31 Aug 2017   |    Views : 580     |      |   

About The Event 

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Hey Corporates! Break the monotony of a busy workspace with OyeOlympic. Join us at this event to play smart and rebuild stronger team relations. OyeOlympic successfully collaborates the idea of making team building a combo of fun and fitness.

Get detailed information about your favourite sports and activities with the links given below. 

 
Savour & Flavour

Luscious food is one of the perfect ways to pull people together. This event gifts you the happiness to spend more time with your favourite people on breakfast and lunch.
 
Gifts, Rewards and much more..
 
OyeOlympic believes that each one of you who makes an effort to touch the finishing line is a winner. Our team would like to gift everyone supreme quality Dry-fit T-shirts for your passion for participation.
 
Your win deserves more than just appreciation. This event would love to award trophies/medals, and special gifts worth 2.5 lakh to the winners/runners up. The company with the most number of wins will be awarded as winner/runner up of OyeOlympic.
 
The fun doesn’t end here! We have much more for you. To make your day even more special there is a post event party. Winners and Runners up of different companies can connect, interact and share their thoughts over a fun and frolic evening.

Bulk Discount.
- Flat 10% discount if registration amount in more that Rs - 30,000/- from the same organization .
20% discount if registration amount in more than Rs - 60,000/- from the same organization . 
 

Games:
 
Badminton

Rules and Regulations

General Rules
1. Tournament is only for corporate players.
2. Mavies 350 feather shuttles will be used for all the matches. If shuttles from yonex can not be arranged for some reason then victor or lining feather shuttles will be provided.
3. Fixture will be created by the organizing team and once published will not be changed on individual request . To save time for everyone exact time for each match will be given and players are requested to reach the venue on time.Late arrival of players leads to automatic walkover for the opponent. 
4. Valid ID card of the company or HR letter must be produced on the day of the event.
5. Player found not to be fit in the corporate category because of various reason, can be removed from the tournament at any point of time without giving any reason.
6. Umpire/Refree decision will be final and players are requested to cooperate.
7. No current top 100 state or national ranked players are allowed.
8. Players are participating at their own risk. Any injuries or accidents occurring during the event are not responsibility of the organisers.
9. Players should strictly wear Non Marking Shoes and come in sports attire.
10.Incase if there are not sufficient entries for a particular category then it will be merged to nearest category or cancelled.  For example Mens 35+ will be merged to mens open, mens 35+ doubles will be merged to mens doubles etc.
 
Format
1. All the matches in individual categories will be of knock out format.
2. Players from different companies can't form doubles team.
3. Team event consist of 2 Singles and 1 doubles. Minimum 2 and maximum 4 members required to form a team. All the team members should be from the same company. Team event will league come knock out format. All the matches in team event will be of 30 points without extension  including final. One player can not play in more than two categories during team event,Players participating in team event can participate in individual categories also in the same registration fee. They can nominate players/team for Men's singles, Men's Doubles, Mixed doubles events.
 
Scoring
1. All the qualifying rounds in individual categories will be 1 game of 30 points without extension. Finals of each category will be played with best of 3 games, each of 21 points.


Tennis

Rules and Regulations
1. Event is only for corporate players.
2. Event will be played on hard court surface in SAT Sports Narayanapura, Bengaluru.
3. Valid ID card of the company or HR letter must be produced on the day of the event.
4. All the matches will be of knock out format.
5. Qualifying rounds for all the categories will be played in best of 9 games format with no-ad scoring till quarterfinals. Semifinals and Finals will be played in best of 11 games format with no-ad scoring. In no-ad scoring, a competitor only has to win game by one point after deuce.
6. Umpire/Refree decision will be final and players are requested to cooperate.
7. No current top 100 state or national ranked players are allowed.
8. Professional coaches, students are not allowed.
9. Players are participating at their own risk. Any injuries or accidents occurring during the event are not responsibility of the organisers.
10. All the registration will be done online and no on the spot registrations.
11. Players should strictly wear Tennis Shoes and come in sports attire.
12. Organizers reserves the right to reject entry without assigning any reason.
13. The Tournament Referee may at his discretion,postpone a match on account of bad weather/court condition etc.In Case of postponement ,the score and previous occupancy of court shall hold good .
14. Incase if there are not sufficient entries for a particular category then it will be merged to nearest category or cancelled. For example Mens 35+ will be merged to mens open.


