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Page 1: I. Overview - kappalakasan.weebly.com · Sungka 40 30 20 10 5 0 Scrabble 40 30 20 10 5 0 Special Events 50Streetdance Battle 40 30 20 10 0 SAMuse and Escort SAMost Valuable Players
Page 2: I. Overview - kappalakasan.weebly.com · Sungka 40 30 20 10 5 0 Scrabble 40 30 20 10 5 0 Special Events 50Streetdance Battle 40 30 20 10 0 SAMuse and Escort SAMost Valuable Players

I. Overview

II. Categories and Scoring

III. Bracketing

IV. Schedule of Events

IV. General Rules and Guidelines

V. Specific Rules and Guidelines

A. Major Events

1. Basketball (Men’s)

2. Basketball (Women’s)

3. Mixed Volleyball

4. Futsal

5. Badminton Doubles

B. Field Games

1. Tug of War

2. Ultimate Frisbee

3. Patintero

4. Dodge Ball

C. Board Games

1. Chess

2. Game of the Generals

3. Sungka

4. Scrabble

D. Special Events

1. Muse and Escort

2. Streetdance Battle

3. Most Valuable Players

4. Special Awards

Page 3: I. Overview - kappalakasan.weebly.com · Sungka 40 30 20 10 5 0 Scrabble 40 30 20 10 5 0 Special Events 50Streetdance Battle 40 30 20 10 0 SAMuse and Escort SAMost Valuable Players

Every year, the UP Diliman College of Social Sciences and Philosophy celebrates its

sports fest – the KAPPalakasan. This event is organized by the CSSP Student Council,

spearheaded by the Students’ Rights and Welfare Committee (STRAW Committee).

For this year, the theme of the College Sports fest is “Legends of the Hidden AS”,

inspired by the famous Nickelodeon game show we all grew up with. In the game show we see

children who are sport, enthusiastic and fair in the challenges of the game. This reflects the kind

of competition that the CSSPSC envisions for the college – healthy, fair and young-spirited.

The CSSP Student Council wishes the eight departments – Anthropology (ANT),

Geography (GEO), Linguistics (LNG), History (HIS), Philosophy (PHL), Political Science (POL),

Psychology (PSY) and Sociology (SOC) the best of luck in the games and hopes that every CSSP

student enjoys the games with people from within and outside their departments to foster

unity and sportsmanship in the college!

Page 4: I. Overview - kappalakasan.weebly.com · Sungka 40 30 20 10 5 0 Scrabble 40 30 20 10 5 0 Special Events 50Streetdance Battle 40 30 20 10 0 SAMuse and Escort SAMost Valuable Players

Points will be given based on ranking and by category. The team that will garner the

highest number of points at the end of all games shall be proclaimed this year’s over-all

KAPPalakasan Champion. The second and third will be proclaimed the first and second runners-

up, respectively. The only official tally sheet will be recorded and kept by the Students’ Rights

and Welfare Committee of the CSSP Student Council - the organizer of KAPPalakasan 2011.

1st 2nd 3rd 4th 5th-8th Loss by default

Major Games

Men’s Basketball 50 40 30 20 10 0

Women’s Basketball 50 40 30 20 10 0

Mixed Volleyball 50 40 30 20 10 0

Futsal 50 40 30 20 10 0

Mixed Badminton Doubles 50 40 30 20 10 0

Field Games

Tug of War 50 40 30 20 10 0

Mixed Ultimate Frisbee 50 40 30 20 10 0

Patintero 50 40 30 20 10 0

Dodge Ball 50 40 30 20 10 0

Board Games

Chess 40 30 20 10 5 0

Game of the Generals 40 30 20 10 5 0

Sungka 40 30 20 10 5 0

Scrabble 40 30 20 10 5 0

Special Events

Streetdance Battle 50 40 30 20 10 0

Muse and Escort SA SA SA

Most Valuable Players SA

Page 5: I. Overview - kappalakasan.weebly.com · Sungka 40 30 20 10 5 0 Scrabble 40 30 20 10 5 0 Special Events 50Streetdance Battle 40 30 20 10 0 SAMuse and Escort SAMost Valuable Players

Major Games:

Field Games:

Board Games:

* - Match for 3rd place

Semi-finals

(Games 5, 6 & 7*)

Championship Match

(Game 8)

Eliminations

(Games 1, 2, 3 &4)

Champion

Finalist A

Semi-finalist A1

POL PHL

Semi-finalist A2

HIS PSY

Finalist B

Semi-finalist B1

LNG ANT

Semi-finalist B2

GEO SOC

Semi-finals

(Games 5, 6 & 7*)

Championship Match

(Game 8)

