirmations of the arbiter's mistake shall mean the automatic

replay of the game. No protest however will be entertained if the game concerned has

already been concluded.

15. Appeals and protests other than those regarding an arbiter's mistake must be

referred to the Head of Committee in writing within 24 hours of the questioned incident

and submitted to the tournament director.

PIECES VALUE
5 Star General 7.80
Spy 7.50
4 Star General 6.95
3 Star General 6.15
2 Star General 5.40
1 Star General 4.70
Colonel 4.05
Lt. Colonel 3.45
Champion 200 points

1st runner up 150 points

2nd runner up 100 points

3rd runner up 50 points

WORD FACTORY

1. Each team should provide 4 players and 4 substitutes (no

gender preference).

OBJECTIVE:

2. To list, within 3 minutes, as many words of the highest point value as you can find

among the random assortment of letters in the cube grid.

PREPARATION:

3. The game begins by shaking a covered tray of sixteen cubic

dice, each with a different letter printed on each of its sides. The dice settle into a

4x4 tray so that only the top letter of each cube is visible. After they have settled

into the grid, a three-minute sand timer is started and all players simultaneously

begin the main phase of play.

START OF GAME:

4. Each player searches for words that can be constructed from

the letters of sequentially adjacent cubes, where "adjacent" cubes are those

horizontally, vertically, diagonally, and square form neighboring. Words must be at

least three letters long, may include singular and plural (or other derived forms)

separately, but may not use the same letter cube more than once per word. Each
player records all the words he or she finds by writing on a private sheet of paper.

After three minutes have elapsed, all players must immediately stop writing and the

game enters the scoring phase.

SCORING:

5. In the scoring phase, each player reads off his or her list of

discovered words. If two or more players wrote the same word, it is removed from all

players' lists. Any player may challenge the validity of a word, in which case a

previously nominated dictionary is used to verify or refute it. For all words remaining

after duplicates have been eliminated, points are awarded based on the length of the

word. The winner is the player whose point total is highest, with any ties typically

broken by count of long words.

6. One cube is printed with "Qu." This is because Q is nearly

always followed by U in English words (see exceptions), and if there were a Q in

Boggle, it would be challenging to use if a U did not, by chance, appear next to it.

For the purposes of scoring Qu counts as two letters: squid would score two points

(for a five-letter word) despite being formed from a chain of only four cubes.

NO. OF LETTERS 3 4 5 or more

POINTS 2 3 4

TYPES OF WORDS ALLOWED:

7. Any words (noun, verb, adjective, adverb, etc.), plural of, form

of, or tense is acceptable as long as it can be found in a standard English

dictionary (Scrabble dictionary is also applicable). Proper nouns (Smith, Ohio,


France, etc.) are NOT allowed. Words within words are also permissible: spare,

spa, par, are, spar, pare.

THINGS TO REMEMBER:

8. Multiple meanings of the same spelling do not earn multiple

credit. For example, the word t-e-a-r for rip or cry counts only once.

9. The same word found by a player in different areas of the grid may not be

counted for multiple credit.

10. The QU counts as two letters.

11. Both the M and the W have a line under them.

12. The Z has a line under it and should not be read as an N.

13. You get full credit for both the singular and plural of a noun – as long as you

wrote down both. See Figure 3: OIL and OILS.

14. For the highest score, look for unusual words that others might miss – and that

will earn you more points!

GAME FORMAT:

15. Each team lists down which player is P1, P2, P3, P4

16. All set of players draw which board they will play first, then P2-4 players moves

to boards 2-4 after each round.

17. There will be winner versus Winner for Champion and 1st runner-up; and Loser

versus Loser for 2nd and 4th runner-up.

Champion 200 points

1st runner up 150 points


2nd runner up 100 points

3rd runner up 50 points

HIGHLIGHTS

Power Dance Competition

1. Each team should be composed of a minimum of fifteen (15) and a maximum of thirty

(30) members to include the props.

2. Each team is given the free-hand for choice of 90s-early 2000 OPM music and

costumes.

3. The use of drums and other instruments are allowed.

4. Dance routines are freestyle. It could include hip hop, modern, ethnic, and etc.

5. The performance must at least five (5) minutes and shall not exceed ten (10) minutes

to include entrance and exit.

