PRINCIPLES AND VALUES... 4 GENERAL RULES... 6 A - 8 B

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3 Table of content PRINCIPLES AND VALUES... 4 GENERAL RULES... 6 A - Individual sports... 8 B - Team Sports Ball hockey Baseball (6 players) Basketball Boccia CrossFit course (initiation) Mini-marathon Rhythmic gymnastics Soccer Swimming Track and field Volleyball... 98

4 Principles and values This competition is for athletes with functional limitations who do not have the opportunity to participate in a regular environment. A school s participation in Défi sportif AlterGo must be done in the spirit of friendship and healthy competition. Although these sporting events encourage young participants to challenge themselves and to improve their performance, emphasis must be placed on the importance of participation in these competitive activities. Key Word: Respect Participants must be respectful of others and their individual differences. We must not forget that these young athletes are in the process of learning instructions and rules. Défi sportif AlterGo is an event that gives young athletes the opportunity to challenge themselves, to exchange with others and to experience unforgettable moments. All the members of a team must play equally. 4

5 Competition schedule // Défi sportif AlterGo 2017 Obstacle course // Elementary school Rhythmic gymnastics // High school Monday Soccer // High school (Level A and B) April 23th, 2018 Volleyball // High school (Level AA and A) Track and Field // Elementary school Baseball // High school Tuesday April 24th, 2018 Wednesday April 25th, 2018 Thursday April 26th, 2018 Friday April 27th, 2018 Ball hockey // Elementary school Baseball // Elementary school Boccia // Elementary and High school Rhythmic gymnastics // High school Soccer // High school (Level AA and C) Volleyball // High school (Level B and C) Basketball // High school (Level A, B and C) Mini-Marathon // Elementary and High school Soccer // Elementary school Basketball // High school (Level AA) CrossFit (initiation) // Elementary and High school Obstacle course // High school Swimming // Elementary school Track and field (short distance events ) // High school Ball hockey // High school(initiation) Ball hockey // High school (competition) Track and Field (long distance events) // high school Swimming // High school Rhythmic gymnastics // Elementary school Note: All competitions are held from 10:30 to 1:30 p.m. except for group events (basketball, ball hockey (initiation), soccer and volleyball) in high school that will take place from 10:30 to 14:30. There will also be a high school ball hockey competition from 10:30 to 7:30 p.m 5

6 General rules 1 - Each athlete will be able to participate at the most in two individual competitions and two team events, in addition to one of the mini-marathon and/or baseball events. Individual events Team event Sport Event Sport Event CrossFit Initiation Ball Hockey Initiation Rythmic gymnastics Ball Hockey Competition Swimming 25 m and 50 m Basketball Running Baseball Track and field Jump Boccia Shot put Soccer Obstacle course Swimming Relay Track and field Relay Sport Event Volleyball Mini- 1 km (distance to be confirmed) Marathon 3 km (distance to be confirmed) The relay is considered a team event (applies to track and field and swimming). There is a limit of 5 teams that can subscribe to relays by schools. Mini- Marathon and CrossFit are not considered as an individual event. No restriction is applied. However, an athlete registered in the mini-marathon or CrossFit cannot participate in another event on the same day. 2 - The athletes are divided by school levels: elementary or high school: - Elementary: 5 to 12 years of age (A 13 years old participant still attending an elementary school may obtain a waiver and compete with his classmates) - High school: 12 to 21 years of age - Age will be determined as of September 30 th of the current school year. Meaning an athlete must be born after September 30 th 2006 to be considered as an elementary athlete. 3 - Relay teams must be composed of 4 individuals. Teams must plan for a substitute player in case one of a regular player is absent. 6

7 3.1- Relay with physical disability For relay events of athletes with a physical disability, it is mandatory to be mixed in gender or a team of girls. Example: 3 boys and 1 girl // 3 girls and 1 boys // 2 girls and 2 boys // 4 girls. 3.2 Girls' relay For girls' relay events, teams are required to be composed only of 4 girls. No boy can take part in these events. 3.3 Boys' relay For boys' relay events, teams consist only of 4 boys. In exceptional cases, a girl may compete in a boys relay. 4 - Delay 4.1 Individual events In individual sports, the athlete is disqualified if he or she is not on time for the event. 4.2 Team events For team events, a team is allowed a 5 minutes delay at the first match of the tournament. In the event of a late start, the team will play the remaining time in the match. Match schedules must be respected. They will start as planned and be indicated by a whistle or a bell. A team absent from the field at the sound of the bell will be considered defeated. The opposite team will be declared the winner and will receive the points establish by each sport. 5 - Dress code: sports clothing are mandatory for each participant. Jeans will not be tolerated. Each school participant must be identified with a t-shirt or a jersey with the name of the school. For team sports, we encourage the teams to wear a uniform (ex. Same shorts and t- shirt). Each team of ball hockey, baseball, basketball and soccer must wear matching numbered jerseys. 7

8 6 - A representative of each school must watch the webinar for school sports. It will be held in March, preceding the Défi sportif AlterGo event. 7 - The representative commits to share all the relevant rules and information with the accompanying adults of the students of his school. 8 - According to the number of schools enrolled in certain events, there is a possibility of division into pools. 9 - The responsible person for each school must inform the registration table upon their arrival at the competition venue. 10- A representative of the school must attend a coach meeting. The time and place of these meetings will be communicated on the detailed schedule. 11- Minimum accompanying adult ratio for the event: - Intellectual disability: 1 for 8 athletes - Physical disability: 1 for 5 athletes Please plan female and male accompanying persons for the changing rooms Athletes competing in a regular league are not allowed to participate in a collective sport at the Défi Sportif AlterGo. A - Individual sports A.1 - Registration limit A.1.1 Event without a physical disability: For schools registering athletes in short distance running events without physical disabilities: maximum registration of 4 girls and 4 boys per event. For high schools registering athletes in track and field events (jumps and shot put): maximum of 4 girls and 4 boys per event per day. There is no limit of athlete to register for the 200m and 400m high school running competition. A.1.2 Event with a physical disability: For school registering athletes in events with a physical disability (using a walker, a wheelchair or physically disabled walker) as well as in events with a visual impairment: maximum registration of 8 girls and 8 boys per event. 8

9 For high school registering athletes in track and field events (jumps and shot put) with a physical disability: a maximum of 8 girls and 8 boys per event per day. A.1.3 Obstacle course event For the obstacle course event, the registration limit does not apply. At the high school level, students in motorised wheelchairs will have priority during registration. All students registering with regular wheelchairs will be placed on a waiting list. If there is still space available in the competition once the registration period is over, all the students on the waiting list will be placed in a draw to fill the remaining spaces. A.1.4 Rhythmic gymnastics events: A school can register: Elementary school: No registration limit High school: a maximum of 15 athletes per school / day. A.1.5 Mini-Marathon event The registration limit does not apply for the mini-marathon, with the exception of the cycling events where only the first 12 athletes to be registered (all schools combined) will be accepted. An athlete who registers for the mini-marathon cannot participate in another event on the same day. No school speaker shall follow the athletes on the mini-marathon track. Only a student registered in the non-competitive walk race or with visual disability can be escort. The person escorting the athlete will be given a Défi sportif AlterGo bib to be identified. A.1.6 CrossFit event For schools registering athletes in CrossFit: maximum registration of 4 girls and 4 boys per event. A.2- If an event has only one registered participant, the event will be cancelled. The athlete will be given the option to register in a different event. 9

10 A.3 - Individual sports classifications (CrossFit, mini-marathon, rhythmic gymnastics, swimming and track and field) will be divided as follow: Age groups: Category Level Ages Novice Elementary 5 to 8 Benjamin Elementary 9 to 12 Cadet High school 13 to 15 Juvenile High school 16 to 21 Divisions will be established according to the competition results and the number of participants in each event. Medals will be awarded by division. An event which will only has two teams or athletes competing will only award one gold medal. An event with only three teams or athletes will only be awarded one gold and one silver medal. A.4 - Official results are final and will be available on Défi sportif AlterGo s website : B - Team Sports B.1 - All team sports are divided by school level (elementary and high school). Divisions are established according to registrations, the number of teams and the previous year's results. If a team has won the gold medal the year before, they have to register in a higher level this year. Defi sportif AlterGo can decide if there can be an exception. A minimum of 3 teams in a level, otherwise the teams registered in that level will have to change level. B.2 - Schools can be evaluated by the competition coordinator and/or a representative of Défi sportif AlterGo. B.3 - A grading scale is available for each section of a team sport in this document. Short videos are also offered to help in establishing the team's division. They are available at Défi sportif AlterGo s YouTube page: B.4 - The Défi sportif AlterGo team and the sport consultant are responsible of the team divisions. B.5 - An error in classification will automatically disqualify the team. 10

11 B.6 - A school can enroll only one team per sport. However a school with elementary and high school athletes can register one team per level. If a school is able to enroll more than one team in an event, the second team will be placed on a waiting list. If, according to the enrolments, there is still space available to add teams, a draw will be done. B.7 - The type of tournament for each team sport will be determined by the Défi sportif AlterGo according to enrolments. The organization for the finals of each division will be as follow: - 1 st place against 2 nd place = gold // silver - 3 rd place against 4 th place = bronze // 4 th place In the event where the match for the bronze medal cannot occur for reasons beyond our control, the team in 3rd position will receive the bronze medal. B.8 - All the members of a team must play equally. All the athletes must have been on the bench at least one time during a game. Volunteers will note the players on the bench. The consultant of the sport will be allowed to disqualified a team that does not respect this rule. After one warning, the team will lose the played game. 11

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13 Ball hockey 13

14 Ball hockey rules 1- Ball hockey There will be two high school ball hockey competitions. An initiation competition will be played on a field with inflatable boards and will end no later than 14:30. There will also be a competitive competition that will be played in the gym and will end no later than 19: Teams Maximum of team: -12 elementary school level -16 high school level (initiation) -16 high school level (competition) Maximum of players per team: 12 The teams can be of mixed genders Each team consists of 6 players on the court all the time (1 goalie, 2 defensive players and 3 offensives players) The field The court must measure around 25 m per 15 m. The net measures 1, 22 m per 1, 22 m. There is a distance of 1, 83 m between the net and the board behind the goal line. The goalie area measures 1, 83 m per 1, 22 m Equipment Each team must wear matching numbered jerseys. If the teams have conflicting colored jerseys, a bib will be distributed to one of the team by the organizers of the competition. The choice of the team wearing the bib will be decided by a coin-spin. Mandatory equipment : Plastic hockey stick with plastic blade Rubber soled shoes Protective glasses Helmet Recommended equipment: Jockstrap Gloves For goalies : Blocker Helmet Mitt Shin pads Chest protector Jockstrap 14

15 If a team arrives on the field without the mandatory equipment, it will automatically be declared the losing team. The victory score of 3-0 will be given to the team who has all the required equipment. If neither team has all the required equipment, the match will be declared a draw and a 0-0 score will be given to both teams as well as the score for a draw. If the mandatory equipment can be borrowed at the Défi sportif AlterGo, a friendly match can be played Equipment for the game Wiffle ball. Only plastic hockey sticks with plastic blade are accepted. Sticks with illegal curve: when laid on its side, a traditional hockey puck should not be able to slide under the blade. The decision related to illegal blades is left to the judgment of the referee. The size of the goalie equipment must be standard for ball hockey (ice hockey equipment will not be accepted) Divisions (Can be viewed at: Divisions are established according to registrations, the number of teams and the previous year's results. An error in classification will automatically disqualify the team. A friendly match can be played. The winning score of 3-0 will be given to the properly classified team Ball hockey // Elementary Division C Low to average level motor and technical skills, Some stickhandeling, Lack of precision when passing and shooting to the net, Slow to moderate game speed, Many movements as a pack, Little use of defensive and offensive strategies, Slow to moderate goalie reaction time Ball hockey // Elementary Division B Movement as a pack and spaced out, Occasional use of basic defensive strategies (ex. covering an opponent), Various levels of motor and technical skills, 15

