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GENERAL GUIDELINES

13TH JPIALYMPICS
METAMORPHOSIS: BREAKING THE STATUS QUO

CONTEST RULES AND MECHANICS:


GENERAL QUALIFICATIONS
I. Qualification and Requirements
a. The 13th NCR JPIALYMPICS is open to all bona fide members of NFJPIA-NCR. The
following requirements should be accomplished and submitted
toNCRJPIALYMPICS2015@gmail.com; CC to the Regional Vice President for NonAcademics (NCRnonacademics1516@gmail.com) & Regional Executive Secretary
(NCRsecretary1516@gmail.com) in this format Local Chapter_NCRJPIALYMPICS (e.g.
DLSAU_NCRJPIALYMPCS)
b. A scanned copy of all players ID shall be submitted into per game order to the
official email address of JPIAlympics.
II. Registration Fee
Upon confirmation and registration from organizers
a. Each local chapter shall deposit their total payment (Php70 per
participant) to the Account of NFJPIA NCR
b. For partial payments, any unpaid balance after the due date will be
subjected to a penalty of 20 %. (i.e. unpaid balance + 20% of the unpaid
balance)
c. Non payment of unpaid balance on due date shall render the
registration of the player null & void and paid amount is non refundable
d. Scanned deposit slip must be submitted to the official email address of
JPIAlympics. No slip shall render no registration.
III. Other Provisions
a. Each participating local chapter is REQUIRES to attend the opening ceremony and
lighting of torch on the first day of the event. 200-point deduction shall be given for
non-compliance. Attendance shall be checked by the usher assigned on each local
chapter.
b. Sports head of each participating local chapter and team captains and players of each
team shall be responsible for the good conduct and discipline of his team.
c. Player/players who is/are not registered but then played for his/her team shall
mean substitution with a penalty of Php50 per head.
d. Walk-ins are not allowed.

GENERAL GUIDELINES
GAME SYSTEM
One game Knockout System will be applied in ALL the Major Events except for Cheer
dance competition, Mr. and Ms. EOs and all minor events.
An individual/teams placement in the single-elimination bracket is completely
random.
Game rules and mechanics shall be discussed before the game starts.
Some game rules have been modified from that of the standard and have been
incorporated with twists.
THE GAME MASTERS
Each event shall be officiated by at least one Game Master.
In the case of Basketball & Volleyball (Male & Female), there shall be two referees
officiating the games, in addition to the game master assigned in those events. The call
of the referee is final and irrevocable.
The Game Masters shall be responsible in the conduct of the games other than that
specified in the preceding provision.
They shall have the power to make decisions on any matters or questions not
specifically covered in the rules.
If there is a situation where there is a conflict or question about a particular situation
during the game, the Council has the right to refer to the rules and regulations followed
in the play of such sport and come to a decision. Such decision shall be final and
irrevocable.
GAMES SUBJECT TO SPECIAL RULES
In cases where in no particular game rule or mechanics is specified in this handbook,
such event shall be governed by the Special Rules of the Game Master/s.
The Special Rules must be discussed by the Game Masters at the start of each event.
GAME CALL
There shall be calls for each game before and after its scheduled time.
The calls shall be made in the headquarters near the holding station of the local
chapters.
For every event, there will be 3 calls.
- 1st call 10 minutes before the game
- 2nd call 5 minutes before the game
- 3rd call 3 minutes after the start of the game

