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Day 1 Opening Guidelines 2023

The document provides guidelines for an intramural chess tournament. It outlines the eligibility requirements, tournament format, match play rules, and movement of chess pieces. Key details include: teams consist of one player, matches have a 30 minute time limit, checkmate wins the game, and stalemate results in a draw. The king can only move one square at a time, while the rook moves in straight lines and the knight moves in an L-shape.

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Jerwin Lualhati
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0% found this document useful (0 votes)
18 views

Day 1 Opening Guidelines 2023

The document provides guidelines for an intramural chess tournament. It outlines the eligibility requirements, tournament format, match play rules, and movement of chess pieces. Key details include: teams consist of one player, matches have a 30 minute time limit, checkmate wins the game, and stalemate results in a draw. The king can only move one square at a time, while the rook moves in straight lines and the knight moves in an L-shape.

Uploaded by

Jerwin Lualhati
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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SPJ INTERNATIONAL TECHNOLOGY INSTITUTE, INC.

“Skills Provider & Job Placement Institute”

CHEER & DANCE COMPETITION GUIDELINES

1. Each team must be composed of 10-20 members.


2. Routine should be composed of mainly; dances, jumps, tumbling and cheer, STUNTS
AND PYRAMID IS NOT ALLOWED.
3. Maintain a wholesome routine. Explicit vulgarity in music, costume and dance is not
allowed.
4. Time of whole routine presentation, including yells/cheers must be within a minimum
of 3 minutes and a maximum of 5 minutes.
5. Costumes must be within standards of decency. Cleavage exposure is not allowed.
6. Only rubber shoes is the only allowed footwear.

CRITERIA FOR JUDGING

 CHOREOGRAPHY 40%
1. Jumps and arm motions
2. Formation and floor dynamics
3. Dance sequence
 EXECUTION 30%
1. Synchronization
2. Group awareness/blockings
3. Perfection of whole routine
 COSTUME & PROPS 15%
1. Creativity & Originality
 Cheers/Yell 15%
1. Audibility
2. Originality and Creativity
TOTAL 100%

ELLAINE P. PRIMAVERA
SPJ Pep Squad Coach/Moderator

Spoken Poetry
PANUNTUNAN

1. Isang kalahok lamang ang maaaring sumali bawat grupo.

2. Ang tema ay hinggil sa tema ng SPJ Intramurals 2023: "Upholding Excellence, Sportsmanship and
An Exhibition of Partnership"

3. Sariling komposisyon ng piyesa ang gagamitin.

4. Ang akda ay ipepresenta sa mismong araw ng patimpalak at walang anumang hawak na papel.
Ang sinumang lumabag ay mayroong isang puntos na kabawasan sa makukuhang pagmamarka.

5. Anumang Wika ay maaaring gamiting midyum sa presentasyon.

6. . Ang pagtatanghal ay tatagal lamang ng dalawa hanggang tatlong minuto.

7. .Ang desisyon ng lupon ng hurado ay ganap, pinal at hindi mapapasubalian.

Rubric

Kaangkupan sa Tema 25 %

Presentasyon sa entablado, 25 %
Pagtatanghal at Pagpapahayag

Kalinawan ng Pagbigkas 20 %

Pagkamalikhain/Orihinalidad 20 %

Ekspresyon, Tinig at Kilos 10 %

Kabuuan 100 %

INTRAMURAL 2023
BOARDGAMES
GUIDELINES AND MECHENICS
CHESS TOURNAMENT

RULE 1 - ELIGIBILITY
I. All participants must be bonafide student of the institution.
II. All participants must wear their Identification Shirt during the match. Participant who’s
not wearing their team shirt should not be allowed to play and ground for
disqualification.,
RULE 2 – EVENT SETTING
I. Elimination and championship matches will be played Golden Annex
II. All chess pieces and boards will be provided by the Intramural Sports progra m.
RULE 3 – TOURNAMENT FORMAT
I. Teams will consist of one (1) person (male or female).
II. This event will be a round robin Tournament.
RULE 4 – MATCH PLAY
I. Any rule or interpretation not covered in these rules shall be governed by the game facilitator.
Some minor modifications have been implemented for the Intramural Sports program to encourage
sportsmanship, provide for the safety of the participants and to adhere to time restrictions.
II. There will be a THIRTY (30) MINUTES limit on completion of match.
III. If the match is not completed within the hour limit, the winner will be decided off of points
captured.
IV. Point values are given to each piece as it is captured.
i. Pawn 1
ii. Knight 3
iii. Bishop 3
iv. Rook 5
v. Queen 9

