RULES AND REGULATIONS

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1 RULES AND REGULATIONS (Dr. LEELA THAKUR) SPORTS INSTRUCTOR 1

2 RULE AND REGULATION FOR ANNUAL SPORTS MEET ATHLETICS (Competition Conducting as per IAF Rules) The decision of the Sports Instructor, CUG Shall be final and conclusive in all cases. Adherence to the below Rules is mandatory for all participants. All the measurements shall be read and taken by the technical official and CUG Sports Committee. An absence of any participant at the time of events taking place shall also lead to their disqualification. Any kind of misconduct, exchange of abusive words, etc. on the part of the participants would also lead to disqualification. Participants must not wear any ornaments such as rings, metal bands, chains etc. during the events. Participants must disclose any kind of medical conditions beforehand to the sports instructor and Sports Committee CUG. RULES: Track Events Qualifying rounds shall be held in Track Events in which the number of athletes is too large to allow the competition to be conducted satisfactorily in a single round (final). A starting line is clearly marked and cannot be crossed till a starter gun goes off. A false start can only happen once. If a runner single foul he/she is disqualified from the race. In a Relay race, if you exchange the baton before or after the exchange zone, your team will be disqualified and also Dropping of Baton before finishing line would also lead to a disqualification. On tracks that are 400m long, all competitors in races 400m and under must stay in their assigned lanes for the entire race. The 800m race may start in assigned lanes, but will merge at the break-line at the end of the first turn. Long-distance run may start at the arc or on a waterfall start. FIELD EVENTS IN A LONG JUMP EVENT, AN ATHLETE FAILS IF: 1. he while taking off, touches the ground beyond the take-off line with any part of his body, whether running up without jumping or in the act of jumping; or 2. he takes off from outside either end of the board, whether beyond or before the extension of the take-off line; or 2

3 3. he employs any form of somersaulting whilst running up or in the act of jumping; or 4. after taking off, but before his first contact with the landing area, he touches the runway or the ground outside the runway or outside the landing area; or 5. In the course of landing, he touches the border of, or the ground outside, the landing area closer to the take-off line than the nearest break made in the sand. HIGH JUMP IN A HIGH JUMP EVENT, AN ATHLETE SHALL TAKE OFF FROM ONE FOOT AND AN ATHLETE FAILS IF: 1. After the jump, the bar does not remain on the supports because of the action of the athlete whilst jumping; or 2. He touches the ground including the landing area beyond the vertical plane through the nearer edge of the crossbar, either between or outside the uprights with any part of his body,without first clearing the bar. However, if when he jumps, an athlete touches the landing area with his foot and in the opinion of the Judge, no advantage is gained; the jump for that reason should not be considered a failure. 3. He touches the crossbar or the vertical section of the uprights when running up without jumping IMPORTANT INSTRUCTIONS The CUG sports instructor &Sports Committee will establish the qualifying height standard at the meet. The athlete will get three attempts to make the height. Once the athlete has achieved the qualifying standard, he will not jump that height again and must wait for the bar to be raised. If an athlete misses all three attempts at the height, he will not continue in the event. The posts cannot be moved during the competition unless the Sports instructor, CUG says the take-off or landing pit is unsuitable. The athlete must take off from one foot. Ties will be broken in favour of the athlete with the fewest misses at the height at which the tie occurs. Further ties will be broken by the lowest number of total misses throughout the competition. If a tie remains after applying the above tiebreakers, and it concerns the winner of the competition, the stalemate will be broken by a jump off. The jump off height begins at the last clearance of the tied athletes. This height is raised if both athletes clear, and lowered if both miss. This shall continue until one athlete clears and the other does not. 3

4 LONG JUMP Competition conducted as per IAF Rules. The length of the run way is as per IAF Rules. The take-off must occur on or before the board. The jump is measured from the take-off board to the nearest break in the landing area made by any part of the body. TRIPLE JUMP The triple Jump shall consist of a hop, a step and a jump in that order. The hop shall be made so that an athlete lands first on the same foot as that from which he has taken off, in the step he/she shall land on the other foot, from which, subsequently, the jump is performed. it shall not be considered a failure if an athlete, while jumping, touches the ground with the sleeping leg. THROWING EVENTS The following shall be considered as assistance and thus would not be allowed: 1. The taping of two or more fingers together. if taping is used on the hands and fingers, it may be continuous provided that as a result no two or more fingers are taped together in such a way that the fingers cannot move individually, the taping should be shown to the Sports instructor, CUG before the event starts. 2. The use of any device of any kind, including weights attached to the body, which in any way provides assistance when making a trial. 3. The spraying or spreading by an athlete of any substance in the circle or on his shoes nor the roughening of the surface of the circle. IMPORTANT INSTRUCTION THROWING EVENTS Except for in the javelin, the throw must start from a stationary position inside the circle. Except in the javelin, the athlete is allowed to touch the inside of the board or stop board. Fouls occur when an athlete: Does not start from a stationary position within the circle. Touches the top of the iron board, stop-board or painted circle. Touches anywhere outside of the circle. Improperly releases the implement. Leaves the circle improperly or before the implement has landed. Tape on the wrist alone is allowed and must be shown to the Sports instructor CUG, before the event starts. SHOTPUT 4