Eliminations

(Games 1, 2, 3 &4)

Champion

Finalist A

Semi-finalist A1

LNG SOC

Semi-finalist A2

POL PSY

Finalist B

Semi-finalist B1

GEO ANT

Semi-finalist B2

HIS PHL

Semi-finals

(Games 5, 6 & 7*)

Championship Match

(Game 8)

Eliminations

(Games 1, 2, 3 &4)

Champion

Finalist A

Semi-finalist A1

PHL ANT

Semi-finalist A2

LNG POL

Finalist B

Semi-finalist B1

GEO PSY

Semi-finalist B2

HIS SOC

Page 6: I. Overview - kappalakasan.weebly.com · Sungka 40 30 20 10 5 0 Scrabble 40 30 20 10 5 0 Special Events 50Streetdance Battle 40 30 20 10 0 SAMuse and Escort SAMost Valuable Players

Game Assignments:

Game Major Games

Game Field Games

Game Board Games

1 PHL - ANT

1 POL - PHL

1 LNG - SOC

2 LNG - POL

2 HIS - PSY

2 POL - PSY

3 GEO - PSY

3 LNG - ANT

3 GEO - ANT

4 HIS - SOC

4 GEO - SOC

4 HIS - PHL

Major Games:

Time Basketball (m) Basketball (w) Volleyball Badminton Futsal

January 14 (Saturday)

7-7:30

7:30 - 8:00 setup setup setup setup setup

8:00 - 8:30

8:30 - 9:00

9:00 - 9:30 KAPPalakasan Opening Program

9:30 - 10:00 briefing briefing briefing briefing briefing

10:00 -10:30 Game 1 Game 2 Game 3 Game 4

10:30 - 11:00

11:00 - 11:30 Game 2 Game 3 Game 4 Game 1

11:30 - 12:00

12nn - 1:00pm

1:00 - 1:30 Games 3 & 4 Game 1 Game 2

1:30 - 2:00

2:00 - 2:30 Games 1 & 2 Game 2 Game 3

2:30 - 3:00

3:00 - 3:30

3:30 - 4:00 Game 3 Game 4 Game 5 Game 6

4:00 - 4:30

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4:30 - 5:00 Game 4 Game 1 Game 6 Game 5

January 21 (Saturday)

7-7:30

7:30 - 8:00 setup setup setup setup setup

8:00 - 8:30

8:30 - 9:00 briefing briefing briefing briefing briefing

9:00 - 9:30 Game 5 Game 6

9:30 - 10:00

10:00 -10:30 Game 6 Game 5

10:30 - 11:00

11:00 - 11:30 Games 5 & 6 Game 7 Game 7

11:30 - 12:00

12nn - 1:00pm

1:00 - 1:30 Games 7 & 8 Game 8 Game 8

1:30 - 2:00

2:00 - 2:30 Game 7 Game 7

2:30 - 3:00

3:00 - 3:30 Game 8

3:30 - 4:00

4:00 - 4:30 Game 8

4:30 - 5:00

Field Games:

Tug of War Ultimate Frisbee Patintero Dodge Ball

January 16 (Monday)

7-7:30 setup setup setup setup

7:30 - 8:00

8:00 - 8:30

8:30 - 9:00 briefing briefing briefing briefing

9:00 - 9:30 Game 1 Game 4

9:30 - 10:00 Game 2 Game 3

10:00 -10:30 Game 3 Game 2

10:30 - 11:00 Game 4 Game 1

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11:00 - 11:30 Game 1 & 2 Game 3 & 4

11:30 - 12:00 Game 3 & 4 Game 1 & 2

12nn - 1:00pm

1:00 - 1:30 Game 5 Game 6

1:30 - 2:00 Game 6 Game 5

2:00 - 2:30 Games 5 & 6 Games 7 & 8

2:30 - 3:00 Games 7 & 8 Games 5 & 6

3:00 - 3:30 Game 7

3:30 - 4:00 Game 8

4:00 - 4:30 Game 7

4:30 - 5:00 Game 8

Board Games:

Chess GoG Sungka Scrabble

January 16 (Monday)

11:30 - 12:30 Game 1 Game 2 Game 3 Games 3&4

12:30 - 1:00 Game 2 Game 1 Game 4

January 18 (Wednesday)

4:00 - 5:00 Game 3 Game 1

5:00 - 6:00 Game 4 Game 2

6:00 - 7:00

Game 3 Games 1&2

7:00 - 8:00

Game 4

January 19 (Thursday)

4:00 - 5:00 Game 5 Game 6

5:00 - 6:00 Game 6 Game 5

6:00 - 7:00

Game 5 Games 5-8

7:00 - 8:00

Game 6

January 20 (Friday)