FORFEITED TIME
Forfeited time is the scheduled starting time of the contest. A team must be present
and ready to play at the scheduled starting time to avoid a Forfeit.
In order to claim a forfeit, a team must have the correct number of players present and
ready to play.
If neither team is able to field a team, a double forfeit will be declared.
The forfeit/default shall be awarded only by the Game Master.
SUBSTITUTION OF PLAYERS
Alternate players are no longer required to be declared on the Application Form.
However, in the event that the registered player is not available on the day of the
event, substitutions shall be allowed provided that all the requirements of the
substitute player can be submitted during the registration period on the first day
of the event.
Players who have proceeded with the games can no longer be substituted.
Substitution shall only be allowed on the first round of the game event. All
substitute player/s shall proceed with all the stages of the game event as if
he/she is the registered player.
Substitution shall be allowed in cases where in conflict between schedules of two or more
game events arise.
CONDUCT OF PLAYERS
Sports head of each participating local chapter and team captains and players of each team shall
be responsible for the good conduct and discipline of his team.
Alcohol/Drugs
Participants who bring alcohol/drugs or play under the influence may be subject to
penalties at the discretion of the Council.
Fighting
Any person involved in a fight will result in automatic ejection in the game.
Ejection
In the case of an ejection, the player not immediately must leave the premises.
Injured Player
Any player who is bleeding, oozing with body fluids, has an open wound or has an
excessive amount of blood on their clothing shall be considered an injured player. Such
player may not return to the game until the situation is corrected.

POINTING SYSTEM
CATEGORY
MAJOR
EVENTS
MINOR

1ST PLACE
50

2ND PLACE
35

3RD PLACE
25

PARTICIPATION
10

35

25

15

EVENTS
The local chapter who shall garner the highest scores shall be declared as the Over
All Champion.
The local chapters will be divided into four clusters according to its members in the
NFJPIA NCR.
The top three local chapters in each cluster who shall garner the top three highest
scores in their division shall be declared as the 1st, 2nd and 3rd placers respectively.
Cluster A - 500 members and above
Cluster B - 250 499 members
Cluster C - 100 249 members
Cluster D - 99 members or less

Mr. and Ms. Executive Officer 2015

Qualifications:
Each local chapter may send one pair of their executive officer.
The pair must wear:
Sports wear
Sponsorship Wear
Filipiniana Wear
Criteria for Judging:

Question and Answer

30%

Costume

20%

Poise and Bearing

15%

Stage Presence

15%

Popularity

10%

Audience impact

10%

Total

100%

Cheer dance Competition

The group must be composed of at least 15 members and 20 at most.


Every participating team is required to have a presentation of minimum of five (5)
minutes but should not exceed eight (8) minutes to include entrance & exit.
The committee has prepared official timer to take note of the time consumed by each
group.
Any person brings with him a stopwatch shall not be entertained.
Every extra minute of every presentation is a two (2) point deduction from the over-all
result.
Timer starts as soon as the contingents name is called.
Each team is given two (2) minutes to prepare their props and other two (2) minutes to
take away from the ground.
The group must incorporate EXERCISE/AEROBICS in the dance routine.
Stunts are allowed except for TOSSING.
Every contingent is given the leeway to use any music as long as it is lively.
Tapes and CDs should be prepared ahead of time to avoid delay.
The use of props is requisite to the competition because it adds color to the presentation.
It is not necessary to use expensive costumes but each group should only make sure that
their costume is presentable and there is harmony in blending of colors.

Criteria for Judging:

Choreography

25%

Mastery

20%

Costume

20%

Props

15%

Over-all impact

20%

TOTAL

100%

MAJOR GAMES
BASKETBALL
Playing Team: A team shall consist of 6-12 players.
Equipment: A ball will be provided, or you may use your own ball as long as both teams will
agree.
Uniform: The players are required to wear jerseys or any similar shirts (with the name of their
LC on it) as long as each one has distinct numbers on the back of their shirts.
Playing Time: Two 10-minute halves (running time) with a 3-minute half time between halves.
Time Outs:
Each team is permitted two one-minute time outs per half and one time out for each overtime period.
Second half timeouts will carry over into the time period. Officials may call time out
when necessary.
Substitutions:
All players must report to the scorer's table as well as the referee before entering the
game.
Players cannot enter the game until the referee has given his signal or signed OK.
An automatic technical foul will be assessed to players who substitute without reporting
to the scorers table.
Foul
Technical Fouls: Two technical fouls called on a player will result in an automatic
ejection from the game.
A team receiving five technical fouls in a contest will forfeit the game at the point
of the third technical.
Intentional Fouls: Two intentional fouls called on a player will result in an
automatic ejection from the game
Tie Games:
In the case of a tie game, there shall be a 3 minute overtime period for the elimination.
Second half time outs and team fouls will carry over into overtime.
If the game remains tied at the end of the first overtime, we will repeat the process until
we have a winner
Restrictions
Coaches and non-playing team members may not enter the court.