5 The shot shall be put from the shoulder with one hand only. At the time an athlete takes a stance in the circle to commence a put, the shot shall touch or be in close proximity to the neck or the chin and the hand shall not be dropped below this position during the action of putting. The shot shall not be taken behind the line of the shoulders. JAVELIN THROW In the javelin throw, the athlete must come to a stop before a line marking 4 meters away from the end of the runway, regardless of where the athlete releases the implement. An athlete cannot tape individual fingers or multiple fingers together. The javelin shall be held at the grip with one hand only. it shall be thrown over the shoulder or upper part of the throwing arm and shall not be slung or hurled. Non-orthodox styles are not permitted. A throw shall be valid only if the metal head strikes the ground before any other part of the javelin. Until the javelin has been thrown, an athlete shall not at any time turn completely around, so that his back is towards the throwing arc. If the javelin breaks during a throw or while in the air, it shall not count as a failure, provided the trial was otherwise made in accordance with this Rule. Nor shall it count as a failure if an athlete thereby loses his balance and as a result contravenes any part of this Rule. In both the cases, the athlete shall be awarded a new trial. In case of any dispute, the decision of the sports Instructor and Sports Committee shall be final and binding. BADMINTON SHUTTLES The Yonex Mavis 350 will be the official shuttle for the tournament. Team The team consists of minimum 4 (2 Girls 2 Boys )and a maximum of 6 An individual can play only 2 events For ex one girl /boy can play one singles and either The doubles i.e. Mixed or men /women TOSS Before play commences, a toss shall be conducted and the side winning the toss shall exercise either of the choices To serve or receive first; or To start play at one end of the court or the other. The side losing the toss shall then exercise the remaining choice. 5

6 SCORING SYSTEM A match shall consist of the best of three games. If the score becomes 20-all, the side which gains a two point lead first, shall win that game. If the score becomes 29-all, the side scoring the 30th point shall win that game. The side winning a game shall serve first in the next game. CHANGE OF ENDS Players shall change ends: At the end of the first game; At the end of the second game, if there is to be a third game; and in the third game when a side first scores 11 points. If the ends are not changed as indicated in Rules, it shall be done so as soon as the mistake is discovered and when the shuttle is not in play. The existing score shall stand. SERVICE IN A CORRECT SERVICE, Neither side shall cause undue delay to the delivery of the service once the server and the receiver are ready for the service. On completion of the backward movement of server s racket head, any delay in the start of the service shall be considered to be an undue delay; Some part of both feet of the server and the receiver shall remain in contact with the surface of the court in a stationary position from the start of the service until the service is delivered. The whole shuttle shall be below the server s waist at the instant of being hit by the server s racket. The waist shall be considered to be an imaginary line round the body, level with the lowest part of the server s bottom rib; The shaft of the server s racket at the instant of hitting the shuttle shall be pointing in a downward direction; in attempting to serve, the server shall not miss the shuttle. Once the players are ready for the service, the first forward movement of the server s racket head shall be the start of the service. The server shall not serve before the receiver is ready. However, the receiver shall be considered to have been ready if a return of the service is attempted. In case of any dispute, the decision of the sports Instructor and Sports Committee shall be final and binding. CARROM GENERAL RULES 6

7 Each league game will be of best of 3 boards, each semi-final will be a game of 15 points and the Finale will be a game of 25 points. The Queen carries 3 points and others carry 1 point each. 1. All the games will be in the format of black and white. 2. Thumbing is not allowed in any format of the game. 3. Once the coin/ coins fly out of the board it has to be placed at the centre by the referee. If any coin is residing at the centre already then it has to be displaced by the referee carefully. 4. Once foul is committed the opponents has the discretion to place the fouled coin within the circle at any place but not by disturbing any other coin. If he disturbs then it will have a penalty of single foul. 5. While handing over the striker players are cautioned to do it carefully without disturbing the coins. If he fails to do the same a single foul can be taken from his with the discretion of the opponents. 6. Century board-if the opponents clear their board before a single coin been pocketed by the player it will make the opponent win the whole game of carom even without playing the next games. 7. You cannot pocket the Queen before pocketing one of your own coins. 8. In any kind of disputes, the decision of the club head and the Sports Committee will be final and binding. 9. Any other general rules as per the All India Carrom Federation norms will be followed. FOULS (fouls will be carried over to next hand if it cannot be paid in that hand only) 1. Pocketing the striker alone will have a foul of single coin. 2. Pocketing the striker with the coin has two consequences. if you want to retain hand then you have to give foul of two coins. if you do not want to retain hand, then you have to pay the foul with a single coin. 3. Arrow fouls- A player cannot touch the coins directly if that coin is lying on any of the two arrows on his side. 4. Touching opponents coins without disturbing any of your own coins will have a penalty of one foul. 5. Touching the last coin directly will have a penalty of single foul. 6. Stopping/ diverting/ disturbing the moving striker will have a penalty of single foul. 7. Disturbing the coins at the time of launching the striker by fingers will have a penalty of single foul. (Discretion of referee shall be final) 8. Pocketing any of the last coins by any of the players playing in the match without pocketing the queen will make the opponents victorious. 7