4:00 - 5:00 Game 7 Game 8

5:00 - 6:00 Game 8 Game 7

6:00 - 7:00

Game 7 7:00 - 8:00 Game 8

Page 9: I. Overview - kappalakasan.weebly.com · Sungka 40 30 20 10 5 0 Scrabble 40 30 20 10 5 0 Special Events 50Streetdance Battle 40 30 20 10 0 SAMuse and Escort SAMost Valuable Players

1. TEAMS:

Teams will be composed of the following:

2. ELIGIBILITY:

All team players should be bona fide students of their respective departments of the

College of Social Sciences and Philosophy, University of the Philippines – Diliman. This

means that a player must be enrolled under a program (undergraduate or graduate) of

his/her department for the second semester of academic year 2011-2012.

3. SIGN-UP:

All players should provide the CSSP Student Council a photocopy of their Form 5 at least

twelve (12) hours before the official opening of KAPPalakasan. The deadline is at 9:00pm

on January 13, 2011. Only players who have officially signed up for their games will be

allowed to play for their department.

4. BRACKETING:

Bracketing for the games stipulated by the CSSP Student Council shall be strictly

observed.

5. SCHEDULING:

Schedule of the games declared and publicized by the CSSP Student Council shall be

strictly observed.

6. DEFAULT:

If team player/s is/are absent or incomplete ten (10) minutes after the scheduled start

of the game, the team incurs a loss by default and the opponent wins the game. If both

Department Code Team Color Representative

Anthropology ANT Brown Arrow Pabiona

Geography GEO Green Earl Agulto

History HIS Yellow Pat Torio

Linguistics LNG Orange Dom Dulay

Philosophy PHL Blue Geca Atanacio

Political Science POL Purple Paolo Macariola

Psychology PSY Pink Kat Kabigting / R-la Pudadera

Sociology SOC Red AS Comendador

Page 10: I. Overview - kappalakasan.weebly.com · Sungka 40 30 20 10 5 0 Scrabble 40 30 20 10 5 0 Special Events 50Streetdance Battle 40 30 20 10 0 SAMuse and Escort SAMost Valuable Players

team player/s is/are absent or incomplete fifteen (15) minutes after the scheduled start

of the game, both teams forfeit the game and lose by default.

7. FRIENDLY GAMES:

If team/s is/are unable to make a match by default, both teams may still use the facility

assigned for their game for a friendly unofficial match. However, both teams must exit

the playing area and return all equipment at least fifteen (15) minutes prior to the

scheduled start of the next game.

8. WARM UP:

Team players for major games are allowed to use the facility and equipment ten (10)

minutes prior to their scheduled start of the game granted that the facility and

equipment are not being used for any other official game.

9. PLAYERS’ ATTIRE:

All players should be wearing a shirt or jersey with the official color of the department

as its dominant color. If such shirts are no longer available, players should wear a strip of

cloth or ribbon, no thinner than three (3) inches, of their official department color tied

to their right arm. Shorts or jogging pants and rubber shoes are required for all major

games and field games.

10. IDENTIFICATION:

All players are required to have their identification verified by the game’s official

scorekeeper before the start of the game. Only members of the CSSP Student Council

will be official scorekeepers of the games.

11. EJECTION:

Unsportsmanlike conduct (foul language, unnecessary roughness, arguing with CSSP

Student Council members and volunteers, abuse of facility and equipment, etc.) will not

be tolerated. If a player is removed for behavioral reasons, that player will be suspended

for a length of time determined by a meeting with the CSSP Student Council Students’

Rights and Welfare Committee. An ejection will result to at least one game suspension.

12. COMPLAINTS:

All complaints by any team or player will be directed by the department representative

to the CSSP Student Council Students’ Rights and Welfare Committee (STRAW). The

committee’s decision shall be considered final. In the absence of quorum of the said

committee, the decision of the STRAW Committee Head, CSSPSC Vice Chairperson

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Mickey Eva shall be considered final. In the absence of the committee quorum and the

STRAW Committee Head one (1) hour subsequent the complaint, the decision of the

STRAW Committee Assistant Head, CSSPSC Councilor Mara Favis shall be considered

final. Appeals will only be addressed in a closed-door meeting composed of the

complainant, his/her respective department representative and all members of the

CSSPSC STRAW Committee.

13. AWARDS:

All official awards will be given during the scheduled awarding ceremony. Absence of

the team or player or a representative from the same team receiving the award will

forfeit the points equivalent to the award.