VOLLEYBALL
Categories:
Mens Volleyball
Womens Volleyball
Playing Team: A team shall consist of 6-12 players.
Equipment: A ball will be provided, or you may use your own ball as long as both teams will
agree.
Uniform: The players are required to wear jerseys or any similar shirts (with the name of their
LC on it) as long as each one has distinct numbers on the back of their shirts.
Starting the Game
Before commencing play the opposing sides shall toss, and the side winning the toss shall have
the option of:
serving first; or
Not serving first, choosing court.
The side losing the toss shall then have the choice of any remaining alternative.
Substitutions
All players must report to the scorer's table as well as the referee before entering the game.
Players cannot enter the game until the referee has given his signal or signed OK.
Twelve substitutions are the maximum permitted per team per set.
A player in the starting line-up may leave the set and re-enter, but only in his/her previous
position in the line-up he/she first entered.
Unlimited individual entries by a substitute within the teams allowable 12 subs are permitted.
Each entry must be to the same position in the line-up.
Time Outs
Each team is permitted two 30 second time outs per team, per set.
The Game
The first team to score 15 points shall be awarded the set. The team must win 2 out of 3 sets to
win.
Restrictions
Coaches and non-playing team members may not enter the court.

BADMINTON
Categories
Singles
Mixed doubles
Equipment
Each player must provide for their own racquet.
Shuttlecocks will be provided by the Council.
Attire
All players are required to wear rubber shoes.
The Game
Before commencing play the opposing sides shall toss, and the side winning the toss shall have
the option of:
serving first; or not serving first,
choosing side.
The side losing the toss shall then have the choice of any remaining alternative.
The order of server depends on the score odd or even.
The side winning a game serves first in the next game.
Method of Scoring
A match consists of the best of 3 games of 15 points. If a player or a team wins the first 2
sets, then the third set will not be played.
Intervals and Change of Sides

A 30 seconds interval between each game is allowed.


In the third game, players change ends when the leading score reaches 6 points.

Singles
Play begins with the serve from the right half-court to the receiver who stands diagonally
across the net in his/her right half-court.
Doubles
If the serving side wins a rally, the serving side scores a point and the same server serves
again from the alternate service court.
The players do not change their respective service courts until they win a point when
their side is serving.
The service courts are changed by the servicing side only when a point is scored. In all
other cases, the players continue to stay in their respective service court from where they
played previous rally.

Let is a serve that strikes the net and lands in the opponent's court is a let serve and is
retaken.

TABLE TENNIS
Categories
singles
Mixed doubles
Equipment
Each player must provide for their own paddle.
White colored balls will be provided by the Council
Attire
All players are required to wear rubber shoes.
Players clothing must be significantly different from the table tennis ball color.
The Game
Before commencing play the opposing sides shall toss, and the side winning the toss shall
have the option of:
- serving first; or
- not serving first,
- Choosing end.
The side losing the toss shall then have the choice of any remaining alternative.
The player who served first in game one shall receive the first serve in the second game.
The rotation continues at the start of each subsequent game.
Method of Scoring
A match consists of the best of 3 games. If a player or a team wins the first 2 sets, then
the third set will not be played.
Games will be played to 11 points
Whenever there is a clear failure to comply with the requirements for a correct service, no
warning shall be given and the receiver shall score a point.
Intervals and Change of Ends
A 30 seconds interval between each game is allowed.
The player or pair starting at one end in a game shall start at the other end in the next
game of the match and in the last possible game of a match the players or pairs shall
change ends when first one player or pair scores 5 points.
Singles
In singles, the server shall first make a service, the receiver shall then make a return and
thereafter server and receiver alternately shall each make a return.
Doubles

In doubles, the server shall first make a service, the receiver shall then make a return, the
partner of the server shall then make a return, the partner of the receiver shall then make a
return and thereafter each player in turn in that sequence shall make a return.
In doubles, at each change of service the previous receiver shall become the server and
the partner of the previous server shall become the receiver.