Table Tennis

Rules and Regulations
1. Tournament is only for corporate players.
2. Players from different companies are not allowed to form doubles Team.
3. 31th Oct is the last date of the registration. 
4. Fixture will be created by the organizing team and once published will not be changed on individual request. Fixture will be based on the seeding given by the organizing team. To save time for everyone exact time for each match will be given and players are requested to reach the venue on time.Late arrival of players leads to automatic walkover for the opponent. 
5. Team event , each team must have 2 singles teams and 1 doubles team. Minimum 3 and maximum 4 players are required to form the team. All the players for the team event must be from the same company. Team event matches will be league cum knockout format. Each team vs team match will have 2 singles, 2 reverse singles and 1 doubles match.
6. Team Can nominate 2 - singles and 1 - doubles for individual categories from the same registration fee.
7. Winners and runner up of each category will get Trophies/medals.
8. Valid ID card of the company or HR letter must be produced on the day of the event.
9. Individual event will be knock out format.
10. All the matches will be played with best of 5 games of each 11 points.
11. Umpire/Refree decision will be final and players are requested to cooperate.
12. No current top 50 state or national ranked players are allowed.
13. Organizers reserves the right to cancel or approve any registration.Player found not to be fit in the corporate category because of various reason, can be removed from the tournament at any point of time without giving any reason.
14. Players need to carry their Table Tennis bats. TT balls will be provided by OyePlay for each match. White colour Stag 3 star balls will be used for the tournament.
15. Strictly All the registration will be done online and no on the spot registrations.
16. Lunch will be provided by the organizers to all the participants.

Chess

Rules and Regulations

General Rules:
1. Latest FIDE rules will be in force in tournament.
2. The number of rounds will be announced in players meeting.
3. Players are participating at their own risk. Any injuries or accidents occurring during the event are not responsibility of the organisers.
4. All the players should be present 15 minutes before the start of the play and report to the scorer’s table.
5. If a time is more than 15 minutes late for a particular match then a walkover will be given to the opponent.
6. Mobile phone should be switched-off mode in playing hall.
 
Format:
1. Rapid chess in Swiss format.
2. Time Control : 25 mins + 5 sec increment per payer
3. Appeals Committee: Five members appeals committee shall be formed. No member of the committee can vote on dispute in which a player from his own team is involved and in such case (s), reserve member will take his place in the committee.
4. Protest: if any, against the decision of the chief arbiter, shall be made in writing with protest fee of Rs.100/- within 30 minutes of the occurrence of incident.


Carrom

Rules and Regulations

General Rules:

1. This tournament is for corporate only.
2. Players will have to report to the referee 10 minutes before the scheduled time. In case player does not report for his match to the referee on the stipulated time, walk over will be awarded against the player.
3. Players are participating at their own risk. Any injuries or accidents occurring during the event are not responsibility of the organisers.
4. Trial board will not be allowed.
5. The Tournament Referee may at his discretion,postpone a match on account of bad weather/court /board condition etc.In Case of postponement ,the score and previous occupancy of board shall hold good.
6. In case if there are not sufficient entries for a particular category then it will be merged to nearest category or cancelled. For example Women's Singles will be merged to Men's Singles. 

Format:
1. In individual categories all the matches will be of knock out format.
2. Team event will be a league come knock out format. It consist of 2 Singles, 1 doubles team. Minimum 2 and maximum 4 members required to form a team. Team can nominate 2- Singles and 1 - Doubles for individual category also in same registration fee. 

Scoring:
1. Each match will be played best of 8 boards. Result of each match will be decided on the basis of a maximum of 25 points or 30 minutes whichever is earlier from first round till final. In case of equal points at the end of 30 minutes one more board will be played for the decider. By toss it will be decided who has to break the decider board.
2. In case game could not be completed within 30 minutes, the game will be decided on the basis of queen/cm pocketed by players/available on the carrom board.
3. Time limit for making a stroke by a player and for placing the due (s) / penalty (ies) will be 10 seconds only.
4. On question of fact, interpretation of laws of carrom, or Regulation, the decision of the referee will be final and binding.