14. DISCLAIMER:

All rules and regulations provided in this document shall be strictly observed. The CSSP

Student Council Students’ Rights and Welfare Committee, or its Committee Head,

CSSPSC Vice Chairperson Mickey Eva, reserves the right to cancel and/or reschedule

games, amend the general rules and guidelines, deny entry to the sports facilities and

use of equipment, and declare or lift suspension to any player or team.

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A. Major Events

1. Men’s and Women’s Basketball

o The games will be officiated using regular collegiate-level basketball rules o For men’s category, it will be a full court, 5-on-5 match. On the other hand, women’s category

will be a half court 3-on-3 match. Each team may be composed of a maximum of twelve members. (Seven substitutes)

o A men’s team must start with five (5) players and a women’s team with three (3) players. Five players (for men) and three players (for women) should always be on the court; otherwise, the team that cannot play the said number of players will incur an automatic loss in that match. Only five (men)/three (women) players from each team are allowed to play on the court at all times. Other players can play after a substitution of players is recognized.

o Game will consist of two halves o First half: 15 minutes – running time o Second half: 13 minutes – running time, 2 minutes stop-time o Overtime of six (6) minutes when needed (4 minutes running time, a 2 minute stop clock) o Five (5)-minute half-time o Clock stopping on: o Time-outs – 30 seconds per half

Injury Officials conferring with scorer Any emergency

o Upon entering the facility, the team shall select their team bench through coin toss. o The officials shall not permit any player to wear equipment which, in his judgment, is

dangerous to other players. Any equipment which is of hard substance (cast, splints, guards and braces) must be padded or foam covered and has no exposed sharp or cutting edge. All the face masks and eye or nose protectors must conform to the contour of the face and have no sharp or protruding edges.

o Referees’ decisions are final and irrevocable.

2. Volleyball

o Each team consists of six (6) players, with a maximum of three (3) substitutes per team is allowed.

o Teams must be composed of at most four (4) of one sex (male or female).

SCORING o Rally scoring will be used. o There will be a point scored on every score of the ball. o Offense will score on a defense miss or out of bounds hit. o Defense will score on an offensive miss, out of bounds hit, or serve into the net. o Game will be played to 25 pts.

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o Must win by 2 points o Coin Toss determines which team serves & sides. Team not serving 1st, will serve 1st in second

game. Whichever side teams were warming up will start on that side to start game o Teams also switch sides between games o Play all 3 games o 1st Two games to 25 o Win by 2 w/ 30 pt cap o Last game to 15 o Win by 2 w/ 20 pt cap o Rally Scoring:

Let Serve = Ball may hit the net and go over ON THE SERVE Score on every play regardless of team serving Point and team winning point gets to serve o

One time-out per game ROTATION

o Team will rotate each time they win the serve. o Players shall rotate in a clockwise manner. o There shall be 4-6 players on each side.

PLAYING THE GAME ( VOLLEY ) o Maximum of three hits per side. o Player may not hit the ball twice in succession ( A block is not considered a hit ). o Ball may be played off the net during a volley and on serve. o A ball touching a boundary line is good. o 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. o 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. o A player must not block or attack a serve. o Switching positions will be allowed only between front line players. ( After the serve only ).

** If the game reaches 1 hour, the team with most matches won or points won shall be considered

winner. o Referees’ decisions are final and irrevocable.

3. Futsal

o There are 5 players, one of which must be a goalkeeper. o Each team may have three (3) substitutes with unlimited substitution. o Teams must have at least one female and one male player. o The duration of the game will be composed of two fifteen-minute halves (15 minutes only) with a

ten-minute half-time (10 minutes). In the event of a tie as many five-minute overtimes may be called to break the tie.

o Substitution must take place at the Substitution Zone. The player being replaced must be completely off the court before the replacement enters the court. The Referee need not be informed.

o The team winning the toss must decide which way to run- a goal can be scored from the kick off. The ball is in play when it is touched and moves forward.

o When the ball passes over the touchlines the game is restarted by a kick in. The ball must be stationary on the touchline and can be kicked into play in any direction. The kicker must have both feet on the touchline or behind the touchline.

