Intrams Mechanics
Intrams Mechanics
General Rules
1. All entries/participants should be a bona fide students of AMA Computer Learning
Center.
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.
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
9. Judges decision is final and irrevocable. The team with highest overall points by the
writing. The decisions of the Event Head on such matters shall be final and binding to all
concerned.
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
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.
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.
Quiz Bowl
2. All questions are related in Current events, English, field of Information and
4. There are thirty (30) questions in three rounds, all ranging from easy, moderate, and
difficult.
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
13. The results of the event are the final and irrevocable.
Point System:
Charcoal Rendering
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”.
Total 100points
MTV Spoof
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.
5. Cross-dressing is allowed.
Impersonation. . . . . . . . . .40%
Costume. . . . . . . . . . .20%
Mastery. . . . . . . . . . .25%
Total .100%
be marked in the middle with a centre line as well as two marks that should be
3. At the start of the pull, the centre line of the rope should be immediately above
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,
pulls.
be marked in the middle with a centre line as well as two marks that should be
3. At the start of the pull, the centre line of the rope should be immediately above
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,
6. Matches are often a best of three pull, the winner winning two out of the three
pulls.
Chess
2. The rules of the tournament will be based on the Rules and Basics at chess.com.
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.
1st Offense – oral warning and additional two (2) minutes thinking time for the
opponent.
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.
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
II. Set-up
a. Turn all letter tiles face down at the side of the board or pour them into the pouch or
c. The player drawing the letter nearest the beginning of the alphabet plays first.
f. Each player then draws seven new letters and places them in his/her rack.
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.
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.
e. The second player, and then each in turn, adds one or more letters to those already
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.
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
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.
iii. Draw the same number of letters from the pool and then mix the discarded letters
obsolete, colloquial, slang, etc., are permitted with the following exceptions:
ii. Abbreviations
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.
a. The game ends when all letters have been drawn and one players uses
VI. Scoring
b. The score value of each letter is indicated by a number at the bottom of the
tile.
modified on
that turn plus the additional points obtained from placing letters on premium 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
c. If a word covers two premium word squares the score is doubled and then
redoubled or
d. Letter and word premiums count only on the turn in which they're played. On
later turns
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
g. Any player who plays seven tiles on a turn scores a premium of 50 points after
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
Game of Generals
playing area when announced by the Event Committee. Unreasonable delays will be
3. Each player shall be given five (5) minutes to arrange his pieces commencing from
4. A player is deemed to have made a complete move upon his release of his playing
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
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
8. A player who causes the exposure of his opponent's piece(s) either intentionally or
9. The exposure of piece(s) caused by nature, e.g. wind, falling objects, etc. shall mean
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
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
14. As a general rule, the arbiter's decision is final and carries a heavier weight.
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
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
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
WORD FACTORY
gender preference).
OBJECTIVE:
2. To list, within 3 minutes, as many words of the highest point value as you can find
PREPARATION:
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
START OF GAME:
the letters of sequentially adjacent cubes, where "adjacent" cubes are those
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
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
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.
POINTS 2 3 4
7. Any words (noun, verb, adjective, adverb, etc.), plural of, form
THINGS TO REMEMBER:
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
13. You get full credit for both the singular and plural of a noun – as long as you
14. For the highest score, look for unusual words that others might miss – and that
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
17. There will be winner versus Winner for Champion and 1st runner-up; and Loser
HIGHLIGHTS
1. Each team should be composed of a minimum of fifteen (15) and a maximum of thirty
2. Each team is given the free-hand for choice of 90s-early 2000 OPM music and
costumes.
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
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
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.
event equipment, facilities, etc. the team shall be given the option to either resume the
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
14. A deficit or excess on the allotted number of participants is subject to a five (5)
15. A deficit or excess of one (1) minute on allotted number of participants is subject to
-Formation
-Variation
-Difficulty
Mastery. . . . . . . . . . .20%
-Coordination
-Rhythm
-Blending of Colors
-Design
-Creativity
-Content
Originality. . . . . . . . . . .5%
Total .100%
1. Each team shall have two pairs representative (Two males and females of any year
level).
b. Sports Attire
d. School Uniform
3. Question and Answer: Candidate will pick a strip of paper with a question in the fish
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.
Volleyball Competition
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.
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
2. Your racket go over the net in the middle of a rally but you are not allowed to take the
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
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.
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.
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.
.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
2. Your racket go over the net in the middle of a rally but you are not allowed to take the
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
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.
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.