Squash

Rules and Regulations
1. Tournament in only for the corporate players.
2. Players from different companies can form doubles Team.
3. Individual event will be knock out format.
4. Team Event consist of 2- Singles, 1- Doubles.Minimum 3 and maximum 4 members required to form a team. All the team members should be from the same company. Team event will league cum knock out format. You can nominate your team members into 2- Singles and 1- Doubles category in same team event registration fee.
5. Valid ID card of the company or HR letter must be produced on the day of the event.
6. All the matches will be played with best of 3 games of each 11 points.
7. Umpire/Refree decision will be final and players are requested to cooperate.
8. Organizers reserves the right to cancel or approve any registration.Player found not to be fit in the corporate category because of various reason, can be removed from the tournament at any point of time without giving any reason.
9. The match would be played with double yellow dot ball .
10. All squash players should wear protective eyewear all times during play, including the warmup. 


BOX CRICKET

Rules and Regulations
General Rules:
1.All the matches will happen in indoor cricket ground; 30m long and 12m wide. The height of the facility is 4m to 4.5m. All lines are 55mm wide.
2.The dimensions of a synthetic cricket pitch is 22m long and 2.4m to 2.8m wide. A bowling crease, popping crease and two return creases are marked in white at each end of the pitch.
3.A wicket line is marked in line with the stumps at each end, and is 1.83m wide at the batting end and 2.47m at the bowling end, with the stumps in the centre and the middle stumps 20m apart.
4.There will be limited no of registrations in the tournament.
5.All the matches will be of knock out format.
6.All pre semi final matches will be played 6 over a side. Semi finals and final of the tournament will be 8 over a side.
7.Each team will have maximum 8 players (6 playing and 2 extras). Each match of the tournament will be played with 6 a side team. Team members once declared can’t be changed.
8.Players need to wear sportswear of their choice and each team can pick their own dress themes.
9.The matches would be played with vicky tennis ball.
Product: Cricket Tennis Ball
Series: Cricket
Colour: Fluorescent Yellow
Diameter: 65MM
Weight: 82GM
Material: Rubber
Ball Image: https://goo.gl/duRYpw
10. Players from different companies are not allowed to form a team.

Bowling Rules :
1.Pre semi final matches will be played 6 over a side with a maximum of 2 over to be bowled by a single bowler.
2.Semi-finals and final matches will be played 8 overs a side where 2 bowlers can bowl maximum 2 overs.

Batting Rules:
1.No L.B.W.
2.Byes are allowed.
3.Overthrows are applicable.
4.If a bowler crosses the popping crease, the batting team is awarded a run and the next ball is liable for a free hit. Only run-outs are applicable for free hits.

Out rules
1) Only Direct Catch will be considered as out
2) Ball going outside the Box directly without interference by opponent team will be considered as OUT.
3) Hit wicket will be considered as out.
4) Stumping and run out will also be considered as out.

Other rules
1) In case of Tie, Super Over will be played.
2) The Non Striker has to stand completely inside the STUMP BOX.
3) Profanity/Consuption of alcohol/ drunken team members are strictly not allowed on the field.
4) Umpire decision will be final and no arguments will be entertained with the Umpire
5) Umpire in any of the above situation may call off the play considering win to the opponents team.

Team Rules:
1.Each team should constitute only 8members (6+ 2 substitute).
2.All the teams should be present 10 minutes before the start of the play and report to the scorer’s table.
3.If a team is more than 10minutes late for a particular match then a walkover will be given to the opponent.
4.The umpire’s decision would be final for the all technical issues.
5.If there are any disagreements on-court then only the captains are allowed to discuss matters with the umpires.

Time Rules:
1.18 minutes will be given to the bowling team to complete their quota of 6 overs in pre semifinal matches.
2.Semi-finals/Finals: 25 minutes will be given to the bowling team to complete their quota of 8 overs.
3.Innings break for all the matches would be 2 minutes. For the semi- final / final the innings break would be for 5 minutes.

Super Over Rules:
1.A Super Over also known as a one-over eliminator, will be used when two teams finish with the same score in a match.
2.At the end of a tied match and before the Super Over, each team will nominate three batsmen and a bowler. The team that scores the most runs in its Super Over is the winner of the match.
3.The team batting second in the match will bat first in the one-over eliminator.
4.If the teams have the same score after the completion of a Super Over then the team which hit the most number of sixes combined from its two innings in both the main match and the super over will be the winner.
5.If the number of sixes hit by both the teams is equal then the team whose batsmen scores the most number of fours in its two innings (main innings + super over) will be the match winner. In rare cases, if the boundaries are also equal then the team which has lost lesser number of wickets will be the match winner.