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o Goal Clearances – When the ball passes over the goal line having last been played by a attacker the game is restarted by a goal clearance. This must be done by the goalkeeper and the ball must be thrown directly out of the penalty area.

o If the ball hits the roof a kick in is taken by the other team opposite to where the ball hit the roof. o Goalkeepers cannot receive the ball by hands or feet after releasing the ball from their

possession unless it has been touched by the opposition or passed over the half way line. This also applies to a goal clearance. Goalkeepers must release the ball within four seconds of gaining control of the ball.

o At free kicks, kick ins, corner kicks all opponents must be 5 meters from the ball and the ball must be put into play within four seconds of taking possession of it.].

o Fouls & Misconduct: Fouls resulting in a direct free kick are the same as outdoor soccer with the following additions:

o Charges a opponent with the shoulder o Slides in a to play the ball when it is being played or attempted to being played by a opponent

except for a goalkeeper in his penalty area and he must not do it in a careless or reckless way or use excessive force.

o Penalty mark is 6 meters and second penalty mark is 10 meters. The second penalty mark is used if a team accumulates more than five fouls in a half.

o Accumulated Fouls o Are those sanction by a direct free kick o The first five fouls sanctioned by a direct free kick, in each half a recorded o For these first 5 fouls a defensive wall may be formed by the opposing team to defend the kick. o Beginning with the sixth foul the players of the opposing team may not form a wall to defend the

kick. o The kick is taken from the second penalty mark unless the foul occurred beyond the mark when

the non offending team has the option to take the kick where the foul occurred or from the second penalty mark of 10 meters

o The player taking the kick must be identified and must kick with the intention of scoring. The ball cannot be passed to another player.

o The goalkeeper must remain in his penalty area and be 5 meters from the ball. o All other players must remain behind a imaginary line level with the ball and parallel with the

goal line. They must be five meters from the ball and may not obstruct the player taking the kick. o Referees’ decisions are final and irrevocable

4. Badminton

o The games will be officiated using BWVF rules. o Each badminton team is consists of one pair of mixed doubles (one male, one female) o For all matches, each game is a best-of-3 sets game. Each set will be a race to 21 points.

Rally system will be employed. An advantage of 2 points is required to win a game. o The team that will win 2 out of the 3 games shall win the match. If a team wins a match in the

first 2 games, the teams have the option whether or not to continue playing the games which do not have bearing.

o The officials shall not permit any player to wear equipment which, in his judgment, is dangerous to other players. Any equipment which is of hard substance (cast, splints, guards and braces) must be padded or foam covered and has no exposed sharp or cutting edge. All the face masks and eye or nose protectors must conform to the contour of the face and have no sharp or protruding edges.

o Referees’ decisions are final and irrevocable

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B. Field Games

1. Tug of War

o Teams to consist of 8 members (a maximum of six of either male or female players)

o No spiked footwear. Raised heels up to a maximum of ¼ inch (7mm) allowed on footwear (to be

inspected)

o Gloves may be worn

o No hand over hand pulling allowed. Team members must go back with rope when pulling.

o Anchorman to loop rope around one shoulder to secure rope. No knot is permitted on the rope

end.

o All team members to remain on their feet at all times, no hands are persistently allowed on the

ground apart from the anchorman who is permitted to use one hand on the ground.

o Teams through coaches or captains will be reminded of the rules prior to commencement of

competition. Only coaches can consult with the judge and the judge’s decision is final.

o A team member is permitted to pull for only one team during a competition.

o Direction of pull will be decided by toss of coin.

o Teams will leave area of competition during ties in which they are not involved.

o Two warnings for infringements of the rules or inappropriate behaviour, including foul language,

will be given. A further warning will result in disqualification.

o Team who is able to have the midpoint reach their “territory mark” shall win.

o The two teams who will win the first round shall face each other during the finals.

2. Ultimate Frisbee

o A team shall play seven players. Seven players should always be on the court; otherwise, the team that cannot play seven players will incur an automatic loss in that match. Teams may only have a maximum of three (3) substitutes who shall be present the entire duration of the game.

o Equipment o No metal spikes on cleats. o No jewelry o No hats o Knee braces are allowed, but the metal must be completely covered.

o Playing Field o A rectangular shape with end zones at each end. o If a pass is completed outside the lateral boundary, it is considered incomplete and the defensive

team gains possession of the disc. In order to be considered inbounds, a player must land with both feet touching inside or on the boundary line. Should the disc land outside the lateral boundary; it is returned to play on the main playing field at the point where the disc went out-of-bounds. The player throwing the Frisbee in-bounds must have one foot on the line.

o No referee is used; the two teams play on an honor system. A member of the student council will keep the time and the score, and may be called upon to settle questions regarding rules, fouls, etc

o Time o Games will consist of two 10-minute periods, with a 5-minute halftime between the periods.

The clock will run continuously except for injuries, time outs and during the last 5 minutes of the second half and during the 5 minute overtime period.