V. A coin toss will decide which player will get the first move.
VI. Check
a. When the king of a player can be captured by a piece of the opponent, one says that the king
is in check. For instance, the white player moves their rook to a position such that it attacks the
black king, i.e., if black doesn't do anything about it, the rook could capture the black king in the
next move: we say that the white rook gives check. It is considered good manners to say check
when one checks one’s opponent.
b. It is not allowed to make a move, such that one’s king is in check after the move. If a player
accidently tries to make such a move, he must take the move back and make another move
(following the rules that one must move with the piece one has touched
VII. Checkmate
a. When a player is in check, and he cannot make a move such that after the move, the king is not
check, then he is mated. The player that is mated lost the match, and the player that mated him won the
match.
b. Note that there are three different possible ways to remove a check:
i. Move the king away to a square where he is not in check.
ii. Take the piece that gives the check. (In case of a check, given by a rook, bishop or queen)
iii. Move a piece between the checking piece and the king.
VIII. Stalemate
a. When a player cannot make any legal move, but he is not in check, then the player is said
to be stalemated. In a case of a stalemate, the match is a draw.

RULE 5 – MOVEMENT OF PIECES


The following rules apply to the movement of the pieces.
I. Rook
a. The rook moves in a straight line, horizontally or vertically. The rook may not jump over
other pieces, that is: all squares between the square where the rook starts its move and where the rook
ends its move must be empty. As for all pieces, when the square where the rook ends his move contains
a piece of the opponent, then this piece is taken. The square where the rook ends his move may not
contain a piece of the player owning this rook.
II. Bishop
a. The bishop moves in a straight diagonal line. The bishop may also not jump over other
pieces.
III. Queen
a. The queen has the combined moves of the rook and the bishop, i.e., the queen may move
in any straight line, horizontal, vertical, or diagonal.
IV. Knight
a. The knight makes a move that consists of first one step in a horizontal or vertical direction,
and then one step diagonally in an outward direction. The knight jumps: it is allowed that the first
square that the knight passes over is occupied by an arbitrary piece. For instance, white can start the
match by moving his knight from b1 to c3. The piece that is jumped over is further not affected by the
knight: as usual, a knight takes a piece of the opponent by moving to the square that contains that piece.
V. Pawn
a. The pawn moves differently regarding whether it moves to an empty square or whether it
takes a piece of the opponent. When a pawn does not take, it moves one square straight forward. When
this pawn has not moved at all, i.e., the pawn is still at the second row (from the owning players view),
the pawn may make a double step straight forward. For instance, a white pawn on d2 can be moved to
d4.
b. When taking, the pawn goes one square diagonally forward. There is one special rule, called
taking en-passant. When a pawn makes a double step from the second row to the fourth row, and there
is an enemy pawn on an adjacent square on the fourth row, then this enemy pawn in the next move may
move diagonally to the square that was passed over by the double-stepping pawn, which is on the third
row. In this same move, the double-stepping pawn is taken. This taking en-passant must be done
directly: if the player who could take en-passant does not do this in the first move after the double step,
this pawn cannot be taken anymore by an en-passant move.
c. Pawns that reach the last row of the board promote. When a player moves a pawn to the last
row of the board, he/she replaces the pawn by a queen, rook, knight, or bishop (of the same color).
Usually, players will promote the pawn to a queen, but the other types of pieces are also allowed. It is
not required that the pawn is promoted to a piece taken, thus, it is possible that a player has at a certain
moment two queens.