Scoring Rules:
Scorers are from the organizing team. The substitute team members will accompany them.
Scoring in Boxcricket is split into 2 areas: physical runs and bonus runs. Physical runs are scored by both batsmen completing a run from one crease to the other. Bonus runs are scored when the ball hits a net. Bonus scores for particular parts of the nets follow:
Zone A (front net - behind the keeper): 0 bonus runs
Zone B (side nets between the striker's end and halfway down the pitch): 1 run
Zone C (side nets between halfway and the bowlers end): 2 runs
Zone D (back net - behind the bowler): 4 or 6 runs depending on the manner in which the ball hit the back net.
On the bounce: 4 runs
On the full: 6 runs
For bonus runs to be scored, at least one physical run must be scored. The bonus runs are then added to the physical runs.

FOOTBALL

Rules and Regulations
1. Tournament is exclusively for corporarte players.Players from different company can't make a team.
2. Valid ID card of the company or HR letter must be produced on the day of the event.
3. Professional coaches, students are not allowed.
4. The last date of registration is 31 oct.-2017..
5. There will be a maximum of 11 players per team on the field at any one time.
6. Each team may field six outfield players and a goalkeeper on the ground at any one time.
7. You can have a larger squad (Up to 15 players registered online) and rotate players each match.
8. Each match will consist of two equal halves. The length of each half will be 20 minutes.
9. The referee shall add on to each period estimated lost time for replacements, injured players taken off the field, or elapsed time for other reasons.
10. There will be a resting period of 5 minutes at half time.
11. All the matches will be of knock out format.
12. The Referees decision on all on-field matters is final and no discussions will be entered into either on or off the field with him about any decision.
14. Players are participating at their own risk. Any injuries or accidents occurring during the event are not responsibility of the organisers.
15. All the registration will be done online and no on the spot registrations.
16. Organizers reserves the right to reject entry without assigning any reason.
17. The Tournament Referee may at his discretion,postpone a match on account of bad weather/court condition etc.In Case of postponement , the score and previous occupancy of field shall hold good.
 
CRICKET

Rules and Regulations
General Rules:
1.All the matches will happen in full size ground of 50*50 yards (30 yards inner circle)
2.There will be limited no of registrations in the tournament.
3.All the matches will be of knock out format.
4.All pre semi final matches will be played 10 over a side. Semi finals and final of the tournament will be 12 over a side.
5.Each team will have maximum 15 players (11 playing and 4 substitute). Each match of the tournament will be played with 11 a side team. Team members once declared can’t be changed.
6.Players need to wear sportswear of their choice and each team can pick their own dress themes.
7.The matches would be played with Hard vicky tennis ball.Vicky Supreme heavy Cricket Tennis Ball - Yellow
Product: Cricket Tennis Ball
Series: Supreme
Colour: Fluorescent Yellow
Diameter: 66 MM
Weight: 125 GM
Sports Type: Beginners
Water Resist: No
Material:  Rubber
Ball Image: https://goo.gl/duRYpw
8. Players from different companies are not allowed to form a team.
 
Registration Process:
1. Strictly All the registration will be done online and no on the spot registrations.
2. 31th Oct is the last date of the registration.
 
Awards and Prizes:
1.Trophy will be given to the winner and runners-up team.
2.Gold and Silver medals for all the team members of winners and runner up team
3. T-shirts for man of the match for all the matches.
4.T-shirts for all the members of winner and runner up teams.
 
Bowling Rules and Powerplay:
1.Pre semi final matches will be played 10 over a side with a maximum of 2 over to be bowled by a single bowler.
2.Semi-finals and final matches will be played 12 overs a side where 3 bowlers can bowl maximum 2 overs and 2 bowlers can bowl maximum 3 overs.
3.Power play
a.For pre Semifinal, 2 overs are assigned as power play
b.The 1st over is the bowling power play.
c.The batting side can choose the 2ndpower play over as any over between the overs 7-8
d.For semi finals and final, 3 overs are assigned as power play
e.The first 2 overs are the bowling power play
f.The batting side can choose their power play over as any over between overs 8-10.
4.All no balls to be awarded a free hit.
5.For every wide ball, there would be a re-ball and runs will be granted to the batting team.
6.For all the dead-balls, only a re-ball will be granted.
7.The size of ground will be marked 50 yards straight and 50 yards off and leg side.
8.If there are any complaints against a bowler’s bowling action/chucking, the batsman facing the bowler in question has to report the incident to the umpire. If found guilty then the umpire will not allow the bowler to bowl further in that game.
 