Let
A "let" occurs if:
A served ball touches the net or its supports while passing over the net and otherwise
would have been a good serve.
the ball splits or becomes fractured during a rally when the receiving player or pair is not
ready, provided that neither the receive nor his partner attempts to strike the ball

CLASH OF CLUSTERS
Categories
Playing team: a team is consist of 5 members
Equipment
All equipment will be provided by the council
Attire
All players are required to wear plain white shirt
The Game
The game will be spearheaded by clusters of the NCR NFJPIA. Each cluster must have a
maximum representative of two schools. For the eliminations, schools of each cluster
must inflate 5 balloons and force it to pop. Each school must have 5 members. The top
two schools with the fastest time will represent their clusters.

For the final round, the 4 clusters, with 2 schools each, will face each other
simultaneously. They will be placed in a court. They will be spread out.

The schools must select one person that will be considered as their town hall. The
remaining members will be equipped with water gun. As for the town hall, they will wear
a tunic made of crepe paper for them to be easily spotted if they are already hit. Once the
remaining members are hit, they are already eliminated. If their town hall is hit before the
members, their school will automatically eliminate in the next wave.

The water in the water guns is colored. There will be plastics willed with water that will
be considered as a refill their guns.

For the war proper, there will be waves of war that are consisted of 3 minutes. After that,
there will have a war break for them to strategize for their next move and this will also be
the time for the facilitators to check who have already been eliminated. The war will last
until there will be a victor school.

In case of tie the town hall has discretion to choose one of his warriors to protect him and
the last king to stand will be held as winner.

Method of Scoring
The 2 local chapters who will represent their cluster in the final round will be scored as
1st and 2nd runner up based on the time they finish the elimination round.

The last team to stand on the final round will be held as champion.

RODEO
Categories
Individual
Equipment
All equipment will be provided by the council
The Game
The game is composed of three rounds: Elimination, Semi-final and Final rounds. Each
round will have a corresponding distance for the difficulty.

Each school must have a representative. They will be first trained for 5 minutes with a
facilitator before the elimination round.

They will only have one lasso.

Each representative must shoot the lasso to the dummy bull. The school with the most
number of shoots to the dummy bull within 2 minutes wins.

The elimination round will composed of all the participating schools. The top 5 schools
with the most number of shoots to the dummy bull will be shortlisted for the semi-final
round. For the semi-final round, it is the same as with the elimination round but this
time, there will only be 3 schools that will continue for the final round. The final round
will now be 3 minutes per school. The school with the most number of shoots to the
dummy wins.

Method of Scoring
The 3 teams who will continue to the final round will be ranked based on the result of
their performance.

FUTSAL
Categories
Playing team: a team is consisting of 5 members, one of whom shall be a goalkeeper.
Equipment
All equipment will be provided by the council
Attire
Numbered shirts, shorts, socks and footwear with rubber soles or rubber shoes
Duration of the Game

Two equal periods of 4 minutes; clock stopped whenever ball is out of play. Time can be
prolonged only to take a penalty kick.

There will be 1 Time-outs per team per half

The Game
Start of the game
Coin toss followed by kickoff; opposing team waits outside center circle; ball deemed in
play once it has been touched; the
kicker shall not touch ball before someone else touches it; ensuing kick-offs taken after
goals scored and at start of second half.

Until the ball is kicked into play, all players other than the goalkeeper and kicker shall
remain behind an imaginary line that is in line with the ball and parallel to the goal line.

The goalkeeper shall remain in his penalty area at least 5 m away from the ball.

The kicker must aim at the goal, with the intention of scoring.

No other player may touch the ball until it has been touched by the pitch, rebounded from the
goal post or crossbar, or has left the pitch.

If the infringement took place in penalty area (and does not merit a penalty kick), the free
kick is to be taken from the 6-m-line on the
spot nearest to where the infringement occurred.

Method of Scoring
When the whole of the ball has passed over the goal line, between the goal posts and
under the crossbar (except by illegal means).