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o During the last 5 minutes and the overtime period, the clock will stop after every goal, for time outs, injuries, fouls, and when the disc goes out-of-bounds. The clock restarts when the disc is thrown in-bounds, when the receiving team touches the disc following a throw-off, or when both teams are ready to resume play.

o Each team is permitted 1 time-out per half and one per overtime period, each lasting one minute. Either team may call a time-out after a goal and before the ensuing throw-off. A team must be in possession of the disc in order to call a timeout during play.

o In the event of a tie at the end of regulation time, there will be an overtime period lasting 5 minutes. The captains will flip a coin to determine which team will throwoff.

o If there is no winner at the end of this period, the tie will be broken by sudden death overtime (first team to score wins).

o Throw-Off o Play begins with the throw-off. The captains of the two teams will flip a coin to determine

which will throw or receive, or choice of goal. The teams shall alternate throw-offs at the beginning of each period.

o A player on the goal line throws the disc toward the other team. As soon as the disc is released, all players may cross the goal lines. No player on the throwing team may touch the disc in the air or before it is touched by a member of the receiving team.

o *The receiving team may catch the disc or allow it to fall untouched to the ground. o If a member of the receiving team successfully catches the throw-of, that player has

possession at that point. If the receiving team touches the disc and fails to catch it, the team which threw off gains possession of the disc where it is stopped.

o If the disc is allowed to fall untouched to the ground, the receiving team has possession where it is stopped.

o The disc must land within the boundaries of the playing field on the throw-off. If it does not, the receiving team has the option to take the disc where it went out-of bounds or in the middle lateral to where it went out of bounds. Each time a goal is scored, the teams switch direction of their attack, and the team which scored throws-off on the signal of the receiving team.

The Play o The team, which has possession of the disc, must attempt to move the disc into position so

that they may score a goal. A player may propel the disc in any way he wishes. The Frisbee may never be handed from player to player. In order for the disc to go from one player to another, it must at some time be in the air.

o No player may walk, run or take steps while in possession of the disc. The momentum of the receiver, however, must be taken into consideration. Should a player take steps obviously not required to stop, play stops and he returns to the point where he gained possession and play resumes when both teams are ready.

o The player in possession may pivot on one foot, as in basketball. The thrower may not change his pivot foot. Only one player may guard the person in possession of the disc. The disc may not be wrenched from the grasp of an opposing player or knocked from his or her hand.

o The defensive team gains possession whenever the offensive team’s pass is incomplete, intercepted, knocked down or goes out-of-bounds. A rolling or sliding disc may be stopped by any player, but may not be advanced in any direction.

o After the disc is stopped, no defensive player may touch it. Possession is gained at the point where the disc is stopped. Any member of the team gaining possession of the disc may throw it.

o A player may catch his own throw if the disc has been touched by another player during its flight. Bobbing to gain control is permitted, but tipping to oneself is not allowed.

o Any time a team gains possession in the end zone which they are defending, the player may choose to resume play where the disc is stopped or at the goal line.

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o A player may carry the disc up to the goal line provided that he or she approaches it perpendicularly. The player may not pass the disc as he or she approaches the goal line.

o If a team gains possession in the end zone, which it is attacking, the disc is carried perpendicularly to the goal line and play resumes immediately from the goal line.

o Fouls: o Only the player fouled calls a throwing foul. It is defined as any physical contact between

offensive and defensive player sufficient to deter the flight of the disc. o Contact occurring during the follow-through is not sufficient grounds for a foul. If the pass is

completed, the foul is automatically declined, and play proceeds without stopping. o A foul is also called when any physical contact occurs as a result of the offensive or defensive

players playing the man instead of the disc. This includes pushing, grabbing, clipping, holding, kicking, submarining, etc.

o The player who is fouled calls “foul,” play stops and the player gains possession at the point of the infraction. Play continues when both teams are ready. Should a foul occur in the end zone, possession is regained at the goal line.

o A stalling violation occurs when the player guarding the thrower calls out “stalling” and counts aloud 10 seconds. If the disc has not been released at the end of the count it is turned over to the defense at that point. The person guarding the thrower must be one disk away, but thrower cannot pivot into the defender.

o A goal is scored when an offensive player has two feet in the end zone after receiving a pass from a teammate. A player in possession may not score by running into the end zone. The team that scores receives one point.

o MERCY RULE: The game shall end if one team is ahead by 8 goals or more at halftime or any

time thereafter. o Substitutions can be made only: 1) after a goal and before the ensuing throw-off, 2) tore

place an injured player, or 3) after periods of play. Substitutions cannot be made during a timeout.

o There are no scrimmage lines or offsides in Ultimate Frisbee. The disc may be in any direction—forward, to the side, or backwards. The term “when both teams are ready,” implies that the defender will hold the disc until the defensive team is ready, and then hand the disc to the thrower—the clock restarts. It should be common practice that the offensive team remains stationary until the disc is given to the thrower.