Batting Rules:
1.No L.B.W.
2.Byes are allowed.
3.Overthrows are applicable.
4.A help runner will not be provided when the player is tired (except for injuries/exceptional cases). The fielding captain will have to agree for such an exception and the umpire’s decision will be final.
5.If a bowler crosses the popping crease, the batting team is awarded a run and the next ball is liable for a free hit. Only run-outs are applicable for free hits.The bowling team cannot change the field settings if the same batsman is on strike.
 
Fielding Restrictions:
1.At any point of time, no more than 5 fielders can be set on the boundary, which means that other than the wicket-keeper and the bowler at least 4 more fielders have to be inside the inner circle.
2.During the powerplay, only 2 fielders can be outside the inner circle which means that 7 fielders must be inside the circle excluding the wicket-keeper and the bowler.
3.If the bowler is bowling from around the wicket then a maximum of 5 fielders (including bowler) can be placed on the leg side.
 
Team Rules:
1.Each team should constitute only 15 members (11 + 4 substitute).
2.A match will start if at least 8 players are available from a particular team.
3.All the teams should be present 15 minutes before the start of the play and report to the scorer’s table.
4.If a team is more than 15 minutes late for a particular match then a walkover will be given to the opponent.
5.The umpire’s decision would be final for the all technical issues.
6.If there are any disagreements on-ground then only the captains are allowed to discuss matters with the umpires
 
Time Rules:
1.40 minutes will be given to the bowling team to complete their quota of 10 overs in pre semifinal matches.
2.Semi-finals/Finals: 50 minutes will be given to the bowling team to complete their quota of 12 overs.
3.Innings break for all the matches would be 5 minutes. For final the innings break would be for 10 minutes.
 
Super Over Rules:
1.A Super Over also known as a one-over eliminator, will be used when two teams finish with the same score in a match.
2.At the end of a tied match and before the Super Over, each team will nominate three batsmen and a bowler. The team that scores the most runs in its Super Over is the winner of the match.
3.The team batting second in the match will bat first in the one-over eliminator.
4.If the teams have the same score after the completion of a Super Over then the team which hit the most number of sixes combined from its two innings in both the main match and the super over will be the winner.
5.If the number of sixes hit by both the teams is equal then the team whose batsmen scores the most number of fours in its two innings (main innings + super over) will be the match winner. In rare cases, if the boundaries are also equal then the team which has lost lesser number of wickets will be the match winner.
6.In case if thetwo teams(both teams) reporting to a match have less than 8 members, then a Super Over on similar lines above will be applicable.
7.If one team has less than 8 players then the other team will be declared as the winner.
8.The substitute from each team will accompany the scorer (from the organizing team).
 
Scoring Rules:
Scorers are from the organizing team. The substitute team members will accompany them.


VOLLEYBALL

General Rules:
1. There will be limited no of registrations in the tournament.
2.All the matches will be of knock out format.
3.Each team will have maximum 10 players (6 playing and 4 substitutes). Team members once declared can’t be changed.
4.6 players on the floor at any one time - 3 in the front row and 3 in the back row.
5.Maximum of 3 hits per side.
6.Players need to wear sportswear of their choice and each team can pick their own dress themes.

THE SERVE:
( A ) Server must serve from behind the restraining line ( end line ) until after contact. 
( B ) Ball may be served underhand or overhand. 
( C ) Ball must be clearly visible to opponents before serve. 
( D ) Served ball may graze the net and drop to the other side for point. 
( E ) First game serve is determined by a volley, each subsequent game shall be served by the previous game loser. 
( F ) Serve must be returned by a bump only. no setting or attacking a serve.

ROTATION
( A ) Team will rotate each time they win the serve. 
( B ) Players shall rotate in a clockwise manner. 