SWIMMING
Categories
Individual
Team Medley composed of 3 members
Only one representative per Local Chapter
Attire
The swimmers are expected to wear proper swimwear. For women, swimsuits and rash
guards are allowed and swimming trunks for men.
Jewelries and accessories are not allowed in the pool premises.
The Game
The swimmer with the fastest time will be declared the winner.
The swimmers and spectators are expected to follow the pool guidelines posted within
the premises.
Program of Events

Freestyle
Team Medley

Men

Women

25m and 50m

25m and 50m


3x25m

MINOR GAMES
LIMBO RACK
PLAYERS:
Individual
GAME OBJECTIVE:
Pass under the limbo stick without touching it!
GAME MECHANICS:
Two facilitators hold up a limbo stick (usually a broom handle or a garter), and the rest of
the players form a line and pass under it.
Players are not allowed to touch the limbo stick, and they cannot have any body part but
their feet touch the floor. The players must put a 5 peso coin on their forehead, and they
have to prevent it to fall.
After each player has gone under once, the limbo stick will be lowered before the players
pass through again.
The game continues this way, with the limbo stick being lowered each time.
If a player accidentally touches the limbo stick or the floor, the player's out.
The last player left doing the limbo wins.

DODGEBALL
PLAYERS:
Two (2) teams composed of 6 members each (3 girls, 3 boys), the Offensive and
Defensive Team.
GAME OBJECTIVE:
Hit the opposing team with a ball thrown from two sides.
Offensive Team
Shooters Two team members that will throw the ball at the Deflectors.
Assist Four (4) Offensive team members positioned behind the shooter to recover the ball
thrown by the other shooter. 2 Assist are positioned behind each shooter.
Defensive Team
Deflectors 6 team members of the Defensive Team positioned in the middle of the court trying
to avert getting hit by the ball thrown by the shooters.
GAME MECHANICS:
Coin toss will decide who will be the Offensive Team or Defensive Team.
Teams will be playing a 10 minute game (5 rounds; 2 minutes per round) with teams
exchanging position as Offensive and Defensive teams every 2 minutes. Total scores will
be added at the end of 4th round and the team with the highest score will be declared as
winner. In case of tie the teams will proceed to 5th round.

Offensive Team will place 1 player each on the Shooter (S) position and 2 players on
Assist (A) position behind the shooter.
Shooters are only allowed to throw the ball at Defensive players behind the line at the
base of the triangle which is the designated throw area. Assists are not allowed to throw
the ball at the deflectors.
Defensive Team will field 6 players in the playing court as Deflectors. Deflectors will try
to avoid getting hit by the Offensive Teams shooters until the 2 minute time limit expires.
Teams will be given two (2) minute time out each half of game plays.
Game time will be followed strictly. Teams not on playing court by game time will be
disqualified.
Team with the most points at the end of game time wins the game.

Scoring Points
To score the Offensive Team must hit a Defensive Player with the ball before their 2
minute time limit expires. 1 point is awarded to every player. If the Offensive team hits
all the Defensive players before the 2 minute time limit team position will exchange
immediately.
To score the Defensive Team mustavoid getting hit by the Offensive Teams shooters
until the 2 minute time limit expires. 1 point is awarded to every player that is not been
eliminated.

JUMPING ROPE
PLAYERS:
Five (5) players per team.
GAME MECHANICS:
To determine whose team will be the first to play there will be jack en poy. The winner
team will decide who will play first.
Two of the members of the team will be the turners while the three (3) will be the
jumpers.
The team with the longest time to jump in the rope will be held as winner.