8 9. Not touching the baselines by your striker while launching it will have a penalty of single foul. 10. Half/ partial circle play will have a penalty of single foul. 11. If the striker is pocketed along with the Queen then the hand continues for the same player and foul will be collected only after the cover shot. If the cover shot pockets any of the relevant coins of the player then it will be taken as if the Queen is pocketed finally. 12. In case of any dispute, the decision of the sports Instructor and Sports Committee shall be final and binding. CHESS All matches will be played according to the World Chess Federation (FIDE) rules. 1. The time Control for the tournament shall be 45 minutes without increment. 2. The format of the tournament shall be decided upon the number of entries. 3. In case of a draw, a Blitz match will be held. 4. Walkover would be given to the player if his/her opponent does not turn up in 15 minutes after the round has started. 5. Mobile or any other electronic gadget is not permitted inside the tournament hall. 6. A player can be disqualified if his/her conduct in the tournament hall is not found satisfactory. 7. In case of any dispute during the game the decision of the arbiter is to be considered final. 8. After the game, if any player wishes to raise objections to the game concluded must do so within 20 minutes of the conclusion of that game. 9. In case of any dispute, the decision of the sports Instructor and Sports Committee shall be final and binding. CRICKET All International Cricket Council (ICC) rules are applicable to this format unless specifically stated hereunder. 1. Duration: The bowling side needs to complete their over s in 80 minutes in case of 20 over s match, 60 minutes in case of 15 over s match and 45 minutes in case of 12 over s match. Strict penalties will be imposed on teams not completing their allotted over s in the agreed time. Each team should report 30 minutes prior to their match on the ground. 2. No. of over s: No. over s per innings would be decided based on the number of teams participating in the tournament. No. over s per innings may vary from 12, 15 or 20 over s per innings based on the number of teams participating. 3. Interval: The interval between innings shall be of 15 minutes. 8

9 4. Number of over s per bowler: A bowler can bowl a maximum of 4 over s in case of 20 over s match. Maximum 3 over s in case of 15 & 12 over s match. 5. Free Hit: If the bowler bowls a no-ball as a result of overstepping, full toss above waist height or any other type of no-ball (according to standard ICC rules) the next ball shall be a Free Hit. For this ball, the batsman is not given out apart from being run-out. No fielding changes can be made for this Free Hit unless the batsman crossed ends. Free hit shall be given on every noball (a per the amended ICC ruling). Calling No-balls is completely at the umpire s discretion and no disputes regarding the same shall be entertained. 6. Fixtures: If a fixture cannot be played due to bad weather, the fixture will not be rescheduled and the result will be decided by an Eliminator if the weather permits, if not, then by the Toss of a coin 7. Restrictions on the placement of fieldsmen: At the instant of delivery, there may be not more than 5 fieldsmen on the leg side. There would be no Edit Power-play. But, there must be at least two close fielders throughout the innings ( close fielders: short cover, gully, point, short mid-off, short mid-on, short mid-wicket, short square-leg, slips, etc.) 8. Timed out: Incoming batsman must be in a position to take guard or for his partner to be ready to receive the next ball within 2 minutes of the fall of the previous wicket. If this requirement is not met the incoming batsman will be given out, Timed out. The umpires shall be responsible for keeping strict control of the time elapsed. 9. The Result: Each side must have faced (or had the opportunity to face) five over s in order to constitute a match. If the game is interrupted by weather, an Eliminator should take place. If the weather does not permit either of the above two, then the result will be decided by the toss of a coin. 10. Tie: In case of a tie, the result will be decided through Eliminator. If a tie still prevails after the Eliminator, then the team with maximum no. of boundaries will be declared the winner. In case, no. of boundaries are same, then the result will be decided by a toss of coin. 11. Eliminator: Each team nominates three batsmen and one bowler to play a one-over per side mini- match. In turn, each side bats one over bowled by the one nominated opposition bowler, with their innings over if they lose two wickets before the over is completed. The side with the higher score from their over wins. 12. Rules regarding bowling: A bowler shall be limited to two bouncers (ICC rule) per over. If a bowler delivers a third bouncer in an over, the umpire shall signal a no-ball and caution the bowler, and inform the captain of the fielding side, batsman, and the other umpire of what has occurred. This caution will apply throughout the innings. Should the bowler again bowl more 9