3. Patintero

o Each team must be composed of five players, at least two female players each. o The game is started with a three-point Jack en Poy. Whoever wins becomes the passer. o A time limit of two-minute turn is given to each team to score. o Once the limit elapses, the line guards assume the positions of the passer, and vice versa. o Passers are supposed to cross the lines from the starting point and back. o Four line guards are positioned on the vertical line and one on the horizontal line of the

court. Their feet should be always on the line. o Line guards tag the passer with powered hands. o If any of the passer is tagged, the offensive team goes back behind the first line. o For each vertical line crossed, the offense accumulates 2 points, and a bonus 4 points if one

member completes all four lines back and forth. The highest number of points that could be accumulated in a 2-minute turn is 20.

o The group with the higher number of points after 6 turns will be declared the winner.

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4. Dodge Ball

o Each team shall be composed of six (6) players, at least two of which have to be female. Each team may have a maximum of four (4) substitutes. o The object of the game is to eliminate all opposing players by getting them "OUT". This

may be done by: 1. Hitting an opposing player with a LIVE thrown ball below the shoulders. 2. Catching a LIVE ball thrown by your opponent before it touches the ground.

o Definition: LIVE: A ball that has been thrown and has not touched anything, including the floor/ground, another ball, another player, official or other item outside of the playing field (wall, ceiling, etc) BOUNDARIES

o During play, all players must remain within the boundary lines. Players may leave the boundaries through their end-line only to retrieve stray balls. They must also return through their end-line. THE OPENING RUSH

o Game begins by placing the dodgeballs along the center line – three (3) on one side of the center hash and three (3) on the other. Players then take a position behind their end line. Following a signal by the official, teams may approach the centerline to retrieve the balls. This signal officially starts the contest. Teams may only retrieve the three (3) balls to their right of the center hash. Once a ball is retrieved it must be taken behind the attack-line before it can be legally thrown. TIMING AND WINNING A GAME

o The first team to legally eliminate all opposing players will win a point for one contest. A 3-minute time limit has been established for each contest. If neither team has been eliminated at the end of the 3 minutes, the team with the greater number of players remaining will win the point. The team with most points in a three-point match will be declared winner. TIME-OUTS & SUBSTITUTIONS

o Each team will be allowed one (1) 30 second timeout per game. At this time a team may substitute players into the game.

o 5-SECOND VIOLATION

o In order to reduce stalling, a violation will be called if a team in the lead controls all six (6) balls on their side of the court for more than 5 seconds. This also applies to tied teams. More details can be found in the NADA Rule Book RULE ENFORCEMENT

o During pool play or regular-season matches, rules will be enforced primarily by the "honor system"*. Players will be expected to rule whether or not a hit was legal or whether they were legally eliminated. All contests will be supervised by a court monitor*. The court monitor’s responsibility will be to rule on any situation in which teams cannot agree.

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o *NOTE: During tournament play, All Semi-Final and Final Round matches will be officiated by no less than three (3) N.A.D.A. Officials. These officials will rule on all legal hits, out-of-bounds and 5-second violations.

C. Board Games

1. Chess

o The games will be officiated using World Chess Championship Rules (www.ericschiller.com/pdf/OfficialRulesOfChessSample.pdf)

o The player may either be a male or female. o Touch-move rule will be employed. o Each player has 5 minutes of turn-time, if his/her time is depleted, the player

automatically loses the game. o The team that will win 2 out of the three games will be proclaimed winner of the match

and shall proceed to the next round. o In case of draw, a do-or-die game will be played. Player of each team for this game shall

be randomized. o Coaching will not be tolerated. o Disqualification of the team may be done if it was proven that fair play was not

observed. o Each game will be observed by a CSSPSC member to ensure fair play from both teams. o Referees’ decisions are final and irrevocable.

2. Game of the Generals o The player's set of pieces or soldiers with the corresponding ranks and functions consist of the

following 21 pieces. A higher ranking piece will eliminate any lower ranking piece, with the exception of the spy, which eliminates all pieces except the private. The pieces are bent at an angle in order to hide the piece's rank from the opponent.

o A challenge is signaled by placing one's piece on top of the opposing piece occupying one of the squares. The arbiter then examines the ranks of the opposing pieces and removes the lower-ranked piece off the board and returns it to the owner regardless of who initiated the challenge.

o The arbiter must take care not to reveal the ranks of the pieces to the opposition. The game can also be played without an arbiter. In this case, when a challenge is made, both players must state the ranks of their pieces before removing the lower-ranked piece. Therefore, the presence of the arbiter, though not compulsory, is especially important to ensure secrecy until the game is over.

o It should be noted, however, that official games are conducted with an arbiter. • Regardless of who initiated the challenge, their ranks determine which one is to be

removed. • Any one of the player's pieces can capture the opposing flag. This includes the

player's own flag. • Any piece eliminates the private except the spy and the flag. • Officers eliminate other officers that are ranked below it (e.g. a four-star general

eliminates a lieutenant-colonel). • A spy eliminates all officers (including the five-star general). Only the private can

eliminate the spy. • If both pieces are of the same rank, both are removed from the board.