PATINTERO- FEMALE/MALE
PLAYERS:
Bangon (runners) vs. Taya (taggers). Two (2) competing teams, with five (5) players per
team.
PLAY AREA:
The ground is marked off in a 5 or 6 meter rectangular divided into 6 equal spaces.
GAME OBJECTIVE:
For the runners to get through all the lines from the starting area up to the goal area,
without being tagged. The taggers stand on the line and prevent the runners from passing
through by tagging.
GAME MECHANICS:
The game is started with a jack en poy. Whoever wins the pick becomes the 1st team
to play as runners.
Teams will be playing a 10 minute game (5 rounds; 2 minutes per round) with teams
exchanging position as Offensive and Defensive teams every 2 minutes. Total scores will
be added at the end of 4th round and the team with the highest score will be declared as
winner. In case of tie the teams will proceed to 5th round.
A time limit of two (2) minutes is given to each team to earn scores. Once the limit
elapses, the two teams exchange roles/positions.
Runners must cross each line from the starting area to the goal area.
Taggers guard the areas by standing and moving along the vertical and horizontal lines.
A runner that gets tagged while attempting to cross is out of the game.
Runners are not allowed to go outside the perimeter while crossing to the next area;
otherwise they are considered out as well.
Once the 2-minute limit has elapsed, the score is recorded by counting the number of
runners who are not been eliminated multiply by the respective line scores.
Team with the highest score will be held as winner.
Scores per line:
First line

- 1 point

Second line

- 3 points

Third line

- 6 points

Fourth line

- 10 points

Goal

- 20 points

TUG OF WAR
PLAYERS:
Each group should have at least15 players (all girls) to participate in the game.
GAME MECHANICS:

There will be three rounds in each match.


The game starts after the signal of the game officials and begin to pull the rope toward
their base.
A point will be called when the marker on the rope exceeds on the mark of their
opponents base.
The group with the highest score will be pronounced as winners.

GROUP SACK RACE


PLAYERS:
Five (5) members per team
GAME MECHANICS:

Players must be able to reach in the turning point and go back to the starting line for the
next player to get inside the sack as well and join the race, until all the 5 players enter the
sack and turn around to the starting line.
The fastest team to finish the race will be the winner.

STEP NO
Players:
1 pair per team
Game Mechanics:
One member will be blindfolded and will avoid the lines drawn by the
organizers.
The member without the blindfold will guide the blindfolded member to the
finish line.
The pair with the highest score will be declared as the winner.
Scores per line:
First line

- 1 point

Second line

- 3 points

Third line

- 6 points

Fourth line

- 10 points

Goal

- 20 points

OBSTACLE COURSE
PLAYERS:
5 members per team
GAME MECHANICS:
Each member must surpass the obstacles prepared by the organizers.
The team with the fastest time to finish the course will be held as winner.
NEW BATO-BATO PICK
PLAYERS:
1 pair per team
GAME MECHANICS:
Each pair must choose who will be the catcher and shooter.
Each pair has 10 balls to spare.
The catcher will hold the pail above his/her head.
The shooter must throw the colored balls into the pail held by the catcher.
The pair with the most number of right colored balls will be declared as
victor.
B-I-N-G-O
PLAYERS:
Individual
GAME MECHANICS:
The participants will form a circle.
The organizers will instruct them to sing the game theme song.
The chosen participant willstep on the foot of the player he/she wanted to
eliminate. And he/she must wink on the other participant he/she wants.
The game goes on until only two players will remain.
The remaining two players will sing again the game theme song and the chosen
participant will step on the other players foot.
The last player standing will be held as winner.

TEN TWENTY
PLAYERS:
Two (2) players per team
GAME MECHANICS:
One pair faces each other from a distance and has the garter stretched around them in
such a way that a pair of parallel lengths of garter is between them.
The members of the other pair then begin doing a jumping "routine" over the garters
while singing a song ("ten, twenty, thirty, and so on until one hundred).
Each level begins with the garters at ankle-height and progresses to higher positions, with
the players jumping nimbly on the garters while doing their routines.
Each team will have a team leader called Mother.
Once a team member either touches the garter or fails to jump at a certain level, the
Mother can still save her team by taking her team members turn. But once the mother
dies, the other player cannot save the mother.
Failure to do so will lead to the teams elimination by making them the new game posts
and will bring the game back to the first level.
The last team that will be able to do the highest jump will be the winner.
Levels
Level 1 The garter is being held by the posts closer to the ground.
Level 2 Knee high Level 3 Around the height of their hips
Level 4 Waist high
Level 5 Chest high
Level 6 Shoulder high
Level 7 Head high
Level 8 At the tip of the head
Level 9 A few inches above the head
Level 10 Raising the arm

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