10 than two bouncers in an over, he will be given a final warning. Should this transgression happen again, the bowler will be taken off and will not bowl again in the innings? Any balls remaining in the over shall be bowled by another bowler. NOTE In case of deliveries over waist height, it shall be given a no-ball, but if a delivery is potently dangerous in the eyes of the leg umpire (BEAMER), the bowler shall be a given a warning about the same and the captain shall be informed. The same bowler bowling another similar delivery on any instance that follows shall be removed from bowling for the entire match, and his quota shall be completed by another player. 13. Over Rate Penalties: If a team fails to bowl the requisite number of overs in the time set, the innings will end at the scheduled time and the average number of runs rounded to the next number and multiplied by the number of overs lost due to slow bowling will be added to its opponents score. The team batting second will only receive the number of overs it bowled calculated on 4 minutes per over. In case the team bowling second also bowls less number of over s the same procedure of adding the average runs per over multiplied by number of overs lost will apply. Example. Team A bats first, scores 60 Runs and game is stopped at 15 overs. Its average run rate is 4. Over s lost 5. Total runs added 20. Final score 80. Team B has to score 80 Runs in 15 Over s to be bowled in 60 minutes. 14. Disputes: Sports Committee has the final authority as regards to the play including timings. The tournament will be played as per the rules given above read in conjunction with the Code of Conduct. Any contraventions of these rules /code of conduct will be strictly viewed and the sports committee may impose Penalties which may include banning of players/teams for one or more matches or in the extreme case from the entire tournament. 15. Player Eligibility: Players must be registered student of a bona fide concern school or centre of CUG. 16. Offences: Any offences committed during the tournament will be judged by the Cricket Committee. Strict Discipline and Code of Conduct is to be followed by every team and each player, non-compliance of the same may result in disqualification of a team/player. 17. Dress Code: All players have to mandatorily wear their college jerseys, in case where there is no jersey, only white shirts and tracks will be allowed during the match. 18. Ball: The matches will be played with tennis balls. 19. In case of any dispute, the decision of the sports Instructor and Sports Committee shall be final and binding. FOOTBALL 10

11 Format Tentatively the format for both (Boys and Girls) shall be Group Stage followed by Knockouts. (Format may change subject to number of teams registering). BOYS Football is played by two teams each teams consisting of 11 players and 5 substitutes. 1. Rolling substitution is not allowed. 2. Once a player is substitute he cannot take part again in the same match. 3. In case of a walkover, the reporting team shall be awarded victory. 4. In case teams are level on points, group position shall be judged in the following order of criteria: Head to head Goal Difference Goals scored Goals conceded 5. The referee s decision shall be final 6. Time duration for the match two halves of 45 m each 7. Interval during the match 5to 10 m 8. In the same match players shown 2 yellow card the second yellow card followed by red and player is suspend and he cannot play in the match. 9. Yellow card is shown if a player enters or leaves the field without the permission of referee or shows unsporting gestures; oppose any decision of the referee. 10. Red card is shown for serious offence.if a player continues misconduct in spite of having continued with yellow card and also if he commits violent conduct or serious foul play yellow cards 1 match suspension 1 red card 1 match suspension. 12. Shins-stockings and stud are compulsory. 13. During a knock out tournament, if there is a tie at the end of regular time, than the teams may play for extra time of two halves of 15 minutes overtime period (golden goal period) In this duration if any team scores it wins the match. 14. If there is still a tie after extra time period shoot out takes place (sudden de 15. Kick off can be forward either backward. 16. In case of any dispute, the decision of the sports Instructor and Sports Committee shall be final and binding. GIRLS 1. Each team shall field 11 onside players with Goal Keeper, with 6 substitutes, making a squad of

12 2. Rolling substitution is not allowed. 3. Once a player is substitute he cannot take part again in the same match. 4. In case of a walkover, the reporting team shall be awarded a 3-0 victory. 5. In case teams are level on points, group position shall be judged in the following order of criteria: Head to head Goal Difference Goals scored Goals conceded 6. The referee s decision shall be final. 7. Time duration for match two halves of 20 m each 8. Interval during the match 5 to 10 m 9. 3 yellow cards 1 match suspension 1 red card 1 match suspension. 10. Shins-stockings and stud are compulsory. 11. In the same match players shown 2 yellow card the second yellow card followed by red and player is suspend and he cannot play in the match. 12. Kick off can be forward either backward KABADDI CLARIFICATIONS 1. Lobbies: The strips on both the sides of the playfield are known as the Lobbies. When the lobbies, as per rule 4 under Rules of Play are included in the playfield, the boundaries of the play-field are extended up to the four lines, which enclose the play-field including the lobbies. 2. Mid Line The line that divides the play field into two halves is known as the mid-line. 3. Baulk Line: Each of the lines in court parallel to the midline, drawn between the baulk line and the bonus line, is known as baulk line. 4. Bonus Line The line parallel to Baulk line towards end line is known as Bonus line. 5. Cant: The repeated, without break; at a stretch and clear aloud sounding of the approved word KABADDI within the course of one respiration shall be called Cant. 6. Struggle: When the anti or antis come into contact with the raider, it is called struggle. After touch or struggle the play field includes the lobbies. 7. Pursuit: When an anti rushes into the opponent s court with cant and without break of rules chasing the returning raider with a view to touch, it is called pursuit. RULES OF PLAY 12