VI. King
a. The king moves one square in any direction, horizontally, vertically, or diagonally. There is
one special type of move, made by a king and rook simultaneously, called castling.
b. The king is the most important piece of the match, and moves must be made in such a way
that the king is never in check: see below.
c. Castling: under certain, special rules, a king and rook can move simultaneously in a castling
move. The following conditions must be met:
i. The king that makes the castling move has not yet moved in the match.
ii. The rook that makes the castling move has not yet moved in the match.
iii. The king is not in check.
iv. The king does not move over a square that is attacked by an enemy piece during
the castling move, i.e., when castling, there may not be an enemy piece that can move (in case
of pawns: by diagonal movement) to a square that is moved over by the king.
v. The king does not move to a square that is attacked by an enemy piece during the
castling move, i.e., you may not castle and end the move with the king in check.
vi. All squares between the rook and king before the castling move are empty.
vii. The King and rook must occupy the same rank (or row). d. When castling, the
king moves two squares towards the rook, and the rook moves over the king to the next
square, i.e., white's king on e1 and rook on a1 move to: king c1, rook d1 (long castling),
white's king on e1 and rook on h1 move to: king g1, rook f1 (short castling), and similar for
black.
GAME OF THE GENERALS

RULE 1 - ELIGIBILITY
I. All participants must be bonafide student of the institution.
II. All participants must wear their Identification Shirt during the match. Participant who’s
not wearing their team shirt should not be allowed to play and ground for
disqualification.,
RULE 2 – EVENT SETTING
III. Elimination matches will be played in Golden Annex and the championship game will be
play at the Calabanga Campus.
IV. All GOG pieces and boards will be provided by the Intramural Sports program.
RULE 3 – TOURNAMENT FORMAT
III. Teams will consist of one (1) person (male or female).
IV. This event will be a round robin Tournament.
RULE 4 – MATCH PLAY
VII. Any rule or interpretation not covered in these rules shall be governed by the game facilitator.
Some minor modifications have been implemented for the Intramural Sports program to encourage
sportsmanship, provide for the safety of the participants and to adhere to time restrictions.
VIII. There will be a THIRTY (30) MINUTES limit on completion of match.
IX. A coin toss will decide which player will get the first move.
X. If the match is not completed within the hour limit, the winner will be decided off of points
captured.
XI. Point values are given to each piece as it is captured.

PIECES NO. OF FUNCTIONS


PIECES

Five (5)-Star General One (1) (5 pts) Eliminates any lower ranking officer,the private & the flag.

Four (4)-Star General One (1) (5 pts) Eliminates any lower ranking officer,the private & the flag.

Three (3)-Star General One (1) (5 pts) Eliminates any lower ranking officer,the private & the flag.

Two (2)- Star General One (1) (5 pts) Eliminates any lower ranking officer,the private & the flag.

One (1) — Star General One (1) (5 pts) Eliminates any lower ranking officer,the private & the flag.

Colonel One (1) (5 pts) Eliminates any lower ranking officer,the private & the flag.

Lt. Colonel One (1) (5 pts) Eliminates any lower ranking officer,the private & the flag.

Major One (1) (5 pts) Eliminates any lower ranking officer,the private & the flag.

Captain One (1) (5 pts) Eliminates any lower ranking officer,the private & the flag.

1sI Lieutenant One (1) (5 pts) Eliminates any lower ranking officer,the private & the flag,

2nd Lieutenant One (1) (5 pts) Eliminates any lower ranking officer,the private &-the flag.

Sergeant One (1) (5 pts) Eliminates the private & the flag.

SPY Two (2) (4 pts) Eliminates all officers (from the rank of Sergeant up to the
five (5) Star General & the flag.)

Eliminates the spy & the flag.


Six (6) (3 pts)
PRIVATE The flag can be eliminated by any piece including the
One (1) opposing flag; a flag eliminates the opposing flag when it
FLAG takes aggressive action by moving into the same
square occupied by the other flag,

NOTE: If both soldiers are of equal ranks, BOTH are eliminated.