6. The committee has prepared official timer to take note of time consumed by each

group, however, for equality, each can assign one representative to be with the timer

assigned by the committee and eye witness process of time “time keeping”.

7. Costume, props, apparel, and accessories are free of choice but MUST be properly

secured. (Inappropriate and obscene costumes will not be allowed).

8. Tossing is strictly prohibited.

9. 3rd degree lifting is not allowed (Lifting is limited to second level only).

10. Yells and cheers must always promote and represent the participants’ team.

11. Profanity and other inappropriate language are strictly prohibited.


12. In the event performance is interrupted because of technical reasons caused by the

event equipment, facilities, etc. the team shall be given the option to either resume the

performance from where it stopped or repeat the participant entire performance.

13. In the event performance is interrupted because of failure of team’s own equipment

supplies, tools, music, props, acts or any of the same kind, the team either continues

the performance or withdraws from the competition.

14. A deficit or excess on the allotted number of participants is subject to a five (5)

points deduction on the final score.

15. A deficit or excess of one (1) minute on allotted number of participants is subject to

a two (2) deduction per minute on the final score.

16. Point deduction will be done by the committee head.

17. The decision of the judges is final and irrevocable.

CRITERIA FOR JUDGING

*Each presentation will be judged according to the following to wit:

Choreography/ Execution. . . . . . . .40%

-Formation

-Variation

-Difficulty

Mastery. . . . . . . . . . .20%

-Coordination

-Rhythm

Costume and Props. . . . . . . . .20%

-Blending of Colors
-Design

-Creativity

Cheers and Yells . . . . . . . . .10%

-Loudness and Clearness of the Voice

-Content

Originality. . . . . . . . . . .5%

Over-all Impact. . . . . . . . . .5%

Total .100%

Mr. And Ms. of ACLC 2018

1. Each team shall have two pairs representative (Two males and females of any year

level).

2. Contestants will compete on the following categories:

a. Creative Jeans (Participants should wear plain black V neck shirt)

b. Sports Attire

c. Futuristic Attire (Recycled Garments)

d. School Uniform

e. Formal Attire (Night Gown/Formal)

f. Question and Answer

3. Question and Answer: Candidate will pick a strip of paper with a question in the fish

bowl. (Note. There will be “back-to-zero-score” during Q and A Portion).


4. Candidates will only have ten (10) seconds preparation and fifty (50) seconds to

answer the question.

Criteria for Judging

a. Creative Jeans Attire . . . . . . .100points

Poise and Bearing(50pts)

Execution and Relevance (50pts)

b. Sports Attire. . . . . . . . .100points

Poise and Bearing(50pts)

Execution and Relevance (50pts)

c. Festival/Culture Attire. . . . . . . .100points

Poise and Bearing(30pts)

Execution and Relevance(45pts)

Innovative and Creativity (25pts)

d. Uniform Attire. . . . . . . . .100points

Poise and Bearing(50pts)

Execution and Relevance (50pts)

c. Long Gown/Formal Attire. . . . . . .100points

Poise and Bearing(50pts)

Execution and Relevance (50pts)

QUESTION AND ANSWER PORTION

d. Question and Answer. . . . . . . .70points

Content and Relevance(40pts)

Organized thoughts and Diction (30pts)