13 1. The team that wins the toss shall have the choice of the court or the raid and the team that loses the toss shall have the remaining In the second half, the court shall be changed and the team, which did not opt for raid shall send their raider first. The game in the second half shall continue with the same number of players, as it was at the end of the first half. 2. Each raid shall last for a maximum of 30 Seconds. A raid is successful only when the raider crosses the Baulk line of the defending team at least once during the course of a raid and reaches his court with cant. In case the Raider touches an anti, or an anti touches the raider during the raid, the raider need not cross the Baulk line but must reach his court with the cant. The Baulk line is said to be crossed when any part of the body of the raider is in contact with the ground between the Baulk line and the End line of the opponent s court. At the same time, any part of the raider s body should not have contact with the ground between the Midline and the Baulk line. 3. A player shall be out if any part of his body touches the ground outside the boundary but during the struggle a player shall not be out if any part of his body touches the ground outside the boundary by keeping contact of the playfield. The portion of contact must be inside the boundary. 4. When the struggle begins, the play field includes the lobbies. During the struggle and after the struggle in the same raid, the players involved in the struggle can use the lobbies to enter their respective courts. This rule will only be applicable in the anti s 5. A raider shall continue to chant KABADDI as the approved cant. If he is not keeping the properly approved cant in the opponent s court, he shall be ordered back and the opponent will be given one technical point and chance to raid. Under such circumstances, he shall not be pursued. 6. A raider must start his cant before he touches the opponent s if he/she starts the cant late, he shall be ordered back by the Umpire or Referee and the opponent will be given one technical point & a chance to raid. 7. Not more than one raider shall enter the opponent s court at a If more than one raider enters the opponent s court at a time, the Umpire or Referee shall order all to go back to their court and a technical point will be awarded to the opponent and chance to raid. 8. After a raider has reached his court or is put out in the opponent s court, the opponents shall send their raider within 5 seconds. Thus alternately each side shall send their raider until the end of the game. In case the raider fails to start his raid within 5 seconds the team loses its chance to raid and the opponent team gets a technical point. 13

14 9. If a raider, who is caught by the anti or antis, escapes from their attempt to hold and reaches his court safely he shall not be But if a raider touches the anti or antis and reaches back to his court safely he may be pursued. 10. If a raider, while in the opponent s court loses his cant, he shall be out. 11. When a raider is held, the antis shall not try deliberately to stifle his cant by shutting his mouth, using violent tackling leading to injuries, any type of scissoring or use of any unfair means. If such incident happens, the Umpire or Referee shall declare the raider NOT OUT and punish the offending players as he/she deems fit. 12. During the course of raid none of the antis shall touch the raider s court until completion of the raid. In case any anti or antis touches the raider s court before completion of the raid they will be declared out and the opponent team will be given that many points. 13. If an anti or antis who are out, having violated Rule No.12, holds a raider or have violated the said rule while holding or helping to hold the raider, the raider shall be declared NOT OUT and the anti or antis who touches the raider s court shall be declared OUT. 14. When a team manages to put out the entire opponent team and none of the opponents are entitled to be revived, then that team scores a LONA and two extra points for LONA shall be awarded in addition to the points scored by the team putting out all the players of the opponent. The play continues and all the players who are out shall enter in their court within 10 seconds. Otherwise, the referee or umpire shall award one technical point to the opponent. If the team fails to enter within one minute, the team shall be scratched from the match and the match shall be awarded to the opponent. 15. A raider or an anti is not to be held by any part of his body deliberately other than his limb or trunk. The one who violates the rule shall be declared OUT. If the raider is held deliberately other than his limb or trunk, the Umpire or Referee shall declare such raider NOT OUT. If a raider is caught by his clothes or hair the raider shall be declared NOT OUT and the anti or antis who have violated the Rule shall be declared OUT. 16. When one or two players of a team are left during the game and the Captain of the team declares them out in order to bring in the full team, the opponent shall score as many points as the players that existed in the court at the time of declaration as well as two extra points for LONA. 17. A Player or players who are out shall be revived in the same order as they were out when one or more opponents are out 18. Substitution of players is not permitted during the tie break and golden raid plays 14

15 19. When the points scored by both sides are equal in knock out match tie shall bedecided on the basis of both teams field seven players in the court.the players must be same as those who were on court at the end of the match.in case of tie break both the teams are given five raids by different raiders to raid alternately. 20. Field seven players in the court decided on the basis of both teams. RULES OF MATCHES Each team shall consist of minimum 7 and maximum 12 Players. 7 Players shall take the ground at a time and the remaining players are substitutes. The duration of the time of the match shall be two halves of 15 minutes. In Semi-final and Final matches, the halves would be of 20 minutes. The teams will change court after the number of players for each team at the start of second half shall remain the same as it was at the end of first half. NOTE: The last raid of each half of the match shall be allowed to be completed even after completion of the scheduled time as mentioned above. Each team shall score one point for every opponent out or put out. The side, which scores a LONA, shall score two extra points. The out and revival rule will be applicable. TIME OUT Each Team shall be allowed to take Two Time Outs of 30 Seconds each in each half; such time-out shall be called for by the Captain, Coach or any playing member of the team with the permission of the Referee. The time-out time shall be added to match During the time-out the teams shall not leave the ground, any violation in this; a technical point shall be awarded to the opponent Official Time-out can be called for by the Referee Umpire in the event of any injury to a player, interruption by outsiders, re-lining of the ground or any such unforeseen circumstances. Such time-out time will be added to the match time. Five Reserve Players can be substituted with the permission of Referee during time-out or interval. Substituted Players can be re-substituted. If any player is suspended or disqualified from the match, no substitution is allowed for that particular player. The team will play with a lesser number of players. No substitution is allowed during the official time-out. Substitution is not allowed for out players. Bonus Point One point shall be awarded to the raider when he crosses the bonus if the raider after crossing the bonus line is caught, the opponent team will also be awarded one point. 15