16 Various levels of control of the ball, Moderate to fast game speed, Moderate goalie reaction time, Use of some technical skills by goalie, More precise passes and shots, Ball hockey // Elementary Division A Little or no movements as a pack, Intermediate to advanced motor and technical skills, One or two players easily control the ball, Passes and shots almost always precise, Moderate to very fast game speed, Use of some defensive and offensive strategies, Moderate to fast goalie reaction time, Use of some technical skills by goalie, Note: there are often one or two players who stand out by their motor and technical skills Ball hockey // High school Division C Low to average motor and technical skills, Some stickhandling, Lack of precision when passing and shooting to the net, Slow to moderate game speed, Many movements as a pack, Little or no use of defensive and offensive strategies, Slow to moderate goalie reaction time Ball hockey // High school Division B Various levels of motor and technical skills, Various levels of control of the ball, More precise passes and shots, Moderate to fast game speed, Occasional use of basic defensive strategies (covering an opponent), Moderate goalie reaction time, Initiation to decision making, In the learning of hockey game play, Use of some technical skills by goalie Ball hockey // High school Division A Intermediate to advanced motor and technical skills, One or two players have good control of the ball, Learning to deke. One or two players using deking occasionally, Passes and shots almost always precise, 16

17 Moderate to very fast game speed, Use of some defensive and offensive strategies, Moderate to fast goalie reaction time, Use of some technical skills by goalie Ball hockey // High school Division AA Advanced motor and technical skills. Most players have good control of the ball. Learning to deke. one or two players using deking occasionally. Passes and shots almost always precise. Moderate to very fast game speed. Use of some defensive and offensive strategies, Moderate to fast goalie reaction time. Use of some technical skills by goalie. Note: there are often one or two players who stand out for their motor and technical Skills The game Game time (Elementary school and high school (initiation) Game time consist of two 8-minute periods (running time). There will be a 1-minute intermission between the periods. The teams are allowed to take a two-minute break between matches. Organizers can, for exceptional reasons, modify the time allowed for breaks between matches. Game time (High school competition) Game time consist of three 10-minutes periods (running time). There will be a 1-minute intermission between the periods. The teams are allowed a three minute warm up before every matche. Organizers can, for exceptional reasons, modify the time allowed for breaks between matches Points Win = 5 points Draw = 3 points Defeat = 1 point If a team is not present on the court at the beginning of the match, they are considered defeated. In addition to a victory, the winning team will accumulate a score of 3-0 in case of a later need to break a tie in the final score. However, a team is allowed a 5 minutes delay at the beginning of the tournament. In the event of a late start, the team will play the remaining time in the match. 17

18 In case of a tie in the semi-final or the finals: If a tie still persists: Each team will have selected 3 players for shootouts. If the two teams are still tied, each member of the team will have a chance to shot one at a time (note: all the players must have a do it once before coming back a second time) Tie breaker at the end of the tournament Difference of points (i.e. points scored minus points conceded) will be considered If a tie persists, the total of points conceded will be considered If a tie persists, the total of points scored will be considered If a tie remains present, the results of the previous match between the two teams will be considered If a tie still persists: Each team will have selected 3 players for shootouts. If it is still tied, each member of the team will have a chance to score one at a time (note: all the players must have shot once before coming back a second time) Penalties Running time is applied for penalties If a team commits a penalty, he will play with one less player (penalty kill) 18

19 Most frequent penalties Actions Baseball or golf hit Hand closed on the ball Deliberately stopping the ball Stopping the ball with his stick above waist level Hand pass Dangerous slap shot* Tripping Minor physical contact (pushing, holding) Illegal curve of the stick Pushing, slashing, throwing or hitting the stick on the floor to show anger Unsportsmanlike language Insult the referee Deliberate assault to hurt an opponent Penalty Ball is given to the opponent Ball is given to the opponent Ball is given to the opponent Ball is given to the opponent Ball is given to the opponent Ball is given to the opponent 1 minute 1 minute 1 minute and curve must be corrected 1 st time : warning, 2 nd time: 1 or 3 minutes or expulsion 1 or 3 minutes or expulsion 1 or 3 minutes or expulsion Expulsion or suspension * A slap shot that brings your stick above your waist Face-off To start the game or following a goal, the face-off will take place at the center of the court During the face-off, the teams will come back in their respective area At the face-off, the ball is already on the floor The sticks of the players for the face-off must be facing each other forming a straight line (the ball will be placed between the sticks) The sticks must stay on the floor The face-off is done with a whistle General rules The ball hockey rules are identical to the ice hockey rules The game When a player throws the ball outside the playing area, it is given to the opposite team A 30 seconds time out per match and per team will be accepted 19

20 The referees The officials are provided by the organization of the tournament The Captain or the person in charge of the team will be the only individual allowed to discuss politely with the officials of any problems or questions relating to the rules No protest will be accepted. The decision of the referees is final Goalie area The goalie can clear the ball away and/or make a pass only if he is in his rectangle and/or behind the goal line. A minor penalty shall be imposed to a player who is obstructive to a goalie with his stick or body causing interference or restricting the movements of the goalie by a physical contact. The penalty should be announced as obstruction against the goalie. A penalty (minor or major) for obstruction or assault against the goalie shall be imposed if an opponent has contact with the goalie without a valid reason. The referees must be alert to give a penalty to a goalie who trips, slashes or throws the ball in the goal area. Unless the ball is in the rectangle of the goalie, no offensive player may enter the goal area A goal will be cancelled if an offensive player was illegally in the goalie area All the members of a team must play equally. All the athletes must have been on the bench at least one time during a game. Volunteers will note the players on the bench. The consultant of the sport will be allowed to disqualify a team that does not respect this rule. After one warning, the team will lose the game in action. 20

21 Baseball 21

22 Baseball rules 2 - Baseball (6 players) Simplified version of the rules of Baseball federation of Quebec. Maximum number of teams : 8 teams at elementary school level 12 teams at high school level Maximum number of players : 9 Teams can be mixed (boys and girls) Teams Equipment and dimensions of the field Distance between the bases is 60 feet or 18,29 meters Distance between home plate and the front of the pitcher s rubber is forty four (44) feet or 13,41 meters The outfield fences, near the lines, are ideally one hundred and fifty (150) feet or fortysix (46) meters from home plate. The fence in centre field is ideally one hundred and seventy-five (175) feet or fifty-four (54) meters away from home plate. Foul Ball territory: A 10 feet arc measured from the back of the plate that meets both foul lines must be traced. A batted ball hit from the pitcher or the t-ball that stops or is touched in that territory is declared «foul ball». Pitcher s mound: A circle of eighteen (18) feet (5.56 meters) in diameter must be drawn to identify the pitcher s mound. The designated area for the chosen pitcher is 5 to 15 feet from the home plate, between it and the pitchers circle. For the B and C levels, the game will be played on the grass part of the field to facilitate the movement of athletes with wheelchairs. For A level, games will be played on the regular (sand) surface of the baseball field. 2.3 Positioning At all times, 6 players must be on defense (7 in high school level A division); a maximum of 2 players must be in the pitcher s circle and the other players must be positioned inside the fair ball territory. This allows for the presence of one (1) or more coaches of the defensive team to be on the field, being placed behind the players on defense. The team batting must appoint a selected pitcher and catcher. If a coach is unintentionally hit by a batted ball or a relay, the ball remains in play. Pitcher: One (1) player must be placed behind the designated batter to play the defensive role of the pitcher (except in high school level A division), even when the t- ball is used. 22

23 The pitcher and the catcher must be a coach or volunteer appointed by the batting team. The players who are on the bench in the first inning, joins the game on a rotational basis from the second inning on. A player can't be inactive for more than one inning Equipment Wearing a helmet with two ears is mandatory for all batters and runners. The foam batting stick must be a maximum length of 32 inches and a barrel of two inches and three quarters (2 ¾) maximum diameter. A batter is out for illegal action when he uses or attempts to use an illegal bat. No player may advance on the game, but all withdrawals made in such a game are maintained. A batter is considered to have used or attempted to use an illegal bat if he brings such a stick in the batting box. The softball must be 8 ½ inches in circumference instead of a standard 9-inch to 9 ¼ inches for the regular ball. 2.5 Divisions Divisions are established according to registrations, the number of teams and the previous year's results. We give the title of "buddy" to guides that will be on the field with athletes Baseball // Elementary Division C Category without outs.teams are allowed 1 guide per athlete Baseball // Elementary Division B Category for semi-autonomous athletes (with 3 guides to lead the defensive) Baseball // High school Division C Category without outs(teams are allowed 1 guide per athlete) Baseball // High school Division B Category for semi-autonomous athlete (with 3 guides to lead the defensive) Baseball // High school Division A Category for physically able athletes (No guides allowed on the field to lead the defensive). This game is played by 7 players on the defensive (pitchers and receivers are provided by the batting team). This category will play according to the same rules as non-adapted baseball. 23

24 2.6 Game rules A regular level B or C game lasts 2 full innings A regular level A game lasts 3 full innings Athletes have 1 minute between each half inning to get ready to resume play In exceptional circumstances, the organizers may change the time of breaks. 2.7 General rules level B and C An offensive half inning ends when 6 hitters have been batting. For the purpose of the score, it is considered that there are 2 outs when the sixth batter comes up to the plate. The pitcher must throw the ball underhand. The 3 strike rule is not enforced. All players receive a maximum of 3 throws by the pitcher. From the 3rd throw, false-shot leads to another throw. If the player has not put the ball into play at the end he ll be allowed to use a t-ball and will not be authorized to go beyond the first base. The batter may take up to 2 swings on the t-ball. The batter is out if he has not put the ball in to play or if he hits a foul ball during his second swing. The designated pitcher will be removed from the playing area and will have to install the T-Ball himself when the batter has missed its 3 throws. Runners must try to avoid making contact with field players. A player who maliciously physically gets in contact with another player will be removed (unless he has scored prior to committing the offense) and automatically expelled (automatic suspension) unless it is declared or withdrawn. The contact is considered malicious if it is the result of intentional excessive force and / or the contact was made with intent to injure. Malicious contact is punished, whether committed by an offensive or defensive player. It is up to the referee to determine if the contact had been avoided or not. If the Runner 1) could have avoided the fielder and reached the base, or; 2) to prevent a defensive player to get to the ball. The ball would then be dead and all other runners shall return to the last base legally held at the time of the contact. If the defensive player blocks the path to reach the base without having possession of the ball, it is considered an obstruction. The runner is safe and the ball is then a delayed dead ball. If the runner collides flagrantly, it is declared safe due to obstruction, but it is nevertheless expelled and the ball is dead. Using the dual goal cushion "safe base" will be used for all purposes. If a batted ball hits the white part, it is considered a good ball. The orange part is not considered in play (1st and 3rd) for the rules of good and foul. In all cases, the runner must use the orange part of the cushion. The runner must not touch the home plate after completing a round of the bases. He simply has to cross the line drawn on the ground behind the plate (aligned with the first goal). A runner may leave its base only when the ball is hit. If there is violation, the ball is dead and the runner is returned to his base. Stealing bases is not permitted. 24