XII. CHALLENGING
1 As the game progresses, challenges are made resulting in the elimination of soldiers. A
6"challenge" is made when a soldier moves into the same square occupied by an opposing
soldier. When a challenge is made the following rules of elimination apply:
a. A higher ranked soldier eliminates from the board a lower ranked soldier.
b. If both soldiers are of equal, both are eliminated.
c. A spy eliminates any officer starting with the rank of 5-star General down to the
Sergeant.
d. The Flag can be eliminated or captured by any piece including the opponent's Flag.
e. Only a Private can eliminate the Spy.
f. The Flag that moves into the same square occupied by the other Flag wins the game.
2. For maximum interest and suspense, a natural party (arbiter) is present to preside over a
challenge for both players. As arbiter, he is not allowed to reveal to either player the ranks of
any piece whether engaged in challenges or not. In case of a challenge, the arbiter quietly
removes the outranked piece and gives it back to the player who has lost it. Care must be
made that the eliminated piece is not shown to the opponent. (Note: Official tournament
games are conducted with an arbiter.)
3. When playing without an arbiter, every time there is a challenge both players must declare
the ranks of the two opposing pieces concerned, after which, the outranked player removes his
piece from the Board.
XIII. GAME ENDS
1. The game ends:
a. When the Flag is eliminated or captured.
b. When a Flag reaches the opposite end of the board.
c. When a player resigns.
d. When both players agree on a drawn position.
2. A Flag reaching the opposite end of the board may still be eliminated by an opposing piece
occupying a square adjacent to the one reached by the Flag. In order to win, the Flag should at
least be two square or two ahead of any opposing piece.
RULE 5 – MOVEMENT OF PIECES
I. Any player makes the first move. Players move alternately.
II. A player is allowed to move only one piece at a time.
III. A move consists of pushing a piece to an adjacent square, either forward, backward or
sideward. A diagonal move or a move of more than one square is illegal.
SCRABBLES
RULE 1 - ELIGIBILITY
I. All participants must be bonafide student of the institution.
II. All participants must wear their Identification Shirt during the match. Participant who’s
not wearing their team shirt should not be allowed to play and ground for
disqualification.,
RULE 2 – EVENT SETTING
I. Elimination and championship matches will be played in Golden Annex.
II. All scrabbles’ pieces and boards will be provided by the Intramural Sports progra m.
RULE 3 – TOURNAMENT FORMAT
I. Teams will consist of one (1) person (male or female).
II. This event will be a round robin Tournament.
RULE 4 – MATCH PLAY
I. Any rule or interpretation not covered in these rules shall be governed by the game facilitator.
Some minor modifications have been implemented for the Intramural Sports program to encourage
sportsmanship, provide for the safety of the participants and to adhere to time restrictions.
II. There will be a one (1) hour limit on completion of match.

III. There are 100 tiles that are used in the game and 98 of them will contain letters and point values.
There are 2 blank tiles that can be used as wild tiles to take the place of any letter. When a blank is
played, it will remain in the game as the letter it substituted for.Different letters in the game will
have various point values and this will depend on how rare the letter is and how difficult it may be
to lay that letter. Blank tiles will have no point values
IV. Below are the point values for each letter that is used in a Scrabble game.

0 Points - Blank tile.


1 Point - A, E, I, L, N, O, R, S, T and U.
2 Points - D and G.
3 Points - B, C, M and P.
4 Points - F, H, V, W and Y.
5 Points - K.
8 Points - J and X.
10 Points - Q and Z.

V. Extra Point Values


When looking at the board, players will see that some squares offer multipliers. Should a tile be placed
on these squares, the value of the tile will be multiplied by 2x or 3x. Some squares will also multiply the total
value of the word and not just the single point value of one tile.
Double Letter Scores - The light blue cells in the board are isolated and when these are used, they will
double the value of the tile placed on that square.
Triple Letter Score - The dark blue cell in the board will be worth triple the amount, so any tile placed
here will earn more points.
Double Word Score - When a cell is light red in colour, it is a double word cell and these run
diagonally on the board, towards the four corners. When a word is placed on these squares, the entire value of
the word will be doubled.
Triple Word Score - The dark red square is where the high points can be earned as this will triple the
word score. Placing any word on these squares will boos points drastically. These are found on all four sides of
the board and are equidistant from the corners.
One Single Use - When using the extra point squares on the board, they can only be used one time. If a player
places a word here, it cannot be used as a multiplier by placing another word on the same square.
Fifty Point Bonus -Exciting rewards can come when players use all seven tiles to create a word on the
board. When this happens, players will receive a 50 point bonus, in addition to the value of the word. If the
game is near the end and players are not holding seven tiles, they do not get the bonus for using all of their tiles.
This is only collected for seven letter words placed.