PLAYING THE GAME ( VOLLEY )
( A ) Maximum of three hits per side.
( B ) Player may not hit the ball twice in succession ( A block is not considered a hit ). 
( C ) Ball may be played off the net during a volley and on serve. 
( D ) A ball touching a boundary line is good. 
( E ) A legal hit is contact with the ball by a player body above and including the waist which does not allow the ball to visibly come to a rest. 
( F ) If two or more players contact the ball simultaneously, it is considered one play and the players involved may not participate in the next play. 
( G ) A player must not block or attack a serve. 
( H ) Switching positions will be allowed only between front line players. ( After the serve only ).
7. Players from different companies are not allowed to form a team.
8.It is illegal to catch, hold or throw the ball.
9.A player cannot block or attack a serve from on or inside the 10-foot line.

Registration Process
1. Strictly All the registration will be done online and no on the spot registrations.
2. 31th Oct is the last date of the registration.

Scoring Rules:
Scorers are from the organizing team. The substitute team members will accompany them.
A. Rally scoring will be used. 
B. There will be a point scored on every score of the ball. 
C. Offense will score on a defense miss or out of bounds hit. 
D. Defense will score on an offensive miss, out of bounds hit, or serve into the net.
E.Matches are made up of sets; 3-set matches are 2 sets to 25 points and a third set to 15. Each set must be won by two points. The winner is the first team to win 2 sets.

SNOOKER

Rules and Regulations
General Rules:
1. There will be limited no of registrations in the tournament.
2. All the matches will be of knock out format.
3. All the players should be present 15 minutes before the start of the play and report to the scorer’s table.
4. If a time is more than 15 minutes late for a particular match then a walkover will be given to the opponent.

Game Rules and Regulation:
1.Each match is a Best of 3 Frames.
2.Toss to decide the order of play.
3.Timing of the game in 30 minutes of 3 frames. In case game could not be completed within 30 minutes, the game will be decided on the basis of points.The striker will get
4.A legally potted ball entitles the striker to continue at the table until he fails to legally pot a ball.
5.On all shots, the striker must comply with the appropriate requirements of Rules of Play. It is not necessary to cause the cue ball or an object ball to contact a cushion or drop in a pocket after the cue ball has contacted a legal object ball (ball on). Failure to contact a legal object ball first is a foul.
6.As long as reds are on the table, the incoming striker (player taking his first stroke of an inning) always has a red as his legal object ball (ball on).
7.Any red balls potted on a legal shot are legally potted balls; the striker need not call any particular red ball(s), pocket(s) or details of how the pot will be played.
8.When the striker has a red ball as his "ball on" (legal object ball), he must cause the cue ball's first contact to be with a red ball. Failure to do so is a foul (See Penalties For Fouls)
9.After the striker has scored a red ball initially, his next legal object is a color, and as long as reds remain on the table he must alternate his play between reds and colors (though within each group he may play a ball of his choice). When reds remain on the table and a color is his object, the striker must (a) designate prior to stroking which color ball is his object (that specific color is then his "ball on"), and (b) cause the cue ball's first contact with a ball to be with that colored ball. If the striker fails to meet these requirements, it is a foul (See Penalties For Fouls).
10.If the striker's ball on is a red, and he pots a color, it is a foul.
11.If the striker's ball on is a color, and he pots any other ball, it is a foul.
12.Jump shots are illegal in International Snooker. It is a foul if the striker intentionally causes the cue ball to jump (rise from the bed of the table) by any means, if the jump is an effort to clear an obstructing ball.
13.While reds remain on the table, each potted color is spotted prior to the next stroke (see Spotting Balls below for spotting rules). After a color has been spotted, if the striker plays while that ball is incorrectly spotted (and opponent or referee calls it before two such plays have been taken), the shot taken is a foul. If the striker plays two strokes after such error without its being announced by opponent or referee, he is free of penalty and continues playing and scoring normally as though the spotting error simply had not occurred. The striker is responsible for ensuring that all balls are correctly spotted before striking. If the striker plays while a ball(s) that should be on the table is not a foul may be awarded whenever the foul is discovered during the striker's inning. Any scoring prior to the discovery of the foul will count.
14.When no reds remain on the table, striker's balls on become the colors, in ascending numerical order (2,3,4,5,6,7). These legally potted colors are not spotted after each is potted; they remain off the table. (The black (7) ball is an exception in the case of a tie score; see Scoring.)