25 When the t-ball is used, the batter and runners are limited to one (1) single goal. In any case of error by the defensive or ball out of bounds, the runners will not be allowed to advance. The infield fly rule does not apply. In case of rain or bad weather, the game is suspended by the supervisor of the competition. It must continue at a time determined by the supervisor of the competition. Any deterioration of weather (thunderstorm or high winds) must oblige referees to consult the coaches of the teams on the relevance or not to continue the game. However, the final decision lies with referees of the game, but it must have as its main objective the protection of all stakeholders in the game. Defensive role: The other players who are on the bench in the first inning, joins the game on a rotational basis from the second inning on. A player can't be inactive for more than one inning. Regulation of the "buddy" in a defensive role: they can direct their athletes and if necessary recover ground balls when they have made contact and are unable to recover it through their own means. Regulation of the "buddy" in an offensive role: they can follow and lead their runners along the lines separating 1st and 3rd base with the home plate. They can also help to hit when necessary. 2.8 Rules for category A An out can be completed. However, players on defense must not make contact with the runner to complete an out; if the defensive player is in contact with the cushion being in possession of the ball before the opposing player touches the base, he will have completed an out. When a ball toss toward a base exceeds the defensive player who finds himself on the base, the game falls dead. If the throw is off target, the runner is automatically "safe" but can move towards the next goal unless you have already passed this base toward the next. 2.9 Rules for category B An out can be completed. However, the half inning will be over when all 6 batters have hit the ball. Players on defense must not make contact with the runner to complete an out; if the defensive player is in contact with the cushion being in possession of the ball before the opposing player touches the base, he will have completed an out. When a ball toss towards a base exceeds the defensive player who finds himself on the base, the game falls dead. If the throw is off target, the runner is automatically "safe" but can move towards the next goal unless you have already passed this base toward the next. 25

26 Rules for category C When the ball is hit from the throw or T-ball, the game ends when a defensive player is in possession of the ball. Riders can only get to the next base they are trying to get. There are no outs Defensive positioning 6 players defense Player 5 Player 4 Player 6 Player 3 Player 1 Player 2 It is optional to have two players on the mound, but it is mandatory to have at least one. The player 1 can be placed at another location in the front fields. 26

27 Basketball 27

28 Basketball rules 3 - Basketball Teams Maximum number of teams: 24 teams High School Maximum number of players per team: 10 Number of players on the court: 5 The teams can be of mixed genders The court The court is created by lines on the ground. The court has an approximate size of 15 m by 25 m. The basket consists of a board, a hoop and a net. The standard height of the basket for the high school category is 3,05 m Equipment Players must wear running shoes with non-marking soles. Each team must wear matching numbered jerseys. If two teams arrive on the court with the same uniform, a bid will be provided by the organizers to be able to differentiate the teams. The allocation of bid will be determined by draw Ball For High school category, ball size # 7 will be used General rules The general rules of traditional basketball ( are effective. However, the specific rules listed below will prevail in the competition during Defi sportif AlterGo except for teams in the AA division Specific rules The lack of action for 5 consecutive seconds (dribbling, passing, shooting) by a player with the ball will result in the loss of the ball s possession for his team. Substitutions are allowed during time-out only. 28

29 Bottle rule is not in force. The "24 seconds" rule does not apply. Dribble with both hands is allowed. A team that takes possession of the ball must perform at least three (3) passes before a player can take a shot at the basket. The referee will do a thumbs-up sign when 3 passes are completed. All successful baskets count for 2 points, with the exception of free throws (1 point per successful basket). After a free throw: if the ball is taken by a player of the same team, he can shoot at the basket; if the ball goes to the opposite team, the 3 pass rule applies Duration of games The length of the games will be determined by how many teams are registered. Minimum duration: 14 minutes Maximum duration: 20 minutes Games take place in continuous time. There will be no formal break (end of quarter or half) or downtime Divisions (Can be viewed at: Divisions are established according to registrations, the number of teams and the previous year results. An error in classification will automatically disqualify the team. A friendly match can be played. The winning score of 3-0 will be given to the properly classified team Basketball // High school Division C Few knowledge of basic motor and technical skills (movement, agility, passes, dribbling, shots, etc.), Light dribbling during the game, Slow or very slow game speed (even walking at times), Minimal use of game strategies (Ex: little checking the opponent), Movement as a pack Basketball // High school Division B Various levels of basic motor skills (dribbling, shots, passes, etc.), Dribbling skills, but often with both hands and while looking at the ball, Light jogging to running game speed, Occasional use of basic defensive strategies (Ex: Checking the opponent), Movement as a pack and spaced out, 29

30 Note: if two or more players have advanced motor skills, the team will be most likely is the A division Basketball // High school Division A Moderate to advanced motor skills (Ex. change of direction, pivot), Dribbling without looking at the ball too often, Occasional variation of speed while dribbling, Moderate to fast running game speed, Frequent use of basic defensive strategies (Ex: checking the opponent), Players are spaced out across the court Basketball // High school Division AA Play according to the regular basketball rules, Advanced motor skills (Ex. change of direction, pivot), Dribbling without looking at the ball, Occasional variation of speed while dribbling, Fast running game speed, Frequent use of defensive strategies (Ex: checking the opponent), Players are spaced out across the court, Note: there are often one or two players who stand out of the others by their motor and technical skills Game start A faceoff will take place at center court at the beginning of the game. The ball will be tossed by the referee to start the game. Both players in the center must jump to gain possession. At the toss, the other players from both teams must be outside the center circle Overall scoring Win = 5 points Draw = 3 points Defeat = 1 point If a team is not present on the court at the beginning of the match, they are considered defeated. In addition to a victory, the winning team will accumulate a score of 3-0 in case of a later need to break a tie in the final score. However, a team has a 5 minutes delay at the beginning of the tournament. In case of a late start, the team will play the remaining time in the match. 30

31 In case of a tie in semi-final and final In case of a tie at the end of the game, each team will have selected 3 players for free throws. If it is still tied, each member of the team will have a chance to score one at a time (note: all the players must have a turn before coming back a second time) In case of tie at the end of the tournament Difference of points (i.e. points scored minus points conceded) will be considered. If a tie persists, the total of points scored will be considered. If a tie persists, the total of points conceded will be considered. If a tie remains present, the results of the previous match between the two teams will be considered. If a tie still persists, each team will select 3 players for free throws. If there is still a tie, each member of the team will have a chance to shot one at a time (note: all the players must have a shot once before coming back a second time) Referees The referees are under the responsibility of the tournament organizers. If there is a dispute, only the captain or team manager may approach the referee. Courtesy and respect are the norm in all communications with the referees. No protests will be accepted by the referees and / or the organizers. The referees decisions are final and without appeal Reminder All players of the team must play. Holding, shoving or bullying a player is an offense. After 3 offenses, a player will be out of the current game. Holding, shoving or bullying a player who is in a shot position is an offence that will result in two free throw. 31

32 32

33 Boccia 33

34 Boccia rules 4 - Boccia Competitive spirit Crowd participation is welcomed and encouraged, as long as it does not interfere with athletes competing and the referees Athletes eligibility Only athletes with physical disability and using a powered or manual wheelchair are eligible to compete Court The surface of the court must be flat and smooth like a tiled floor or the wooden floor of a gymnasium. Moreover, the surface of the court should be clean. A Boccia court measures 12.5m x 6m (refer to court in the court diagram) Definitions Court: The area enclosed by the boundary lines. This includes the throwing boxes. Playing area: the Court minus the throwing boxes. Specific Défi Sportif AlterGo rules The BISFed rules are applied, however, the following rules will take precedence: Team composition Maximum number of teams: 10 Elementary teams 10 High school teams Two divisions: elementary and high school In the Défi Sportif AlterGo school competition, the Boccia teams must have 3 athletes (a maximum of 2 athletes using a ramp as an assistive device per team) Teams can be of mixed genders Matches A regular game consists of two ends of 6 minutes per team and should last a maximum of 20 minutes. The athletes in throwing boxes 3 and 4 initiate each end by throwing the 34

35 Jack in numerical order. Propelling the Jack is counted as part of a side s time allocation. Each athlete throws 2 balls per end. The team throwing red balls will occupy throwing boxes 1, 3 and 5 and the team throwing blue balls will occupy throwing boxes 2, 4 and 6. Five (5) minutes before the game, the Referee will meet the teams on the court. He/she will sum up the basic rules (court, paddle, procedure for throwing the balls, athletes position in the throwing boxes, etc.). The Referee establishes the name of the captains. The Referee flips a coin and the winning side chooses whether to play red or blue. The Referee must be informed if a team is unable to be on the court at the scheduled time. An official time clock will be put on the Referee s table and clearly identified. A delay of 5 minutes can be accepted but beyond that a team that is not present forfeits the match. It will result in a defeat with a score of 0-3 for the team at fault. A friendly match could be played if time permits. If the two teams are not on time for the match, the score will be 0-0. A friendly match could be played with the remaining time Athlete attendance If an athlete arrives more than 5 minutes late for a match, he/she will not be authorized to play any of the ends of the match. The 2 balls of the athlete who is absent are cancelled and cannot be thrown by the other members of the team. If an athlete did not take part of any of the matches in the preliminary competition, he/she cannot participate in the finals. In case of absolute necessity (decision by the Technical Delegate and the Boccia consultant), a team may be allowed to play with only two (2) athletes for the match. The team will get 6 balls per end Tie-break In a tie-break, the captain will designate an athlete to throw one ball. The Jack is placed on the cross. The winner of the coin toss will choose which side plays first. The team whose ball is closest to the Jack will be considered the winner Penalties In the case of a violation, there are two different forms of penalties: warning or penalty 35

36 4.8.1 Warning When a violation occurs for the first time during a game, the Referee will give a warning. If the same fault is committed during the match by the same team, there will be a penalty. Intentional delay of game Unsportsmanlike behavior towards a Referee Violation committed between ends (for example: leaving the court area without the Referee s permission) Athlete using balls that do not meet the criteria A Sport Assistant or coach enters the playing area without the Referee s permission Warning and penalty (one ball to the opponent) Deliberate interference with or distracting the opponent Deliberately causing a disrupted end Penalty (one ball to the opponent) A BC3 Sport Assistant turning into court to view play before the Referee has announced that the end is finished. Inappropriate communication between athlete(s), their Sport Assistants and/or coaches. An athlete preparing his/her next shot during the opponent s turn (rolling ball, moving the wheelchair ) A Sport Assistant moves the wheelchair, or the ramp or the pointer or rolls the ball without the athlete asking. An athlete leaves the throwing box when their turn has not been indicated Action leading to a penalty plus retraction of the thrown ball Releasing the ball when the Sport Assistant, the athlete or any of their equipment or clothing is touching the court marking or a part of the court surface not deemed to be part of the athlete s throwing box. Not swinging the ramp at least 20 cm to the left and 20 cm to the right after the Jack has been presented and before throwing the Jack. Releasing a ball when the ramp overhangs the front line of the throwing box. Throwing a ball without having one buttock in contact with seat of the chair When throwing, the ball touches a part of the court outside of the athlete s throwing box. Throwing a ball when the BC3 Sport Assistant looks back into the playing area. In a team match, an athlete throwing a ball while a teammate is still returning to their throwing box Throwing a ball when it is the opposing side s turn to throw. 36