16 Raider is said to have crossed the Bonus line when he comes into contact with the ground between the End line and Bonus line. At the same time, any part of his body should not have contact with the ground between the Midline and Bonus line. The Bonus line will be applicable when there are minimum 6 players in the court; the Referee/Umpire shall award the bonus point after completion of such raid by showing thumb upwards towards the side which scores.. The raider has to cross the bonus line to score the bonus point before touching the anti / antis or before he is caught by the anti/antis. The raider will not be awarded bonus point if he crosses the bonus line after a touch/struggle. If player/players are suspended temporarily or disqualified from the match, then the team will play with less number of players. Such players shall be counted to award Bonus point. The team, which scores the highest number of points at the end of the match, shall be declared the winner. Nails of the players must be closely clipped and no ornaments of any sort shall be allowed. Application of oils or any other soft substances to the body shall not be allowed and will lead to disqualification of the players found guilty. KHO-KHO All players, coaches, referees, timekeepers or any person is referred in these rules must know the rules of the game and abide by the rules. GENERAL RULES: 1. A team consist of 12 Players,. 9 Players will take the Field in the beginning to start the match and 3 substitutes. 2. An inning will consist of Chasing and Defence turns which shall be of 9 minutes each for Men/Women. 3. The Captain/Coach shall give record of names of the players with their respective uniform number at the beginning of the turn. 3 Runners shall enter in the Court in a batch of three for their Defence. Subsequently, next 3 Runners shall enter the Court through their Entry Zone only. When third/last Defender of a batch is declared out, next 3 Runners shall be inside the Court before two KHOS are given. Those Runners who fail to enter within the time lapse of two KHOS shall be declared out for having entered late (Late Entry). The Runners shall continue to enter the Court for Defence in the same batch until the end of the turn. The order of batch shall not be changed during a turn. If a Defender is declared out by showing RED CARD by the Referee, a substitute is allowed to Defending side and the 16

17 substituted player shall enter with the same batch, if they have to come inside in the same turn. The Runners who may enter early shall not be declared out but called back by Referee/Scorer An Attacker who put out the last Defender of the batch shall not chase the new batch of Defenders. He shall give KHO, if attacks, it shall be Foul. After giving a KHO, if any of the Runners enter the Court, Attacker is allowed to chase the Defender. It is not compulsory to given two KHOS to chase a Defender who has already entered. As soon as the first Defender of a batch is out, next batch of Runners shall occupy the Entry Zone. Each side shall enter its Runners to the Court through their Entry Zone only. GAME RULES: 1. Any 8 Chasers shall occupy the Chaser Block facing the Side Line in such a way that no two adjacent Chaser facing the same Side Line. The ninth Chaser (Attacker) shall stand in either of the Free Zones to start the chase. Once Free Zone is opt by an Attacker to start the attack, then he should not be allowed to change the same. 2. After the commencement of a turn, no Chaser shall leave the Chaser Block without getting a KHO or change the face. If he does so, it is a Foul and repetition of the same will amount to misbehaviour. Referee/Umpire can compel the Chaser(s) to sit in a manner which was assumed at the commencement of the turn. 3. At the commencement of a turn, the first batch of three Defenders shall be inside the Field and remaining Runners shall occupy the seats meant for them. After a Defender is out, he shall occupy the seat meant for him near the End Line. 4. An Attacker cannot cross the Central Lane between the Post Lines to go to the other half of the Court or to the Free Zone. 5. A foul shall not be declared if an Attacker, while chasing, touches/crosses that line of the Central Lane which lies on the side of his chasing half. However, if an Attacker while touching or at the time of touching or as a result of action in putting out the Defender does so, Foul shall be declared and Defender shall not be declared out. 6. If a KHO is given, it shall be given from behind a Chaser by touching the Chaser by hand between an imaginary shoulder line and waist line and uttering the word KHO with a sufficiently loud tone so that the Defender and officials can hear. A Chaser shall not get up without getting a KHO. If the action of uttering the word KHO precedes the action of touching by hand, then it shall be deemed as Foul. 17

18 A Single action of touching will not be deemed as a Foul. However, only uttering KHO and do not touching a Chaser by hand, will be considered as Foul. If an Attacker touches a Chaser sitting in the Chaser Block nearest to the Post, when Defender is near the Post, KHO must be given. If an Attacker utters any word other than the word KHO, it will be deemed as Foul. Uttering the word KHO or any word resembling KHO by any of the Chasers will also be treated as Foul. 7. The following three actions of an Attacker where a KHO is given will be allowed. However, the feet of an Attacker shall not go beyond the Cross Lane. An Attacker s front foot need not necessarily be in touch with Cross Lane. An Attacker may be in the Cross Lane. An Attacker s at least one foot should be in touch with the Cross Lane all the time, while the other portion of his body may go beyond that Cross Lane. After touching a Chaser except nearest to the Post (1 st & 8 th Chaser) if an Attacker moves away beyond the Cross Lane, he shall be deemed to have continued his attack and he shall not be allowed to utter KHO from the distance. However, if an Attacker moves along with the Cross Lane toward the Side Line without committing any foul, he may come back and give KHO. An Attacker cannot rest or support on a Chaser to put out a Defender. It will be deemed as Foul. 8. An Attacker shall not give a KHO to the extended arm, leg or any part of the body tilted towards him by a Chaser. Touching the back of the Chaser should not be insisted upon. 9. After giving a KHO, an Attacker shall cease to be so and shall sit down immediately on the Chaser Block of the Chaser to whom a KHO was given. After giving a KHO, it shall not be a Foul, if the Chaser while sitting loses the contact of the Cross Lane. The natural time needed to sit on the Chaser Block after giving a KHO must be given. However, this action should not obstruct the Defender and if obstructed, a Foul shall be declared. After receiving a KHO, an Attacker can touch a Defender before leaving the Chaser Block. 10. After getting a KHO, the Chaser will immediately be an Attacker and shall move towards the half that he is facing and shall go in the direction which he has taken by going beyond the Cross Lane of the Chaser Block or turning his Shoulder line towards any of the Posts. He cannot recede. 18