f. Poise and Personality. . . . . . . 30points

TOTAL 100 points

Champion 350 points

1st runner up 300 points

2nd runner up 250 points

3rd runner up 150 points

SPORT EVENTS

Basketball Competition

GENERAL PROCEDURES
1. All intramural participants must be registered or officially enrolled in ACLC Davao
Academic year 2018 - 2019
2. All teams should submit their official roster a week before the schedule of games.
3. The game will follow the single round robin which means that the first set game is an
elimination, to those 2 teams that will win in the first game will immediately play for the
championship and the 2 losing teams will fight for the 3 rd place.
5. Abusive, derogatory, and demeaning comments & gestures will NOT be tolerated in
Intramural Sports. Violators will face suspension or expulsion from the program. Serious
incidents or repeated abuses will be subject to sanctions under the ACLC Code of
Conduct/ handbook.
GAME RULES
1. Teams consist of five or fewer players; one of who shall be designated the captain.
Team captains are responsible for the eligibility of their team members. Teams must
start the game at the appointed time when three or more of its members are present. If
the number of players on the team falls below three, the game will end.
2. Only the captain may request information from the officials on rule interpretations,
and only if it is done in a courteous and respectful manner.
3. Prior to the start of the game, each team shall provide the scorer with a list of its team
members together with each player s jersey number or description. Players may be
entered into the scorebook upon arrival.
4. Substitutions may be made any time providing the ball is dead. No substitutions can
take place on the end lines and any attempt to deceive will be punishable by a technical
foul.
5. Any player receiving two unsportsmanlike technical fouls will be ejected from the
game. A team receiving three unsportsmanlike technical fouls will forfeit the game.
Dunking will be considered unsportsmanlike.
6. Scoring values — A field goal counts 2 (or 3 if it is from behind the three-point line)
points for the team into whose basket the ball is thrown. A free throw is credited to the
thrower and counts 1 point.
7. The winning team is the team, which has accumulated the most points at the end of
the game. When the score is tied at the end of regulation playing time, there will be 3
minutes of overtime. If the score is still tied, the game remains a tie.
8. Games consist of two twenty (10) minute halves, the first being straight running time
and the second being ten (10) minutes running time with the final two (2) minutes stop
time. During the last two (2) minutes of the game, teams, which are fouled will
automatically, receive two shots.
9. Mercy rule — If the score differential is thirty (30) points when the last two minutes of
the game begins,
there will be no stop time. If the score differential reaches 50 points at any time of the
game the game will be declared over.
10. The possession of the ball is alternated for the game.
11 Each team has 2 time-outs per half, they will not carry over.
12. Team bench areas are to be located on the sides of the court and not the baselines.
The officials need the baselines to move about.
CO-REC BASKETBALL RULES
1. Players — Each team will consist of five players: 5 men. Substitutions are allowed.
2. Scoring — Field goals scored shall be worth 2 (or 3 if it is from behind the three-point
line) points. Free throws scored by men or women shall be worth 1 point each.
SPORTSMANSHIP
1. Team managers are responsible for the eligibility and conduct of all their players.
Referees are instructed to speak with team captains only! The Referee may eject
players who choose to ignore this rule.
2. The Referee may forfeit the game if physically or verbally abused by any team
member or spectator.
3. If a player is ejected from a contest for any reason, the official and/or supervisor will
document the reason for ejection on a daily report. Once on report, a player must meet
with an Intramural Director before being reinstated for competition.
EQUIPMENT
1. A team may wear apparel of their choice. However, shoes and shirts must be worn at
all times.
2. NO JEWELRY of any kind is permitted while participating in any Intramural activity.
Failure to remove jewelry will result in ejection from the contest. Any exposed piercing
must be taped. No hats are allowed.
FORFEITS
1. Captains of any team forfeiting a contest must stop by the UR Office, in person by
4:30 p.m. of the next business day to re-enter their team. Failure to do this will result in
the team being dropped from further competition. Any team forfeiting a game will not be
eligible for post-season play.
2. Any team forfeiting a game will be automatically dropped from competition. Any team
may be charged with a forfeit for unsportsmanlike conduct.
DEFAULTS
1. A team unable to attend a game may default their contest.