37 4.8.5 Action leading to retraction of the thrown ball Throwing a ball prior to the Referee indicating to play. The ball stops in the ramp or the assistant stops the ball in the ramp. If a ramp player is not the last person to have physical contact with the ball. The ball is released simultaneously by the Sport Assistant and the athlete. Throwing a colored ball before the Jack. The Sport Assistant is touching the athlete as a ball is thrown If any side throws more than one ball at the same time If an athlete does not reorient the ramp by making the 20 cm swing left and right when they or their teammate return from the playing area Equipment Boccia balls: there are six blue and six red balls and one white ball called the Jack. Container for Boccia balls: It is possible to use a bag or a container hanging from the athlete s wheelchair to put the balls. Assistive device: usually called a ramp to aid the athlete in throwing the ball. Two different athletes on the same team are allowed to use the same ramp. Head pointer: The athlete using an assistive device can use a head pointer to assist in throwing. It can be telescopic. Athletes are allowed to use their own set of balls. Défi Sportif will supply ball sets for teams who do not bring their own Coin toss The Referee flips a coin and the winning side can choose whether to throw the red or blue balls Throwing the Jack The side playing red balls always initiates the first end. The Referee gives the Jack to the designated athlete and indicates the beginning of the game. The Jack must come to rest in the valid area for the Jack Fouled Jack The Jack is fouled if: It fails to cross the Jack ball line (V line) It is thrown out of court A violation is committed by the athlete throwing the Jack 37

38 If the Jack is fouled, it will be thrown by the athlete who is due to throw the Jack on the following end. If the Jack ball is fouled at the last end, it will be thrown by the athlete who threw it at the previous end and so on until it is valid Throwing the first ball into court The athlete who throws the Jack also throws the first colored ball. If the ball is thrown out of the court, or is retracted following a violation, that side will continue to throw until a ball lands in the playing area of the court or until all their balls have been thrown. The Captain will decide the order in which his/her teammates throw the balls Throwing the remaining balls The side to throw next will be the side which does not have the closest ball to the Jack unless they have thrown all their balls. In which case, the other side will throw next Completion of an end After all balls have been thrown, including any penalty balls awarded to either side, the referee will verbally announce the official score and the completion of the end (assistants of athletes with ramps may, at this time, turn to face the playing area) Throwing balls Specific rules No Jack or colored ball must be thrown until the Referee has given the start signal, or indicated which colored ball is to be thrown. At the moment of throwing balls, the athlete, their Sport Assistant, their wheelchair and any equipment or clothing brought into the throwing box must not touch the court markings or any part of the court surface not deemed to be part of the athlete s throwing box Balls out of bounds Any ball, including the Jack, will be considered out of bounds, if it touches or crosses the exterior boundary lines. A ball that touches or crosses the exterior boundary line and then re-enters the playing area is considered to be out of court. Any colored ball that is thrown or knocked out of bounds becomes a dead ball. 38

39 Jack knocked out of bounds If the Jack is knocked out of the playing area, or into the non-valid area for the Jack during the match, it is re-positioned on the Cross at the center of the playing area. If this is not possible because a ball is already covering the cross, the Jack will be placed as close as possible in front of the cross. The side to throw next will be the side which does not have the closest ball to the Jack. If there are no colored balls on the playing area after the Jack has been replaced, the side which knocked the Jack out will play Equidistant balls If two or more balls of different colors are equidistant from the Jack and there is no other ball closer, it is the side that threw last that must throw again Balls thrown together If a side throws more than one ball when it is that side s turn to throw, both balls will be retracted and become dead balls Dropped ball If an athlete accidentally drops the ball the Referee can allow that athlete to replay the ball. There is no limit as to the number of times a ball may be rethrown. The time however will not be stopped Penalty ball A one ball penalty is the award of one extra ball to the opposing side. This ball will be thrown after all the balls have been played in an end. The Referee tabulates the score; all balls will be removed from the playing area. The side awarded the penalty ball will select one of their balls and an athlete who will throw the ball. The Referee will show the colour indicator and call One minute!. The athlete has 1 minute to throw the penalty into the 25cm x 25cm target box surrounding the Cross in the center of the playing area. If this ball stops inside the target box without touching the lines of the box, the side throwing the penalty ball is awarded one additional point in this end. 39

40 Scoring The side with the ball closest to the Jack will score one point for each ball closer to the Jack than the opponent's closest ball to the Jack. If two or more balls of different colors are equidistant from the Jack and no other balls are closer, then each side will receive one point per ball. At the end of the match the points scored on each end are added together and the side with the higher total score is declared the winner Criteria for final result The team with the most victories. If a tie occurs, the difference of points for and the difference of points against will be considered first (the points gained during penalty shots will not be considered). If the tie persists, the best differential score divided by the number of games played will be considered. If the tie persists, the differential score of the number of penalties by the number of games played will be considered. If a tie remains present, a member of each team throws a ball. The team closest to the Jack will be declared the winner (the Jack is placed on the Cross) Miscellaneous Communication There will be no communication between athlete and Sport Assistant during an end. Athletes must not communicate with their teammates until the Referee has indicated it is their turn to throw. Between ends, athletes may communicate among themselves and with their Sport Assistant. This must cease once the Referee is ready to begin the next end. During the match, any athlete may talk to the Referee when it is that side s turn to play. In the event of a disagreement between the Captain and the Referee, the final decision will be taken by the competition s Head Referee (without appeal) Time The official clock will be verified by the scorekeeper and/or time-keeper. Propelling the Jack is counted as part of a side's time allocation. A side's time shall start by the Referee indicating which side should play, including the Jack. 40

41 A side's time will stop the moment each ball thrown becomes stationary within or crosses the court boundaries. The balls that have not been thrown before a team s playing time runs out cannot be counted in the end and will be withdrawn by the Referee. The maximum time allowed between ends is one minute. The one minute begins when the Referee picks up the Jack from off the floor and announces One Minute. The time allowed to throw a penalty ball is one minute. The time-keeper shall announce, loud and clear, when the remaining time is 1 minute, 30 seconds, 10 seconds, and when the time is expired Rules for assistive devices (ramps) Assistive devices must be contained within a size that when laid on its side fits into an area measuring 2.5m x 1m. Assistive devices may not contain any mechanical device that would aid propulsion of the ball. An athlete must make direct physical contact with the ball at its release into the court. An athlete s ramp must be clearly moved at least 20cm to the right and 20cm to the left in the following situations: 1. After the Referee presents the Jack to the athlete and indicates that it is that side s turn to play 2. Before throwing a penalty ball 3. When the athlete or their teammate returns to their throwing box after going into the playing area to examine the position of the balls 4. Before a tie-break if the athlete throws the first ball. It is not required to swing the ramp between the other throws The Captain's responsibility The Captain should be clearly identified to the Referee. The Captain: Represents the team at the coin toss Decides which team member should throw during the match Decides which team member should play the penalty balls Can consult the Referee Signs the score sheet Participants are encouraged to read the international rules:

42 Boccia court 42

43 CrossFit (initiation) 43

44 5 - Rules for the CrossFit course (initiation) Incomplete section: A more detailed version of each of these stages will be sent to those who have registered athletes in this competition. You can contact François Girouard, competitions manager for more information: francoisg@defisportif.com. The CrossFit course is a sports event designed for athletes who do not use mobility aids to get around (this formula will be revised for the 2019 edition). Start signal For all races, the starting signal will be: À vos marques! Whistle and / or beep by lowering a red flag Penalty Action Penalty Failure to comply with the specific instructions of a step (eg: forget to go around a cone, omit completing a trial backwards, etc.) 3 seconds will be added to the total recorded for the event (by instruction not respected) To not complete a step 20 seconds will be added to the total register for the race * No assistance will be allowed on the course otherwise the athlete will be disqualified Steps of CrossFit course (round trip) Step 1- Stationary bike: The athlete will have to pedal a distance equivalent to 300 meters in high school or 200 meters in primary school. Step 2 - Hoops: The athlete will have to run by putting their 2 feet in each of the 6 rings on the ground. Length of the event: 3 meters Step 3 - Crawling: The athlete will have to crawl under ropes placed at 2.5 feet high. Length of the event: 3 meters Step 4 - The scale of the rhythm: The athlete will have to move aside by depositing one by one his 2 feet in each of the 4 spaces of the ladder on the ground. 44

45 Step 5 - The tire: The athlete must move a truck tire (the tire will measure 20 inches for high school students or 17 inches for elementary students) over a distance of 10 meters. Step 6 - Burpees: Frog jump (10 times). The athlete must touch the ground with both hands and then jump with arms extended upwards. Step 7 - Zig-Zag: The athlete must manouver around the cones placed in a zig-zag shape (4 meters in width and each cone ahead of the other 1 meter). Step 8 - Shot put: The athlete will throw a 8-pound (high school) or 5-pound (elementary school) ball over a 4-foot wall (chest throw over a wall). Students repeat everything while coming back except for cycling at the high school level. The elementary school athlete s sprints back along the path. Step 9 (only high school level) - Zig-Zag: The athlete must manouver around the cones placed in a zig-zag shape (4 meters wide and each cone ahead of the other 1 meter). Step 10 (only high school level) - Burpees: Frog jump (10 times). The athlete must touch the ground with both hands and then jump with arms extended upwards. Step 11 (only high school level) - The tire: Move a truck tire (20 inches secondary or 17 inches primary) over a distance of 10 meters. Step 12 (only high school level) - The pace ladder: The athlete will have to move to the side by dropping one by one his 2 feet in each of the spaces of the ladder on the ground. Step 13 (only high school level) Crawling : The athlete will have to crawl under ropes placed at 2.5 feet high. Length of the event: 3 meters Final step (only high school level) - Hoops: The athlete will have to complete the obstacle by putting their 2 feet in each of the 6 rings on the ground. Length of the event: 3 meters The timer will be stopped when the athlete passes the 2 cones on the ground following the final stage. 45

46 46

47 Mini-marathon 47

48 Mini-marathon rules 6 - Mini-marathon Events Wednesday April 25th 1km Accompanying race Mixed Elementary and high school 1 km Run Mixed Elementary and high school 1 km Manual wheelchair Mixed Elementary and high school 3 km Run Mixed Elementary and high school 1 km Adapted bike Mixed Elementary and high school 3 km Regular bicycle Mixed Elementary and high school 1 km Tricycle Mixed Elementary and high school Registration There are no registration limits - A school can register as many participants as it desires. - The mini-marathon is not considered as an individual event or a team sport. - An athlete registered for the mini-marathon cannot participate in any other event on that same day Duration of events 1 km Accompanying race: 25 min 1 km run: 20 min (unaccompanied race) 1 km in manual wheelchair or tricycle: 20 min (unaccompanied race) 1 km adapted bike: 15 min (unaccompanied race) 3 km run: 30 min (unaccompanied race) 3 km regular bicycle: 15 min (unaccompanied race) Note: if an athlete does not finish within these time limits, he will receive a "participation" mention as a result. 48