19 As long as any part of the foot of an Attacker is touching the ground of a Cross Lane, he is not supposed to go beyond that Cross Lane. While moving on Cross Lane, if an Attacker at the time of the chase, slides/steps back, is not a Foul. If an Attacker steps back at the time of getting up after a Flat Dive is allowed. 11. An Attacker shall take the direction to which he turns his shoulder line. An Attacker, while going in a particular direction turns his shoulder line through more than a right angle to the direction which he has already taken, it shall be a Foul. 12. During the execution of Post Dive, dragging of supporting leg and turning of the shoulder line more than 90 shall not be a Foul, but touching or crossing Central Lane by any part of the body will be a Foul. 13. An Attacker shall take direction according to one of the actions, whichever he performs first. 14. Once an Attacker has taken a direction, he has to go to that direction till he reaches the Free Zone unless he gives a KHO before that. An Attacker shall not go to the other half of the Court unless he turns around the Post through the Free Zone. 15. The rules about taking the Direction and Receding shall not be applicable in the FREE ZONE. 16. The Chaser/s should sit in a manner which does not obstruct the Defender/s. If a Defender is touched as a result of such an obstruction, Defender shall not be declared out. If chaser does so, it shall be declared as Foul. 17. The deliberate action of moving/tilting shoulder, thigh or any other part of the body by a Chaser towards a Defender who is running near the Central Lane, which may cause to obstruct or obstructed the Defender, it shall be treated as a Foul and he shall be warned by Referee/Umpire. 18. During a turn, an Attacker may go out of Court but he shall follow all the rules about taking Direction and Receding even when he is out of Court. 19. An Attacker shall not be insisted on entering the play Field/Court through the Free Zone if he goes beyond the extended imaginary Post Line. Rules about taking Direction and Receding are not applicable even when an Attacker is in the area (towards Free Zone side or behind the Post) of imaginary extended Post Line. 20. A Defender cannot touch a Chaser. If he does so, he shall be warned once verbally in a turn. If he repeats the same, he shall be declared out. 21. A Defender shall be declared out if he is touched by hand by an Attacker without violating any rule or if he goes out of Field. He /she shall be declared out by a short blow of a whistle. 19

20 Deliberately pushing, catching, pulling even by uniform or hitting the Defender will be treated as misbehaviour. While Chasing a Defender, if an Attacker after violating any rule, pushes a Defender out of the Field, the Defender shall not be declared out. 22. If a Defender is put out as a result of a Foul or a Foul is committed immediately as a result of the action taken implies that there should not be a time lapse between Foul and action while putting a Defender out, he shall not be declared out. The protection from being out due to a Foul is applicable to an Active Defender. 23. If an Attacker/Chaser violates any rules, the Referee/Umpire shall declare a Foul by blowing a short whistle continuously and shall immediately compel an Attacker to go in the direction opposite to that of which he is going. Immediately on hearing a signal given by the Referee/Umpire by his whistle, an Attacker shall go to the direction indicated by the Referee/Umpire and if the Active Defender thereby becomes out, he shall not be declared out and an Attacker shall have to follow the direction indicated by the Referee/Umpire. He is not compelled to give a KHO. 24. If a Foul committed either by an Attacker or Chaser, does not give any advantage whatsoever to the Chasing side in their chase and disadvantage to the Defenders, it shall not be declared as Foul. The Foul shall be ignored. An Attacker cannot change his Direction by simply kicking the Post by his leg. If he does so, it will be declared as Foul. PENALTIES 1. For a minor offence such as an argument with the opponents, spectators or officials and shouting etc.,-a verbal warning shall be given by the Referee. In case of repetition of the offence, a warning shall be given by showing a Yellow Card. 2. For a serious offence, the Referee may disqualify the concerned players/manager/ coach for rest of the match by showing a Red Card. 3. If a player is shown Yellow Card twice in a match, he shall be forbidden from the participation of rest of the match and for the next match also of that particular tournament. If he is shown Yellow Card in 2 different matches in a particular tournament, he shall be forbidden from the particular for the next match to that particular tournament. If a player is shown Red Card in a match, he shall be forbidden from participation for the rest of the match and for the next match also of that particular tournament 20