VI. The End of a Scrabble Game


Once all tiles are gone from the bag and a single player has placed all of their tiles, the game will
end and the player with the highest score wins.

DART SHOOTING
RULE 1 - ELIGIBILITY

I. All participants must be bonafide student of the institution.


II. All participants must wear their Identification Shirt during the match. Participant who’s
not wearing their team shirt should not be allowed to play and ground for
disqualification.,
RULE 2 – EVENT SETTING

I. Elimination and championship matches will be played in Golden Annex.


II. All dart pieces and boards will be provided by the Intramural Sports program.
RULE 3 – TOURNAMENT FORMAT

I. Teams will consist of one (1) person (male or female).


RULE 4 – MATCH PLAY

I. Any rule or interpretation not covered in these rules shall be governed by the game facilitator.
Some minor modifications have been implemented for the Intramural Sports program to encourage
sportsmanship, provide for the safety of the participants and to adhere to time restrictions.
II. The throwing distance of 2.37m (7ft 9.25in), dart board height of 1.73m (5ft 8in) and
the use of three darts.
III. The game will use the 301 styles. Each player will have 301 starting score and their
points gathered during their play will be deducted to their starting score. The goal is
to make their score zero (0).
IV. Scoring in darts
Players score points by throwing darts at the board. Wherever the dart lands, the player gets an
equal number of points. The board also has a double point area (small outermost ring) and a
treble/triple point area (smallest ring closer to the center). A double bullseye (red ring) is worth 50
points whereas a single bullseye (green ring) is worth 25 points. Once all darts have been thrown,
the points will be added to the player’s overall score. A game is finished when a player or team
reaches a predetermined amount of points/legs.
V. Winner will be determined based on their tallied score.
STANDARD DANCE
1. There shall one pair for every department to compete.
2. The participants are responsible on choosing their own music. A minimum of 3
minutes and a maximum of 5 minutes duration of performance.
For competition dress:
Ladies:
a. Competition dress with decoration. No two piece dresses allowed. No cuts
below waistline. No low necklines. The breast area should be covered
completely. No see through materials on these areas. Any color except flesh
b. Excessive make-up and too elaborate hairstyle are not desirable.
c. The chairperson shall ask the competitor to remove the jewelries if they may
cause danger to the dancer or other competitors.
Men:
a. Formal / Suit (dress shirt, bow tie, studs,
etc.)

4.The dancers will perform the following dances: Slow Waltz , Tango, Quickstep.

 The judging of the couple begins when they adopt their dancing po5itions and
ends only when the music stops. The judge must check his or her marks during
the entire dance and may amend them if necessary.
 A judge is under no obligation to justify his/ her remarks to competing couples.
During the competition, or the interval between rounds of the competition, the
judge is prohibited from any discussion between the competitors and or their performance s
with any person.
 ln all dances, timing and basic rhythm will take place proceeding over other field
of adjudication so that if a couple repeatedly makes mistakes in this category,
they must be placed last in the dance.
 All competitors must wear their number during the competition.
 Competitors must be in proper attire, with the number pinned at the back of ,{{ the
male contestant.
 All competitors must be dressed appropriately as required by the contestant
management.

CRITERIA FOR JUDGING


TIMING, MUSICALITY AND EXPRESSION ------------------------------------------25 POINTS
POSTURE, SHAPE AND POISE-------------------------------------------------------- 20 POINTS
TOGETHERNESS, LINE HOLD BALANCE-------------------------------------------- 20 POINTS
FOOTWORK AND LEG POWER ------------------------------------------------------20 POINTS
PROPER ATTIRE -------------------------------------------------------------------------15 POINTS

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