49 6.4 - Rules Respect for others and officials at all times. Pushing an opponent or any act that aims to hinder the performance of another participant will receive a warning. The athlete will be disqualified after two warnings. The course will be included in the detailed schedule. If there are still athletes on the tracks after the duration time of each event, the end of the course will be indicated by a loud signal and red flags. At the sound of the signal, all athletes must stop and follow the instructions of the officials to leave the track Start Athletes must respect the start signal. A false start will lead to immediate disqualification. The start signal includes two steps: "on your marks" then the sound of a whistle. Athletes must be ready and in line before the start signal. Tardiness will lead to immediate disqualification. 6.6 Guide Only visually impaired runners will be allowed to have a guide on the course during an unaccompanied race. In the opposite case, the athlete will be disqualified and will have a participation mention as result. The guide must wear a bib which will be given to him before the event Accompanying race At the mass start, students can be accompanied. There will be no medal presentation for this category, nor a chip on the athlete s bib Regular bike event (3 km) For this event, athletes must use a standard two-wheel bicycle. 49

50 6.9- Adapted bike event (1 km) For this event, athletes can use a competition tricycle or a bicycle with large stabilizing wheels at the rear (see photo). Small commercial rear training wheels will not be accepted Tricycle event (1 km) Only adapted tricycles single speed may be used for this category. 50

51 Rhythmic gymnastics 51

52 Rhythmic gymnastics rules 7 - Rhythmic gymnastics Divisions and categories Athletes will be classified according to their school level (elementary or high school). An athlete can only participate in one event Events The range of events is designed to provide competitive opportunities for athletes of all abilities. It is the responsibility of the coaches to provide their athletes with the training and choice of events appropriate to their skill level and interests. Level A: ribbon and hoop (elementary and high school). Level A routines are reserved for athlete with a physical disability requiring the routine to be executed sitting on a chair or in a wheelchair. Level B: hoop, ball, ribbon or string (elementary and high school). Level B exercises are designed for athletes with physical limitations requiring the use of a chair or a wheelchair for the execution of the routine. Level C: hoop, ball, ribbon or string (primary and secondary). Level C exercises are mandatory exercises to perform standing, designed for novice athletes. Level 1: ball (elementary and high school). Level 1 routine is designed for advanced athletes. Rugs Group: Troop of 4 or 6 athletes. Exercises for the Rugs Group category are designed for groups of 4 or 6 athletes Dress Code Athletes should wear tight-fitting short or long jersey (no specificity in color) or a t-shirt with shorts or tights (leggings). Tights that go down to the ankles are allowed. Jerseys: The cut in the thigh should not exceed the groin (highest). Shirts: Must be made of non-transparent material. Lace or other transparent material in the region of the trunk must be doubled. Gymnasts can run barefoot or with gymnastic shoes or half gymnastic shoes (recommended). A neat hairstyle is required. We strongly suggest tying long hair. For safety reasons, jewelry is prohibited. 52

53 7.4 - Apparatus Hoop Material: wood or plastic, provided that the hoop keeps its shape in motion. Inside diameter: cm. Shape: circular, square, rectangular, oval or other, smooth or striated. Color: Any color or combinations of colors are allowed. Color can be added to the adhesive tape, either applied to parts or the entire hoop Ball Material: rubber or plastic as flexible as rubber. Diameter: cm. Color: any Ribbon and wand Ribbon: Material: satin fabric or similar non-starched. Color: one, two or more colors. Width: 4-6 inches. Length: 1.5 meters to 6 meters from one end to another. The ribbon must be one piece. Wand: Material: wood, bamboo, plastic or fiberglass. Maximum diameter in the widest part: 1 cm. Shape: cylindrical, conical or a combination of both. Length: cm, ribbon clip included. The lower end may be covered with tape or a non-slip rubber sheath Rope Material: The rope may be of hemp or synthetic material, provided that it possesses the identical qualities of lightness and suppleness as rope made of hemp. Length: The length should be proportionate to the size of the gymnast. Ends: Handles of any kind are not allowed, but one or two knots are permitted at each end. At the ends (to the exclusion of all other parts of the rope), a maximum of 10 centimeters may be covered by an anti-slip material, either colored or neutral. Shape: The rope may be either of a uniform diameter or be progressively thicker in the center, provided that it is entirely made of the same material. Color: The rope may be any color or combinations of colors. 53

54 7.5 - Technical movements Hereafter, the following four specific movements associated with each event. (Requirement: execution of each movement). To be considered, all movements with the accessory must be accompanied by body movement Hoop (technical movements) Throws small and big Rotations Passage through Balance Ball (technical movements) Throw - large and small Free running on the body (without help, on one or more body parts) Rebound in motion Balance on hand - balanced Ribbon (technical mouvements) High toss (small échappé toss does not fulfill this requirement) Snakes Spirals Figure 8s/ swings/ large circles Routines and judging The video is the official version of the routine. This written text is merely an additional teaching tool. Some skills, such as complex dance steps or movements of the free arm, are not described in the written text. *Videos are available to show the routines: General Judging Concerns All gymnasts will be required to consider the head judge s table as side one. At the beginning of each routine, while standing outside the floor exercise boundary, the gymnast must present herself to the head judge.at the signal, the gymnast may take his starting position on the floor. At the end of each event, before leaving the floor, the gymnast must acknowledge the head judge. 54

55 Prior to the routine and at the end of the routine, judges must acknowledge the selfpresentation of the gymnast. Neutral deductions: Neutral deductions which are unique to Special Olympics are listed below. For all other neutral deductions, refer to FIG rules. Coach communicating to the athlete during a routine: Physical assistance; -0.5 each time Verbal assistance; -0.3 each time Gesture; -0.1 each time Note: The maximum deductions for the entire routine cannot exceed 4.0. If coaching assistance is needed, the coach must stand where the judge can see him Hoop (level A) Judging sheet Segments Value Score 1. Raise the rope overhead. 1,0 2. Twist the rope. 1,0 3. Circle the rope. 1,0 4. Swings in a U-shape. 1,0 5. Spin the rope and touch hand to shoulder. Raise arms to ending 1,0 pose. Total Score max 5,0 Music: Hawaï Five-O Starting Position: Sitting, hold the hoop with two hands (outside grip) on the horizontal plane, at shoulder level. Time 1-8 Shake the hoop. 1-4 Raise the hoop overhead on the horizontal plane. Lower the starting position. 5-8 Raise the hoop overhead on the horizontal plane. Lower the hoop in front on the frontal plane. 1-8 On the frontal plane, rotate the hoop four times (left right-left-right). Hold the hoop on the frontal plane. Touch the right hand to the right shoulder, 1-4 and extend the left arm forward, moving the hoop to the vertical plane. Extend the arms to return the Hoop to the frontal plane. 5-8 Repeat, touching the left hand to the left shoulder. 1-4 Place the lower edge of the hoop on the legs. Slide the hands down one at a time to grasp the hoop with the hands close together. 5-8 Tap the hoop on the floor two times to the right and two times to the left. 1-end Bending and extending the arms, circle the hoop to the right on the horizontal plane two times. Raise the hoop overhead to the ending pose. 55

56 Ribbon (Level A) Judging sheet Segments Value Score 1. Horizontal snakes. 1,0 2. Overhead swings. Spirals. 1,0 3. Overhead circles. 1,0 4. Swing ribbon up. Horizontal snakes down in front of the body. 1,0 5. Horizontal swings to ending pose. 1,0 Total Score max 5,0 Music: Finding neverland Starting Position: Sitting, extend the right arm to the side Time 1-8 Horizontal snakes. 1-8 Four overhead swings (left-right-left-right). 1-4 Spirals. 5-8 Two overhead circles to the left. 1-6 Swing the ribbon up, horizontal snakes down in front of the body. 1-6 Repeat. 1-6 Repeat. 1-end Three horizontal swings in front (left-right-left). Grasp the stick near the ribbon connection. Move the arms up the ending pose Rope (Level B) Judging sheet Segments Value Score 1. Circle the rope. Tilt head. 1,0 2. Spin the rope. Twist the rope. 1,0 3. Figure 8s. 1,0 4. Overhead rotations. 1,0 5. Slide the hand to grasp the rope with two hands and raise 1,0 overhead to the ending pose. Total Score max 5,0 Music: Chicago shake Starting Position: Sitting, with arms bent, hold the doubled rope (both knots in the right hand) on the horizontal plane. 56

57 Time Intro Hold. 1-8 Extend the arms to the right, and circle the rope to the left. Tilt the head right-left. 1-8 Repeat Spin the rope forward. Extend the rope. Twist the rope, raising the left arm and 1-8 lowering the right arm to hold the rope on the vertical plane. Raise the right arm and lower the left arm to hold the rope on the vertical plane. 1-8 Repeat Release the looped end of the rope. Figure *s (left-right-left). Swing the rope on the right side of the body. Overhead rotations to the left. Lower the right arm and grasp the rope with the left hand (in an over grip), near the right hand. Slide the left hand to hold near the looped end of the rope. Raise arms overhead to the ending pose Ball (Level B) Judging sheet Segments Value Score 1. Touch the ball to hips. 1,0 2. Frontal circle. 1,0 3. Twist the ball. 1,0 4. Roll the ball in and out the arms. 1,0 5. Touch the ball to shoulders. Toss with two hands and trap. Roll the 1,0 ball out the arms. Total Score max 5,0 Music: Another one bites the dust Start Position: Sitting, hold the ball with two hands on the right hip. 57

58 Time 1-4 Hold 5-8 Touch the ball to the right hip, then the left hip. 1-8 Holding the ball with two hands, counter-clockwise frontal circle. 1-8 With arms extended in front, twist the ball four times (left hand on top-right-leftright). 1-4 Roll the ball in the arms, bending the elbows to trap the ball by the chest (forearms parallel). 5-8 Roll the ball out the arms and catch with two hands. 1-4 Touch the ball to the right shoulder. Extend the arms forward. 5-8 Touch the ball to the left shoulder. Extend the arms forward. 1-4 Toss the ball with two hands. Keeping the elbows lifted and the arms parallel, bend the elbows to trap the ball in the arms by the chest. 5-8 Extend the arms to roll the ball out and catch with two hands Repeat the previous 16 counts. Raise the ball overhead to the ending pose Ribbon (Level B) Judging sheet Segments Value Score 1. Spirals. 1,0 2. Swing the ribbon up. Horizontal snakes down in front of the body. 1,0 3. Swings over the shoulders. 1,0 4. Overhead circles. 1,0 5. Overhead swings to the ending pose. 1,0 Total Score max 5,0 Music: Say Hey Start Position: Sitting, extend the right arm to the side. 58

59 Time 1-8 Spiral on the side. 1-4 Swing the ribbon up. Horizontal snakes down in front of the body. 1-4 Repeat. 1-8 Holding the ribbon stick with both hands, swing the ribbon over the shoulder 4 times (right-left-right-left). 1-8 Four overhead circles to the left. 1-end Four overhead swings (left-right-left-right). Counterclockwise circle to the ending pose Rope (Level C) Judging sheet Segments Value Score 1. Circle the rope. Shake hips. Circle the rope. Step backwards off 1,0 the rope and hold the rope in a U-shape. 2. Swings in a U-shape. 1,0 3. Double the rope. Straight jump. 1,0 4. Tiptoe turn. 1,0 5. Quadruple the rope. Rotations on the frontal plane. Ending pose. 1,0 Total Score max 5,0 Music: Chicago shake Start Position: Facing side 1, stand on the center of the rope with feet together. With one knot in each hand, hold the rope by the shoulders with elbows extended to the sides. Time Intro 1-8 Hold Extend the arms to the right, and circle the rope to the left. Return to the starting position. Twist hips. 1-4 Extend the arms to the right, and circle the rope to the left. Return to the starting position. 5-8 Lifting the knees, step backwards (left-right) off the rope, extending the arms to hold the rope in a U shape. 1-8 Swing the rope in a U shape (left-right-left-right). 1-6 Put both knots in the right hand. Grasp the rope with the left hand (in an over grip), near the right hand. Slide the left hand to hold near the looped end of the rope (on the horizontal plane). 7-8 Straight jump, raising the arms overhead. 1-6 Tiptoe turn to the right, holding the arms overhead. 7-8 Lower the arms in front of the body to quadruple the rope, holding the knots and looped end of the rope in the right hand. 59