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• If a flag reaches the opposite end of the board, the opponent has one turn left although it is not announced. After the turn, the player reveals the flag. If the flag was not challenged, the player wins the game. If it was challenged, the player loses.

3. Sungka

o Each player owns the house to his right. o In each small pit are initially seven counters. o At each turn a player empties one of his small pits and then distributes its contents in a

counterclockwise direction, one by one, into the following pits including his own store, but passing the opponents store.

o If the last stone falls into a non-empty small pit, its contents are lifted and distributed in another lap.

o If the last stone is dropped into the player's own store, the player gets a bonus move. o If the last stone is dropped into an empty, the move ends. If the move ends by dropping the last

stone into one of your own small pits you capture the stones in the opponent's pit directly across the board and your own stone. The captured stones are deposited in your store. However, if the opponent's pit is empty, nothing is captured.

o The first move is played simultaneously. After that play is alternately. The first player to finish the first move may start the second move. However, in faceto-face play one player might start shortly after his opponent so that he could choose a response which would give him an advantage. There is no rule that actually could prevent such a tactic. So, in fact, the decision-making may be non-simultaneous.

o You must move if you can. If you can't a player must pass until he can move again. o The game ends when no stones are left in the small pits. o The player who captures most stones wins the game.

4. Scrabble

o Each team must be represented by two players. o The standard Scrabble rules shall be followed, specifically with the tile values, extra point values,

game start, first word score, end of scrabble game, and acceptable scrabble words. o In the event of a word challenge, the officiator should refer to a Standard English dictionary. o Every game will have four teams, the two teams with the highest scores, regardless of the match

bracket, will forward to the semi-finals. o In the finals game, the four competing teams will be ranked according to the semi-final bracket.

D. Special Events

1. Muse and Escort o The CSSP Student Council will scout for the best-looking male and female for each team. o The most charismatic pair of muse and escort will be deliberated on by the CSSPSC and the

winner will be declared at the Awards Night.

2. Streetdance Battle o Each team must be represented by 8 – 20 members, with up to 2 substitutes. o The dance routine must be at least 3 minutes but must not exceed 5 minutes.

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o Pre-performance display is permissible for 20 seconds only to get into positions and acknowledge the audience.

o Time for the pre-performance begins once a member steps in the stage. o Time for the routing begins once the music starts to play. o Violation of timing rules will result to a 5-point deduction every 10 seconds. o Music must be submitted in CD format ONLY. The organizers will not honor music files in cassette

tape, flash drive, external drive, mobile phone, memory card, etc. o A back-up CD should be with the team in case of any technical difficulty or loss of files.

CRITERIA FOR JUDGING

o Choreography (30%) – the ability to show a broad variety of dance steps, formations and styles in the hip-hop genre. Steps and formations must not be very repetitive and overused. Creativity accounts for diverse styles of hip-hop (breaking, locking and popping) and in different forms (gay hip-hop, lyrical hip-hop, breakdancing, krumping, turfing, etc.)

o Musicality (20%) – the ability of a group to perform according to the music. Dance steps, formations and stunts must be in synchronization with the music and the timing must be precise. Movements must also represent the music’s rhythm, beat, tempo, mood and accents.

o Execution (20%) – the ability of the group’s individuals to execute steps, stunts and formations with precision and extension. The level of technical precision is shown through the collective ability of the members to achieve the movements and positions accurately and smoothly.

o Energy and Intensity (20%) – the dynamism of the dancers of the group and the level of energy shown throughout the routine.

o Difficulty (10%) – the level of difficulty of a routine through complex dance steps, wild stunts and seamless coordination.

o Synchronization (10%) – the uniformity of the dancers in terms of the speed, timing and execution of steps and stunts. In times of variation, the unity in the group’s movements.

o Presence (10%) – the impact of the group to the crowd. This is how the group displays the mood of the performance through their facial expression and attitude.

3. Most Valuable Players

o The most valuable players will be gauged through deliberations by the event organizers through the recommendation of games’ officiators, referees, arbiters and scorekeepers. Special recognition will be given to the MVPs of some events.

4. Special Awards

o Teams may win special awards and recognition for special criteria such as sportsmanship, friendliness, orderliness, enthusiasm in events, volunteer work, etc.

*content may change without prior notice.

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