SCORING:
Points are scored in two ways: players are awarded points for fouls by the opponent (see Penalties For Fouls below), and by legally potting reds or colors. Each legally potted red ball has a point value of one; each legally potted color ball has a point value as indicated (Balls Used above). A frame ends when all balls have been potted, following the Rules of Play; if, however, only the black (7) ball is left on the table, the frame ends with the first score or foul. If the players' scores are equal after that scoring, the black is spotted on its original position and the layers lag or draw lots for the choice of playing at, or assigning opponent to play at, the black ball with the cue ball in hand within the Half Circle, first score or foul then ends the frame.

Opening Break:
Players lag or draw lots for choice of break in the opening frame. In a match format the players alternate the break in subsequent frames. Starting player has cue ball in hand within the Half Circle. He must cause the cue ball to contact a red ball. It is not necessary to send a ball to a rail or into a pocket. Failure to meet this requirement is a foul (see Penalties For Fouls) A foul is scored and--with all fouls--the incoming player has a choice of (1) accepting the table and becoming the striker, or (2) requiring the offender to break again.
Object Balls Jumped off the Table: Reds jumped off the table are not spotted and the striker has committed a foul. Colors jumped off the table are spotted and the striker has committed a foul. (See Penalties For Fouls)

Spotting Balls:
Reds are never spotted. Colors to be spotted are placed as at the start of the game. If a color's spot is occupied (to mean that to spot it would make it touch a ball), it is placed on the spot of the highest value color that is unoccupied. If all spots are occupied, the color is spotted as close as possible to its original spot on a straight line between its spot and the nearest point on the top (foot) cushion.
Cue Ball after Jumping off the Table: Incoming player has cue ball in hand within the Half Circle. When cue ball is in hand within the Half Circle (except the opening break), there is no restriction (based on position of reds or colors) as to what balls may be played; striker may play at any ball on regardless of where it is on the table.

Touching a Ball:
While balls are in play it is a foul if the striker touches any object ball or if the striker touches the cue ball with anything other than the tip during a legal stroke.

Snookered:
The cue ball is snookered when a direct stroke in a straight line to any part of every ball on is obstructed by a ball or balls not on. If there is any one ball that is not so obstructed, the cue ball is not snookered. If in-hand within the Half Circle, the cue ball is snookered only if obstructed from all positions on or within the Half Circle. If the cue ball is obstructed by more than one ball, the one nearest to the cue ball is the effective snookering ball.

Angled:
The cue ball is angled when a direct stroke in a straight line to any part of every ball on is obstructed by a corner of the cushion. If there is any one ball on that is not so obstructed, the cue ball is not angled. If angled after a foul the referee or player will state "Angled Ball", and the striker has the choice to either (1) play from that position or (2) play from in hand within the Half Circle.

Occupied:
A spot is said to be occupied if a ball cannot be placed on it without its touching another ball.

Touching Ball:
If the cue ball is touching another ball which is, or can be, on, the referee or player shall state "Touching Ball." Thereafter the striker must play away from it or it is a push stroke (foul). No penalty is incurred for thus playing away if (1) the ball is not on; the ball is on and the striker nominates such ball; or (3) the ball is on and the striker nominates, and first hits, another ball. [If the referee considers that a touching ball has moved through an agency other than the player, it is not a foul.]

Push Stroke:
A push stroke is a foul and is made when the tip of the cue remains in contact with the cue ball (1) when the cue ball makes contact with the object ball, or (2) after the cue ball has commenced its forward motion. Provided that where the cue ball and an object ball are almost touching, it shall be deemed a legal stroke if the cue ball hits the finest possible edge of the object ball.

Miss: The striker shall to the best of his ability endeavor to hit the ball on. If the referee considers the rule infringed he shall call foul and a "miss." The incoming player (1) may play the ball(s) as they lie, or (2) may request that the ball(s) be returned to the original position and have the offending player play the stroke again. Note: if the ball on cannot possibly be hit, the striker is judged to be attempting to hit the ball on.

Free Ball: After a foul, if the cue ball is snookered, the referee or player shall state "Free Ball." If the non-offending player takes the next stroke he may nominate any ball as on. For this stroke, such ball shall be regarded as, and acquire the value of, the ball on. It is a foul should the cue ball fail to first hit, or - except when only the pink and black remain on the table - be snookered by, the free ball. If the "free ball" is potted, is is spotted, and the value of the ball on is scored. If the ball on is potted it is scored. If both the "free ball" and the ball on are potted, only the value of the ball on is scored.