60 1-8 Counter-clockwise rotations on the frontal plane. Extend the right leg to the side for the ending pose Hoop (Level C) Judging sheet Segments Value Score 1. Spin the hoop. 1,0 2. Walk forward, raising the hoop overhead. Tiptoe turn. 1,0 3. Side bends. 1,0 4. Straight jump. 1,0 5. Hoop swing to ending pose. 1,0 Total score Max 5,0 Music: Boogie shoes Starting Position: Facing Side 1, stand with feet together. Hold the hoop in an overgrip, on the frontal plane, with the bottom edge of the hoop on the floor. Time 1-8 Assisted spin (using two hands) to the right on the vertical axis. Catch the hoop with two hands in an overgrip. 1-8 Walk forward four steps in relevé (right-left-right-left), raising the hoop overhead. 1-4 Tiptoe turn to the right. 1-4 Holding the hoop overhead, plié and bend the torso sideways to the left. 5-8 Holding the hoop overhead, plié and bend sideways to the right. 1-4 Holding the hoop overhead, plié and bend the torso sideways to the left. 5-8 Lower the hoop in front of the body. 1-2 Swinging the hoop overhead, straight jump. 3-4 Lower the hoop in front of the body Step sideways to the right, extending the left leg to the side. Swing the hoop to the right. Plié to shift the weight left, extending the right leg to the side. Swing the hoop to the left. Plié to shift the weight right, extending the left leg to the side. Swing the hoop to the right. With the right hand, lower the hoop to the floor and extend the left arm on a high side diagonal to the ending pose. 60

61 7.6.9 Ribbon (Level C) Judging sheet Segments Value Score 1. Spiral and knee bends. 1,0 2. Swing the ribbon up. Horizontal snakes down in front of the body. 1,0 Straight jump. 3. Knee bends with swings over the shoulders. 1,0 4. Overhead circle and swing. Tiptoe turn. 1,0 5. Walks with overhead swings. Circle to the ending pose. 1,0 Total score Max 5,0 Music: Say Hey Start position: In the middle of the floor, facing side 1, stand with feet together. Left hand on the hip. Right arm, extended forward. Temps 1-4 Spirals. 5-8 Two knee bends with spirals. 1-4 Swing the ribbon up. Horizontal snakes down in front of the body Straight jump, swinging the ribbon up. Horizontal snakes down in front of the body. Holding the ribbon stick with both hands, four knee bends, swinging the ribbon over the shoulders (right-left-right-left). Overhead circle to the left. Plié swinging the ribbon to the left, in front of the body. 5-8 Tiptoe turn to the right with arms extended to the sides. 1- end Five steps forward in relevé (left-right-left-right-left), with overhead swings, Lunge right, with a large counter-clockwise frontal circle. Swing ribbon to the right to the ending pose Ball (Level C) Judging sheet Segments Value Score 1. Shake hips. Frontal circle. 0,5 2. Triple turn. Roll the ball in and out the arms. 0,5 3. Touch the ball and shoulders. Bounce and catch with two hands. 0,5 Straight jump. 4. Marching steps. 0,5 61

62 5. Toss and catch with two hands. Ending pose. 0,5 Total score Max 5,0 Music: Another one bites the dust Start position: Facing side 1, stand on the right foot with the left knee bent and the left foot on toes by the right foot. With two hands, hold the ball on the right hip. Temps 1-8 Shake hips Lower the right heel to stand on two feet. Holding the ball with two hands, counter-clockwise frontal circle. Raising the ball overhead, tiptoe turn to the right. Lower the arms to hold the ball in front of the body. Roll the ball in the arms, bending the elbows to trap the ball by the chest (forearms parallel). 5-8 Roll the ball out the arms and catch with two hands. 1-4 While bending the knees, bend the elbows and touch the ball to the right shoulder. While straightening the knees, extend the arms forward. 5-8 Repeat, touching the ball to the left shoulder. 1-4 With two hands, bounce and catch the ball. 5-8 Straight jump, swing the ball overhead on the jump and lower in front on the landing. 1-8 Holding the ball in front of the body, four marching steps (stepping on the left foot and raising the right knee first). 1-4 Close feet together in plié. Toss and catch the ball with two hands. 5-8 Bend the arms, elbows to the sides, and hold the ball against the chest. Extend the right leg to the side (toes lifted) to the ending pose Hoop (Level 1) Judging sheet Identified skills Value Score 1. Side chassé 1,0 2. Tiptoe turn 1,0 3. Hoop spin 1,0 4. Assisted roll to passé balance 1,0 5. Chainé turns 1,0 6. Forward chassés 1,0 Exactness of Text Value Score Identified Skills (from chart above) 1,0 62

63 Connections 1,0 Floor Pattern 1,0 Music 1,0 Total Score max 10,0 Music: Lewis Boogie Start position: Near corner 6, facing side 1, and stand on the left foot with the right leg extended to the side. In an under grip, hold the hoop to the left on the frontal plane. Temps Plié to shift the weight to the right. Swing the hoop to the right on the frontal 1-4 plane. Side chassé to the right, circling the hoop on the frontal plane on a clockwise 5-8 direction, changing hands overhead. Finish standing on the right foot with the left leg extended to the side. Hold the hoop to the right on a high diagonal. Plié on the right leg (side lunge) and tap the hoop on the floor to the right. Small 1-4 jump to change to a left side lunge. Tap the hoop to the right on a high diagonal. Tiptoe turn to the right. Hold the hoop on the vertical plane in front of the body 5-8 (right hand high, left hand low). Moving the hoop to the frontal plane with the left hand high, travel to the right, 1-4 twisting the feet (alternating heels and toes) with pliés. Twist the hoop on the frontal plane. Pose, bending the arms and leaning the torso to look forward through the center 5-8 of the hoop. Holding the hoop in the right hand, lower to the floor on the right side of the body. Assisted hoop spin (with the right hand) to the right. Walk around the hoop in relevé. Close feet together, facing side Assisted roll (right to left) while stepping left in plié to shift the weight to the left. Holding the hoop with the left hand on the frontal plane, and the right arm extended overhead, passé balance (right knee lifted in a turned position). Close feet together. In an under grip, hold the hoop with two hands in front of the body. Through the turning hoop, two small jumps (right left). 1-8 On the second jump, finish inside the hoop, with the hands in an outside grip. Bending and straightening the knees, twist. Chainé turn right, raising the hoop overhead. Touch the left foot by the right 1-4 foot. 5-8 Chainé turn left, lowering the hoop. Touch the right foot by the left foot. Travelling toward side 1, two forward chassés, right, flutter the hoop. Step forward on the right foot. Kneel behind on the left knee. Place the right knee on 1- the floor (knees hip distance apart). Release the hoop. Sit on the hoop to flip the end hoop backwards over the head (use arms to assist). Raise the hips, extending the right arm forward and the left arm high in the ending pose. 63

64 Group (Hoop level C) Judging sheet Identified skills Value Score 1. Spin the hoop. 1,0 2. Walk forward, raising the hoop overhead. Tiptoe turn. 1,0 3. Side bends. 1,0 4. Straight jump. 1,0 5. Hoop swing to ending pose. 1,0 Exactness of Text Value Score Identified Skills (from chart above) 5,0 Connections 2,0 Group synchronism 2,0 Music 1,0 Total Score max 10,0 Music: Boogie shoes Starting Position: Facing Side 1, stand with feet together. Hold the hoop in an overgrip, on the frontal plane, with the bottom edge of the hoop on the floor. Time 1-8 Assisted spin (using two hands) to the right on the vertical axis. Catch the hoop with two hands in an over grip. 1-8 Walk forward four steps in relevé (right-left-right-left), raising the hoop overhead. 1-4 Tiptoe turn to the right. 1-4 Holding the hoop overhead, plié and bend the torso sideways to the left. 5-8 Holding the hoop overhead, plié and bend sideways to the right. 1-4 Holding the hoop overhead, plié and bend the torso sideways to the left. 5-8 Lower the hoop in front of the body. 1-2 Swinging the hoop overhead, straight jump. 3-4 Lower the hoop in front of the body Step sideways to the right, extending the left leg to the side. Swing the hoop to the right. Plié to shift the weight left, extending the right leg to the side. Swing the hoop to the left. Plié to shift the weight right, extending the left leg to the side. Swing the hoop to the right. With the right hand, lower the hoop to the floor and extend the left arm on a high side diagonal to the ending pose. 64

65 Soccer 65

66 Soccer rules 8 - Soccer Maximum of team: - 12 elementary levels - 28 high school levels Maximum of players per team: 12 Teams can be mixed genders Team composition Level Indoor/Outdoor Number of players Team composition Elementary school Indoor 5 players 1 goalie 2 defensive players 2 offensive players High school Outdoor 6 players 1 goalie 2 defensive players 3 offensive players For high school level, games will be played outdoors no matter of the weather conditions The field The measurement for the outdoor field is 60 meters long and 27,50 m wide for high school level. The measurement for the indoor field will depend on the space available. The goals will be adapted according to the size of the court. For indoor games, the wall and court boundaries will be considered part of the court Equipment Shin guards are mandatory. Each team must wear matching, numbered jerseys. For high school level, teams must plan appropriate clothing for rain/cold weather conditions. If a team arrives at a game without mandatory equipment (shin protectors), it will automatically lose the game. The victory score of 3-0 will be given to the team who has all the required equipment. If the mandatory equipment can be borrowed at the Défi sportif AlterGo, a friendly match can be played. If neither team has all the required equipment, the match will be declared as a draw and a 0-0 score will be given to both teams as well as the score for a tied game. 66

67 8.4 - Equipment for the game Size of the soccer ball: #4 for the elementary level and #5 for the high school level. 8.5 Divisions (Can be viewed at: Divisions are established according to registrations, the number of teams and the previous year's results. An error in classification will automatically disqualify the team. A friendly match can be played. The winning score of 3-0 will be given to the properly classified team Soccer // Elementary school Division C Frequent movements as a pack, Motor and technical skills of beginner to intermediate level, Ball control in development, Kicks without making contact with the ball, Imprecise passes and shots, Slow goalie reaction time Soccer // Elementary school Division B Occasional movements as a pack, Defensive and offensive strategies in development, Motor and technical skills of beginner to intermediate level, Ball control in development, some control it rather well, Various level of precision for the passes and shots, Moderate to fast game speed, Goalie attention varies, Moderate goalie reaction time Soccer // Elementary school Division A Movements as a pack less frequent, Ball control in development, Motor and technical skills of Intermediate to intermediate-advanced level, Good ball control for many athletes, One or two players use decking, A few players can execute changes of direction, One or two players can analyse the positions of the opposing team and make a decision, Moderate to fast goalie reaction time, 67