Champion 200 points

1st runner up 150 points

2nd runner up 100 points

3rd runner up 50 points


Volleyball Competition

1. There will be twelve (12) male players including


substitutes each team. Server must serve from behind the end line until after contact.
2. Ball may be served underhand or overhand
3. Ball must be clearly visible to opponents before serve
4. Served ball may graze the net and drop to the other side
for point
5. First game serve is determined by a volley, each
subsequent game shall be served by the previous game loser
6. Serve must be returned by a bump only. no setting or
attacking a serve
7. Rally scoring will be used.
8. There will be a point scored on every score of the ball.
9. Offense will score on a defense miss or out of bounds hit.
10. Defense will score on an offensive miss, out of bounds
hit, or serve into the net.
11. Game will be played to 25 pts.
12. Must win by 2 points.
13. Team will rotate each time they win the serve.
14. Players shall rotate in a clockwise manner.
15. There shall be 4-6 players on each side.
16. Maximum of three hits per side.
17. Player may not hit the ball twice in succession (A block is
not considered a hit)
18. Ball may be played off the net during a volley and on
serve
19. A ball touching a boundary line is good
20. A legal hit is contact with the ball by a player body above
and including the waist which does not allow the ball to visibly come to a rest
21. If two or more players contact the ball simultaneously, it
is considered one play and the players involved may not participate in the next
play
22. A player must not block or attack a serve
23. Switching positions will be allowed only between front
line players. (After the serve only).
Basic Rule Violations
1. Stepping on or over the line on a serve
2. Failure to serve the ball over the net successfully
3. Hitting the ball illegally (Carrying, Palming,
Throwing, etc.)
4. Touches of the net with any part of the body while
the ball is in play. If the ball is driven into the net with such force that it causes the
net to contact an opposing player, no foul will be called, and the ball shall continue to
be in play.
5. Reaching over the net, except under these
conditions a) When executing a follow-through b) When blocking a ball which is in
the opponent’s court but is being returned (the blocker must not contact the ball until
after the opponent who is attempting to return the ball makes contact). Except to
block the third play
6. Reaches under the net (if it interferes with the ball
or opposing player)
7. Failure to serve in the correct order
8. Blocks or spikes from a position which is clearly
not behind the 10-foot line while in a back row position.

Champion 200 points

1st runner up 150 points

2nd runner up 100 points

3rd runner up 50 points

Volleyball Competition

24. There will be twelve (12) female players including


substitutes each team. Server must serve from behind the end line until after contact.
25. Ball may be served underhand or overhand
26. Ball must be clearly visible to opponents before serve
27. Served ball may graze the net and drop to the other side
for point
28. First game serve is determined by a volley, each
subsequent game shall be served by the previous game loser
29. Serve must be returned by a bump only. no setting or
attacking a serve
30. Rally scoring will be used.
31. There will be a point scored on every score of the ball.
32. Offense will score on a defense miss or out of bounds hit.
33. Defense will score on an offensive miss, out of bounds
hit, or serve into the net.
34. Game will be played to 25 pts.
35. Must win by 2 points.
36. Team will rotate each time they win the serve.
37. Players shall rotate in a clockwise manner.
38. There shall be 4-6 players on each side.
39. Maximum of three hits per side.
40. Player may not hit the ball twice in succession (A block is
not considered a hit)
41. Ball may be played off the net during a volley and on
serve
42. A ball touching a boundary line is good
43. A legal hit is contact with the ball by a player body above
and including the waist which does not allow the ball to visibly come to a rest
44. If two or more players contact the ball simultaneously, it
is considered one play and the players involved may not participate in the next
play
45. A player must not block or attack a serve
46. Switching positions will be allowed only between front
line players. (After the serve only).
Basic Rule Violations
1. Stepping on or over the line on a serve
2. Failure to serve the ball over the net successfully
3. Hitting the ball illegally (Carrying, Palming,
Throwing, etc.)
4. Touches of the net with any part of the body while
the ball is in play. If the ball is driven into the net with such force that it causes the
net to contact an opposing player, no foul will be called, and the ball shall continue to
be in play.
5. Reaching over the net, except under these
conditions a) When executing a follow-through b) When blocking a ball which is in
the opponent’s court but is being returned (the blocker must not contact the ball until
after the opponent who is attempting to return the ball makes contact). Except to
block the third play
6. Reaches under the net (if it interferes with the ball
or opposing player)
7. Failure to serve in the correct order
8. Blocks or spikes from a position which is clearly
not behind the 10-foot line while in a back row position.

Champion 200 points

1st runner up 150 points

2nd runner up 100 points

3rd runner up 50 points


Badminton (single) Competition

1. There will be one representative (either female or male) of each team.

2. Every time there is serve – there is a point scored.

3. The side winning a rally adds a point to its score.

4. At 20 all, the side which gains a 2 points lead first, wins that game.

5. At 29 all, the side scoring the 30th point, wins the game.

6. The side winning a game serves first in the next game.

Basic Rules and Regulation


.1. Contact Fault - When a rally is in play, this means when a serve has been delivered,

there are TWO things that you cannot touch during the rally.

a. Badminton Net. You and your racket cannot touch the net in the middle of a rally.

b. Shuttlecock. You can hit the shuttle with the racket only. But you or any part of your

body cannot touch the shuttle in the middle of a rally. Even if the shuttle touches your

shirt, pants, leg, etc, it is still a contact fault.