21 REFEREE 1. The Referee shall perform the following duties: He shall check the Score Sheet, Ground etc. and take the toss before starting the match (as explained in the Rules of The Game.) He shall help the Umpires to perform their duties. In case of any difference of decision between them, he shall give his final decision. If any player intentionally obstructs the conduct of the play or behaves in an ungentlemanly or mischievous manner or intentionally violets any of the rules, the Referee at his discretion shall penalize the defaulting player/s. The penalty at his discretion shall range according to the default from warning a defaulting player or the entire team to the extent of prohibiting participation in further play of the match. If a Defender is shown a Red Card by the Referee to penalize his offence, he will be declared out and shall be forbidden from the participation for rest of that particular match and for the next match too. His substitute will be allowed to play in the same batch if the batch is to come/play again in that particular. The Referee shall instruct the Time Keeper to start the turn after checking the readiness of both teams and officials. He shall synchronize his Stopwatch with the Stopwatch of the Time Keeper and shall check the time after each turn. He shall check the scores of the sides at the end of each turn from the Score Sheet and also announce the result of the match by checking the Score Sheet after the completion of the match. He shall alone keep the time during the additional inning of a Minimum chase. The referee will communicate and coordinate amongst officials. He shall be over all responsible for the smooth conduct of a match. TIME KEEPER The Time Keeper shall start the turn by blowing a long whistle followed by a short whistle, after getting the direction from the Referee. The end of the turn shall be declared by him also by blowing a long whistle. He shall enter the Lobby and declare the completion of each minute of play loudly by raising his arm holding a time indicator above head so as to display to all concerned. SCORER He shall note down and check the names and t-shirt number of the players. He shall record the performance of the players of both the teams. At the end of the match, he shall perpare the Final Scores of the two sides and the result of the match. He shall get the Score Sheet duly signed by all 21

22 the officials. After completing the Score Sheet, he shall hand it over to the Referee for checking and declaring the result of the match. He shall record the order of the Defenders along with their batch. He shall keep a record of the Defenders who are OUT (along with the attacker who puts out) and asked them to sit in the place provided for them. He shall record the process of substitution. The coach should inform him for the desired substitution, mentioning the T-Shirt number of player/s being substituted OUT & IN. He shall inform the Referee about the substitution being done. The Runners who may enter early shall not be declared out but called back by him. In case of any dispute, the decision of the sports Instructor and Sports Committee shall be final and binding. TABLE TENNIS Table Tennis will be a team event for men and women. 1. Team Each team will consist of a minimum of 4 players. Name of the players have to be submitted at the beginning of the event and throughout the event players cannot be replaced. 2. Scheme of the match Each team match consists of five individual matches and shall end when one team has won a majority of the possible individual matches. Each individual match shall be the best of three games but in the semi-final and final it will be of best of five games. Each game will be of 11 Points. A team match consists of two singles matches followed by a doubles match, followed, if necessary, by one singles and a double match, until a team wins three matches. Each player can play a maximum of 1 single match and 1 doubles match. Thus the Format being S, S, D, S, D. A Minimum of 4 players is required in each team. Order and Pairing of players playing singles and doubles has to be provided by the captain before the event begins. The team competition will follow a knockout (single elimination) format or League format that will depend on the entries we get. 3. Flow of the Match Each player serves two points in a row and then switch server. However, if a score of is reached in any game, then each server serves only one point and then the server is switched. After each game, the players switch side of the table. 4. Service The ball must rest on an open hand palm. Then it must be tossed up at least 6 inches and struck so the ball first bounces on the server s side and then the opponent s side. If the serve touches the net, it is called a net serve. Net serves are not scored and are reserved. 5. Equipment The paddle should have a red and a black side. 22

23 6. In case of any dispute, the decision of the sports Instructor and Sports Committee shall be final and binding. VOLLEYBALL Standard Federation International Volleyball (FIVB) rules will be applicable. 1. The maximum number of players is 12.(6+6) 2. The referee s decision will be final. 3. Teams should report 30 minutes prior to the start of a match. 4. Semi-finals and finals are best of 5 sets (5 th set will be of 15 points), other matches are best of 3(3 rd set will be of 15 points) sets. 5. In case of or 14-14, the team which scores continuous 2 points will be the winner of that set. 6. When a player serves before referee whistles; a warning will be given for the first time and subsequently points will be awarded to the opponent team for the same. 7. Rotation is not compulsory 8. If during the game a player touches the net, it is considered as a foul. 9. A Player has to serve the ball with in 8 seconds when the referee blows the whistle. 10. An underarm serve without a toss will be counted as foul. 11. Two time-outs per set per team are allowed and each of 30 seconds. 12. The team will be disqualified in case of misbehaviour. 13. Clarification of the judgement should be done by the team captain only. 14. In case of a draw between the teams for qualification to the next round, no. of winning sets shall be taken into account. In case a draw still occurs, the point difference of winning sets shall be considered. In case of any dispute, the decision of the sports Instructor and Sports Committee shall be final and binding. Basic Tug of War Rules Basic Tug of War Rules the Rope The game involves usage of single equipment i.e. a rope. There is a red mark made in the middle of the rope. This red mark on the rope needs to be at a perpendicular angle to the exact centre point on the ground, before the commencement of the game. A white mark is made exactly 13 feet from the red mark on either sides of the rope. The game is won when either side with this white mark crosses the centre point. 23

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