68 Use some stopping technics, Note : there are often one or two players who stand out by their motor and technical skills Soccer // High school Division C Motor and technical skills of beginner to beginner-intermediate level, Ball control in development, Kicks without making contact with the ball, Imprecise passes and shots, Low to moderate cardiovascular endurance, Little or no defensive and offensive strategies, Frequent movements as a pack, Slow to moderate game speed, Various level of attention of goalies, Slow to moderate goalie reaction time Soccer // High school Division B Motor and technical skills of moderate/low to moderate/advanced level, Relatively good ball control for some players, Various level of precision for passes and shots, Light or no defensive or offensive strategies, Less frequent movements as a pack, Goalie attention varies, Moderate goalie reaction time Soccer // High school Division A Motor and technical skills from moderate to advanced level, One or two athletes have a good control of the ball, One or two players use decking, A few players can execute changes of direction, Capacity to analyze the game and make appropriate decisions, Understand and use certain basic strategies (spreading out on the field, covering an opponent), Game speed varies from fast to very fast game and intensity from moderate to intense, Moderate to fast goalie reaction time. 68

69 8.5.7 Soccer // High school Division AA Advanced motor and technical skills, Many athletes have a good control of the ball, Most players use decking, Most players can execute changes of direction, Capacity to analyze the game and make appropriate decisions, Understand and use certain basic strategies (spreading out on the field, covering an opponent), Game speed varies from fast to very fast game and intensity from moderate to intense, Moderate to fast goalie reaction time, Use some stopping technics. Note : there are often one or two players who stand out by their motor and technical skills The game Game time The duration of the match is 15 minutes running time Points for the general classification Win = 5 points Draw = 3 points Defeat = 1 point If a team is not present on the court at the beginning of the match, they are considered defeated. In addition to a victory, the winning team will accumulate a score of 1-0 in case of a later need to break a tie in the final score. However, a team is allowed a 5 minutes delay at the beginning of the tournament. In the event of a late start, the team will play the remaining time in the match In case of tie in semi-final and final If a tie still persists, each team will have selected 3 players for shootouts. If there is still a tie, each member of the team will have a chance to shot one at a time (note: all the players must have a shot once before coming back a second time) In case of a tie at the end of the tournament Difference of points (i.e. points scored minus points conceded) will be considered. If a tie persists, the total of points conceded will be considered. 69

70 If a tie persists, the total of points scored will be considered. If a tie remains present, the results of the previous match between the two teams will be considered. If a tie still persists, each team will have selected 3 players for shootouts. If it is still tied, each member of the team will have a chance to score one at a time (note: all the players must have a turn before coming back a second time) General and specific rules A coin spin will determine which team will have the ball to start the game. At the beginning of the match and after a goal the ball will be at center court and a pass to a teammate must take place. There is no line in the center of the field The team captain and coach are the only people who can talk to the referee Offensive or defensive players cannot touch deliberately the ball with their hands or arms during the match. The goalkeeper can control the ball with his hands or feet in his goal area A player can pass the ball to the goalkeeper If the ball goes out on the side lines, the opponent takes possession of the ball. The game is restarted with a ground kick by the opposite team from inside the boundary line nearest to where the ball went out. When the game is restarted, the opponents must be at 3 meters from the ball If the defending team touches the ball last when it crosses their goal line, then the opposing team takes possession and does a corner kick. The ball is given to the defending team if the attacking team took the ball out of play on the defending team's goal line If the ball touches the ceiling, the game stops and the ball goes to the opposing team at the same place where the ball touched the ceiling. The off-side rule is never applied A first violation will get the player a warning (yellow card). A second offence leads to an expulsion (red card). That expelled player will be suspended from the next game. A serious unsportsmanlike behavior will be immediately penalized by an expulsion (red card) A player cannot slide on the ground to take away the ball, with the exception of the goalkeeper in his area. After a violation, the play is restarted where the fault occurred. The opponents must be at a distance of 3 meters away from the ball. All the athletes must have been on the bench at least one time during a game. Volunteers will note the players on the bench. The consultant of the sport will be allowed to disqualify a team that does not respect this rule. After one warning, the team will lose the game in action. 70

71 Swimming 71

72 Swimming rules 9 - Swimming 9.1 Category of athletes Category without physical disability Level 1 Is an open Division for all athletes regardless of their functional limitation. This level is offered with or without a floatation device. Level 2 - Division for athletes diagnosed with a mild to moderate intellectual limitation. This level must be swam without a floatation device. Level 3 Is a division for athletes with severe to profound intellectual impairments. This level must be swap with a floatation device and an assistant. The assistant can be in the water to guide the athlete Category with physical disability: Level 1- Division with physical handicap without floating object. Young people walk at home, at school, outside and in the community. They can walk up and down the stairs without physical assistance or handrails. They can do overall motor activities such as jumping or running but speed, coordination and balance are affected. Level 2 - Division with Physical Disability. Young people walk at home, at school, outside and in the community. They may have difficulty walking long distances, maintaining their balance in rough terrain, on an incline or in a crowd. Young people must use a handrail or physical assistance to walk down the stairs. These young people can use technical help in complex environments or for long distances. The motor performances are poor and poorly developed at the level of the race and the jumps. This level is offered with or without a floating object. Level 3 - With physical disability and floating object. Young people use technical help at all times to get around. They can walk up and down the stairs using a handrail under supervision or with physical assistance. These young people require physical help or stable support to get up. (Definition GMFCS). Level 4 - With severe physical disability with floating object and assistance. These young people require a motorized wheelchair or manual powered by others. When seated, they need a seat adapted to support the trunk. They require physical help for transfers. At home, they can use a walker with a seat, make short trips on the ground (crawling, crawling) or take steps with physical help. 72

73 Level 5 - With severe physical disability with palm, floating object and assistance. These young people are limited in the anti-gravity control of the head and trunk. Voluntary control of arms and legs is very limited. These children do not have the means to move independently (some may use a motorized aid with multiple adaptations) and are dependent on the adult for transfers and travel. Technical aids are needed to maintain alignment of the head and trunk Category with visual impairment Events Short distance events (without physical handicap) Level 1, 2 and 3 25 m Girls Elementary school Free 25 m Boys Elementary school 25 m Girls High school 25 m Boys High school 25 m Girls Elementary school Back 25 m Boys Elementary school 25 m Girls High school 25 m Boys High school Short distance events (with physical handicap) - Level 1, 2, 3, 4 and 5 25 m Girls Elementary school Free 25 m Boys Elementary school 25 m Girls High school 25 m Boys High school 25 m Girls Elementary school Back 25 m Boys Elementary school 25 m Girls High school 25 m Boys High school Long distance events - Level 1 and 2 50 m Girls Elementary school Free 50 m Boys Elementary school 50 m Girls High school 50 m Boys High school Events with visual impairment Free 25 m Mixed Elementary school 73

74 25 m Mixed Elementary school Free Relay race with or without floatation device 4 x 25 m Physically disabled Elementary school 4 x 25 m Physically disabled High school 4 x 25 m Girls Elementary school 4 x 25 m Boys Elementary school 4 x 25 m Girls High school 4 x 25 m Boys High school The relay race must be conducted by four (4) different athletes. Note: Only athletes who can t swim will be aloud to participate in events requiring a floatation device. An athlete with a physical limitation may enter a category without physical limitation if he desires Start When the event is announced, the athlete must be sitting. At the whistle, the athlete enters the water and prepares. The start is indicated by a «buzz». We recommend that the trainer holds the arm of the athlete until the start signal Rules In case of a false start, no second start will be allowed. All competitors will start in the water. A bathing cap is recommended. The competitions will take place in two pools measuring 25 meters There will be no warm up time before the competitions It is mandatory for swimmers to touch the wall during the relay races Schools must respect the assigned place for their delegations on the side of the pool The flotation devices allowed are: swim vest, upper arms swimming aids, swimming belts, back floats and the sea snake. The athlete cannot use propulsion aids as a floatation device (Ex. palms or plank), unless he or she is registered in the level 5 race with a physical disability Severe physical disability event Severe physical disability: Severe motor limitation leading to an important loss of autonomy. 74

75 These athletes need constant and appropriate help. Characteristics of severe physical handicap: - Very limited muscular strength and coordination - Need help in getting around and for transfers (wheelchair and assistance) Assistants: - Assistants will be permitted to assist only in severe physical disability events or in in severe intellectual disability with assistant event. - He can reorient the athlete (without propelling him or her) if and only when the athlete is entangled in the floatation cables (the athlete must proceed on his own). 75

76 76

77 Track and field 77

78 Categories of athletes for the races 1. Category without physical disability: Track and field Rules 10 - Track and field Level 1: Open Division, for all athletes regardless of their functional limitation. Level 2: Division for athletes diagnosed with a mild to moderate intellectual impairment. Level 3: Division for athletes diagnosed with a of severe to profound intellectual disability needing assistance. These athletes have the ability to move without mobility assistance but require help to navigate from the starting line to the finish line. 2. Category with standing physical disability: Level 1: Division for athletes that can walk home, at school, outside and in the community. They can walk up and down the stairs without physical assistance or handrails. They can complete motor activities such as jumping or running but speed, coordination and balance are affected. Level 2: Division for athletes that can walk at home, at school, outside and in the community. They may have difficulty walking long distances, maintaining their balance in rough grounds, on an incline or in a crowd. These athletes must use a handrail or physical assistance to walk up and down the stairs. They can use technical help in complex environments or for long distances. The motor performances are poor and poorly developed at the level of the race and the jumps. 3. Category with mobility aid: Level 1: These athletes can take steps without short-haul technical assistance with precarious balance but usually require technical walking aids to travel medium and long distances. Level 2: These athletes need technical help at all times to get around. Level 3: Athletes with severe physical disability and an assistant. 4. Wheelchair category: Level 1: These athletes have lower extremity involvement but demonstrate good strength and coordination of their upper limbs and trunk. Wheelchair propulsion fluid and coordinated. 78

79 Level 2: These athletes have lower extremity involvement and disruption of upper limb and / or trunk strength and / or coordination affecting chair propulsion. Level 3: These athletes have lower extremity involvement and poor trunk control requiring positioning elements on the chair. Coordination and / or strength of the upper limbs are greatly affected and make wheelchair propulsion difficult. Level 4: With severe physical disability and an assistant. 5. Category on tricycle with physical handicap: Level 1: These athletes can walk with or without technical help. Level 2: These athletes need technical help (eg a walker or chair) to get around. Level 3: Athletes with severe physical disability and an assistant. 6. Visual impairment category Running events Monday April 23rd Elementary 20 m Visual impairment with a rope Mixed 50 m Visual impairment with or without a guide Mixed 50 m 50 m 50 m 50 m 50 m 50 m 50 m 50 m 50 m Without a physical disability level 1, 2 and 3 Without a physical disability level 1, 2 and 3 Physically disabled level 1 and 2 Physically disabled level 1 and 2 Using a wheelchair Level 1, 2, 3 and 4 Using a wheelchair Level 1, 2, 3 and 4 Using a mobility aid/using a walker Level 1, 2 or 3 Using a mobility aid/using a walker Level 1, 2 or 3 Tricycle physically disabled * Level 1, 2 and 3 boys girls Boys Girls Boys Girls Boys Girls Mixed 79