2. Your racket go over the net in the middle of a rally but you are not allowed to take the

shuttle before it passes the net to your side of the court.

3. Service Fault - When you are delivering a service, be aware of the possible
badminton fouls and try to avoid it.

Service faults often happen when you perform the low serve.
It’s even more commonly committed when you perform the low serve and flick serve in
a doubles game. This is because players will try very hard to make their serve pass
right above the net. It may sound simple but it’s definitely not an easy task for short
players.

Ok the official rules may look complicated but I’ll simplify it for you. To avoid a service
fault when serving:

 The shuttle must be struck from below your waist (lowest rib bone).
 Your racket head must be pointing at a downward direction when you hit the
shuttle.
 Your racket must swing in an upward direction.
4. Receiver Fault

This one’s pretty straight forward.

When receiving a serve from your opponent, you cannot move your feet away from
where you’re standing.

Otherwise it’s a receiver’s fault. You can only move after your opponent has struck the
shuttle.

5. Double Hit

When the shuttle comes to your side, you have only ONE attempt to hit the shuttle.

Once your racket makes contact with the shuttle, you cannot hit it again until your
opponent returns the shot.

In doubles: Only one player in a partnership is allowed to hit the shuttle. If both players
touch the shuttle with their racket, it’s a double hit.

Champion 200 points

1st runner up 150 points

2nd runner up 100 points

3rd runner up 50 points

Badminton (double) Competition

1. There will be two representative (either same gender or mix) of each team.
2. Every time there is serve – there is a point scored.

3. The side winning a rally adds a point to its score.

4. At 20 all, the side which gains a 2 points lead first, wins that game.

5. At 29 all, the side scoring the 30th point, wins the game.

6. The side winning a game serves first in the next game.

Basic Rules and Regulation

.1. Contact Fault - When a rally is in play, this means when a serve has been delivered,

there are TWO things that you cannot touch during the rally.

a. Badminton Net. You and your racket cannot touch the net in the middle of a rally.

b. Shuttlecock. You can hit the shuttle with the racket only. But you or any part of your

body cannot touch the shuttle in the middle of a rally. Even if the shuttle touches your

shirt, pants, leg, etc, it is still a contact fault.

2. Your racket go over the net in the middle of a rally but you are not allowed to take the

shuttle before it passes the net to your side of the court.

3. Service Fault - When you are delivering a service, be aware of the possible
badminton fouls and try to avoid it.
Service faults often happen when you perform the low serve.

It’s even more commonly committed when you perform the low serve and flick serve in
a doubles game. This is because players will try very hard to make their serve pass
right above the net. It may sound simple but it’s definitely not an easy task for short
players.

Ok the official rules may look complicated but I’ll simplify it for you. To avoid a service
fault when serving:

 The shuttle must be struck from below your waist (lowest rib bone).
 Your racket head must be pointing at a downward direction when you hit the
shuttle.
 Your racket must swing in an upward direction.

4. Receiver Fault

This one’s pretty straight forward.

When receiving a serve from your opponent, you cannot move your feet away from
where you’re standing.

Otherwise it’s a receiver’s fault. You can only move after your opponent has struck the
shuttle.

5. Double Hit

In doubles: Only one player in a partnership is allowed to hit the shuttle. If both players
touch the shuttle with their racket, it’s a double hit.

6. A side has only ‘service’.

7. The service passes consecutively to the players.

8. At the beginning of the game and when the score is even, the server serves from the
right service court. When it is odd, the server serves from the left court.

9. If the serving side wins a rally, the serving scores a point and the same server serves
again from the alternate service court.

10. If the receiving side wins a rally, the receiving side becomes the new serving side.

11. The players do not change their respective service courts until they win a point
when their side is serving.

Champion 200 points

1st runner up 150 points

2nd runner up 100 points


3rd runner up 50 points

Prepared by: ACLC Student Supreme Council (SSC)

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