80 150 m Open category Boys 150 m Open category Girls 150 m Visual impairment with or without a guide mixed 4 x 50 m Relay Boys 4 x 50 m Relay Girls 4 x 50 m Relay Physically disabled walker mixed 4 x 50 m Relay - Using a mobility aid/using a walker mixed 4 x 50 Relay Using a wheelchair mixed 50 m 50 m 50 m 50 m 50 m 50 m 50 m 50 m 50 m 50 m Thursday, April 26th High school short distance Visual impairment with or without a guide mixed Without a physical disability level 1, 2 and 3 Boys Without a physical disability level 1, 2 and 3 Girls Physicaly disabled level 1 and 2 Boys Physicaly disabled level 1 and 2 Girls Using a wheelchair Level 1, 2, 3 and 4 Boys Using a wheelchair Level 1, 2, 3 and 4 Girls Using a mobility aid/using a walker Level 1, 2 or 3 Boys Using a mobility aid/using a walker Level 1, 2 or 3 Girls Tricycle physically disabled * Level 1, 2 and 3 mixed 4 x 50 m Relay Physicaly disabled walker mixed 4 x 50 m Relay - Using a mobility aid/using a walker mixed 4 x 50 m Relay Using a wheelchair mixed 4 x 100 m Relay Boys 4 x 100 m Relay Girls 80

81 Friday, April 27th Secondary long track (exterior) (extérieur) Without a physical disability 200 mètres Boys level 1, mètres Without a physical disability level 1, 2 Girls 200 mètres Visual impairment with or without a guide mixte 400 mètres Open category Boys 400 mètres Open category Girls 4 x 200 mètres Relay Boys 4 x 200 mètres Relay Girls * A tricycle is a type of bike with 3 wheels directly attached to the frame (a 2 wheel bike with training wheels is not considered a tricycle). Examples of tricycles An athlete who can ride a 2-wheel bike with or without training wheels is not eligible to the tricycle competition Start signal In all events, the start signal will be: 1. On your marks! 2. Whistle and lowering of red flag Running Rules Short distance events (20 m and 50 m) The lanes must be respected during short distance races. 20 m race 81

82 - The 20 m race event with a visual impairment - elementary is for athletes who need a rope system 50 m races - The 50 m race event with visual impairment is for athletes who can run with or without a guide (see article for rules regarding the guide) Long distance events (200 m and 400 m) Start 200 m (150m for elementary school) - Staggered start: the start line will be indicated in each lane. - Athletes must remain in their own lane for the duration of the event. Start 400 m Shifting after the first turn - Staggered start. - Athletes must remain in their own lane for the duration of the event Relay events Relay race is an event that must be run by 4 different athletes. A girl can compete in a boy s relay, however, no boy can compete in a girl s relay. A team competing in a mixed relay (ex. Relay physical disability walker mixed) must have a minimum of one girl Short distance relay events (4 X 50 m and 4 X 100 m) Start - 4 X 50 m (elementary school and physically disabled person) - Start in the 50 m lane. - Each team has two lanes and must respect them throughout the event - For physically disabled event: batons are not used. A foot or the front wheels of the wheelchair must cross the finish line for the next teammate to take off. Start - 4 X 100 m - Staggered start: the start line will be indicated in each lane. - There will be two 20 m transfer zones where the baton can be exchanged. - Teams must remain within their lane during the event. - The baton must be transferred in the transfer zone. The transfer starts when the receiving runner touches it and finishes when the receiving runner is the only one holding it. In the transfer zone, only the position of the baton is determining. If the baton is transferred outside the transfer zone, the team is disqualified Long distance relay event (4 X 200 m) Start - 4 X 200 m : Staggered start - Staggered start: the start line will be indicated in each lane. 82

83 - Runner #1 on each team must remain inside his lane during the first turn and can then run to the center (lane 1) by following the break line composed of small cones/saucers or half tennis balls. - There will be a 20 m transfer zone where the baton can be exchanged. -The baton must be transferred in the transfer zone. The transfer starts when the receiving runner touches it and finishes when the receiving runner is the only one holding it. In the transfer zone, only the position of the baton is determining. If the baton is transferred outside the transfer zone, the team is disqualified. NB: We recommend that trainers and persons in charge of school teams teach and practise starts before the competition. The management of the event may modify the scheduling of the event according to registrations, venues and availability of equipment Races with a rope elementary level The athlete can hold the rope with the right or the left hand. Braided rope 30 m in length, held at both ends by a volunteer. A baton is used to avoid rope burns Guides for races visual impairment Guide must be behind or beside the athlete. Guide must not be in front of the athlete. Athlete must pass the finish line before the guide. When the guide is beside the athlete, he has to use a short rope/fabric to be linked to the athlete. The guide must not pull the athlete or he will risk disqualification. When the guide is behind the athlete, he can use verbal indications Long running jump event Running long jump event Boys Able body Level 1, 2 Elementary school Girls Able body Level 1, 2 Elementary school Boys Able body Level 1, 2 High school Girls Able body Level 1, 2 High school No running long jump event No running long jump event Boys Able body Level 1, 2 or 3 Elementary school 83

84 Girls Able body Level 1, 2 or 3 Elementary school Boys Able body Level 1, 2 or 3 High school Girls Able body Level 1, 2 or 3 High school Boys Visual impairment Elementary school Girls Visual impairment Elementary school Boys Visual impairment High school Girls Visual impairment High school Boys Physicaly disabled Elementary school Girls Physicaly disabled Elementary school Boys Physicaly disabled High school Girls Physicaly disabled High school Jump events rules Athletes are allowed to do 2 jumps for the long running jump event. They are allowed to do 2 jumps in the no running long jump event. In both cases, the best score will be kept. If an athlete goes beyond the board, the jump is cancelled, but considered as a try. If an athlete falls during his jump, it is the part of the body closest to the board that will be judged. If the jump is cancelled, the judge will show it with a red flag. 1 kilo Shot put events Elementary school Shot put Able body Level 1, 2 or 3 Girls Elementary 2 kilos Able body Level 1, 2 or 3 Girls Elementary school 2 kilos Able body Level 1, 2 or 3 Boys Elementary 3 kilos Able body Level 1, 2 or 3 Boys Elementary 1 kilo Visual impairment Mixed Elementary 2 kilos Visual impairment Mixed Elementary 0.5 kilo Physicaly disabled Girls Elementary 0.5 kilo Physicaly disabled Boys Elementary 1 kilo Physicaly disabled Girls Elementary 1 kilo Physicaly disabled Boys Elementary 0.5 kilo Using a wheelchair Mixed Elementary 1 kilo Using a wheelchair Mixed Elementary High school Shot put 84

85 2 kilos Able body Level 1, 2 or 3 Girls high school 3 kilos Able body Level 1, 2 or 3 Girls high school 3 kilos Able body Level 1, 2 or 3 Boys High school 5 kilos Able body Level 1, 2 or 3 Boys High school 2 kilos Visual impairment High school mixed 3 kilos Visual impairment High school mixed 0.5 kilo Physicaly disabled Girls high school 0.5 kilo Physicaly disabled Boys High school 2 kilos Physicaly disabled Girls high school 2 kilos Physicaly disabled Boys High school 0.5 kilo Using a wheelchair High school mixed 2 kilos Using a wheelchair High school mixed Athletes are allowed 2 trials, the best score will be kept The circle to throw the shot must be respected, if an athlete touches the ground outside of the circle, the throw will be cancelled but considered a try The athlete must rest the shot close to the neck, and keep it tight to the neck throughout the motion. The shot must be released above the height of the shoulder, using only one hand. If the throw is cancelled, the judge will show it with a red flag There are 2 weight options for each of the shot put categories. Athletes must be in the heaviest category according to their ability Events Obstacle course event Obstacle course event Using a motorised wheelchair with 4 wheels Using a motorised wheelchair with 6 wheels Using a manual wheelchair Using a motorised wheelchair with 4 wheels Using a motorised wheelchair with 6 wheels Using a manual wheelchair Elementary mixed Elementary mixed Elementary mixed High school mixed High school mixed High school mixed 85

86 Rules The obstacle course is composed of 11 stages All the stages must be completed All the stages are timed Instructions at each stage must be respected, otherwise a penalty will be given (see grid) An assistant is not allowed on the obstacle course area while an athlete is competing The organization may divide players into different pools depending on the numbers of registrations Court 15m per 21m) Material required 3 large cones 13 small cones / saucers 1 roll of tape (lines on the ground) 1 foam wall Penalties Action Contact with a cone, pin or obstacle course line Not following the specific instructions (ex: forgetting to go around a cone, moving backwards, etc.) Not completing a stage Penalty 5 seconds will be added to the time recorded for the entire event 15 seconds will be added to the time recorded for the entire event Disqualification Steps descriptions The athlete will have to complete the round trip. Step 1: Slalom The athlete must pass through the doors bypassing all the cones. A touched cone and / or a missed door are considered a fault. 86

87 Step 2: 2-way swivel The athlete must rotate 360 degrees in both directions, one after the other. The athlete must remain as much as possible on the X that will be glued to the ground without leaving or touching the circle. Diameter of the circle: 1.50 m Step 3: Balloon Control The athlete must move a ball while keeping control over a distance of 5 meters. The athlete will have a penalty of 5 seconds if the ball is more than one meter away from his feet. The use of hands is prohibited. Step 4: The "eight" The athlete must bypass the 2 cones forming an eight around them. A touched cone and / or non-compliance with directions are considered a fault. Spacing between the 2 cones: 1.50 m Step 5: The zig-zag The athlete must go backward around the cones without touching them in the given direction. The direction goes by the side of the departure. A touched cone and / or noncompliance with directions are considered a fault. Spacing between the cones: 1.20 m Step 6: The zig-zag The athlete must go forward around the cones without touching them in the given direction. The direction goes by the side of the departure. A touched cone and / or noncompliance with directions are considered a fault. Spacing between the cones: 1.20 m Step 7: The "eight" The athlete must bypass the 2 cones forming an eight. An affected cone and / or noncompliance with directions are considered a fault. Spacing between the 2 cones: 1.50 m Step 8: Balloon Control The athlete must move a ball while keeping control over a distance of 5 meters. The athlete will have a penalty of 5 seconds if the ball is more than one meter away from his feet. The use of hands is prohibited. 87

88 Step 9: 2-way swivel The athlete must rotate 360 degrees in both directions, one after the other. The athlete must remain as much as possible on the X that will be glued to the ground without leaving or touching the circle. Diameter of the circle: 1.50 m Step 10: Slalom The athlete must pass through the doors bypassing all the cones. A touched cone and / or a missed door are considered a fault. Final Stage: The final sprint The athlete has to climb into a wall of foam blocks to mark the end of his course. Length of the stage: 2 m Wall height: 1.5 m Width of the wall: 1.5 m 88

89 Annex 1 Track and field start The course 360 degrees tour 4 et 7 3 et 8 2 et 9 5 et 6 1 et 10 Start Waiting area 4 Finish cones FR manual FR motorised 89

90 50 m visual impairment Start Finish 90

91 50 m using a wheelchair/walkerphysically disabled walker Start Finish 91

92 4 X 50 m elementary physically disabled visual impairment

93 Starts Omnisport West Finish 20 m 50 m 93

94 Starts 200 m race track North Long run jump Gymnase 1 et 2 espace pour les sauts en longueurs Porte de garage Start 50m Finish Porte Porte West Finish stage Photo finish No running long jump Fil électrique Obstacle course Pièce 49 pd x 92 pd Photo finish Stage Côté Nord Omnisport Côté Sud 20m Magasin Défi Sportif ESTRADE ESTRADE East 4x 100m 50m 94

95 Outdoor tracks North Gymnase 1 et 2 Porte de garage Porte Porte West Photo finish 1,8 m x 0,8 m Shotput No running long jump Long jump espace pour les sauts en longueurs Magasin Défi Sportif ESTRADE ESTRADE East South 95

96 96

97 Volleyball 97

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