Fouls:
If a foul is committed:
1. the player who committed the foul incurs the penalty prescribed (which is added to the opponent's score), and has to play again if requested by the next player. Once such a request has been made it cannot be withdrawn.
2. should more than one foul be committed in the same stroke the highest value penalty shall be incurred.
3. any ball improperly spotted shall remain where positioned, except that if off the table it shall be correctly spotted.

Penalties for Fouls:
The following are fouls and incur a penalty of four points or the higher one prescribed:
1. value of the ball on -
by striking:
a) when the balls are still moving from the previous shot.
b) the cue ball more than once (double hit).
c) without at least one foot on the floor.
d) out of turn.
e) improperly from in hand within the Half Circle.
by causing:
f) the cue ball to miss all object balls.
g) the cue ball to enter a pocket.
h) a snooker with free ball.
i) a jump shot.
2. value of the ball on or ball concerned -
by causing:
a) a ball not on to enter a pocket.
b) the cue ball to first hit a ball not on.
c) a push stroke.
d) by striking with a ball not correctly spotted.
e) by touching a ball with other than the tip of the cue.
f) by forcing a ball off the table.
3. value of the ball on or higher value of the two balls by causing the cue ball to hit simultaneously two balls other than two reds or a "free ball" and the ball on.
4. penalty of seven points is incurred if -
the striker
a) after potting a red commits a foul before nominating a color.
b) uses a ball off the table for any purpose.
c) plays at reds in successive strokes.
d) uses as the cue ball any ball other than the white one.Rules and Regulations

KABADDI

General Rules:
1. There will be limited no of registrations in the tournament.
2.All the matches will be of knock out format.
3.Each team will have maximum 10 players (7 playing and 3 substitutes). Team members once declared can’t be changed.
4.The team wins the toss will have the choice to elect either raid or the side of the half,the team which looses the toss will have the remaining choice
5. If any part of the player’s body touches outside the court i.e outside any end line, the player will be deemed out
6. During struggle a player shall be declared out only if his entire body is out of the court. He can’t be deemed out if his body is in contact with the court, including the lobby area.
7. The player can also be declared out if he goes out of the end line during the course of play. Besides, if one or more defenders who have gone out of bounds hold the raider, the raider shall be declared NOT OUT.
8. A raider shall continue to chant “KABADDI” as the approved cant. He can be declared out in case he is not keeping the proper approved cant. Also the opponent can get one point and the chance to raid in such a scenario.
9. A raider must start his cant before he touches the opponent’s side of the half court. If he starts the cant late, he shall be declared out by the Umpire or Referee and the opponent will be awarded one point and the chance to raid.
10. At one time only one raider can enter the opponent’s court. In case more than one raider enters the opponent’s court at a time, the Umpire or Referee shall order all to return to their courts and the opponent gets not only a technical point but also a chance to raid.
11. After a raider has reached his court, the opponents shall send their raider within 5 seconds. In case the raider fails to start his raid within 5 seconds the opponent team is awarded a technical point and the team loses its chance to raid.
12. When a struggle takes place in a raid, on completion of such raid, the above rule will not be applicable. The referee has to whistle for the next raid to start after the out players have been seated in the out box.
13. The defenders are barred from trying to stifle the Kabaddi cant of the raider by shutting his mouth or using any other sort of unfair means. The Umpire can declare the raider NOT OUT in such a scenario.
14. During the course of raid none of the defenders shall touch the raider’s court until completion of the raid. In case one or more defender touches the raiders’ court before completion of the raid they will be declared out and the opponent team will be given that many points.
15. 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 an ALL-OUT and two extra points for ALL-OUT are awarded in addition to the points scored by the team putting out all the players of the opponent.
16. The team can get a point if the raider from the opposing side is warned or in any way instructed by one from his own side during a raid.
17. The defenders can only try to stop the raider by holding the limb or the trunk of the raider’s body. A defender who holds any part of the defender’s body apart from these parts deliberately is entitled to be declared Out by the referee. Besides, the raider shall be declared Not Out.
18. A raid is treated as an empty raid if the raider fails to score or lose any point during the raid. In the case of three back to back such empty raids, the raider who completes the third empty raid will be declared out and the opponent team shall be awarded a point along with one of their player being revived.
19. The team earns a point for every opponent out or put out. The side, which scores an ALL-OUT, shall score two extra points. Each team shall score one point for every bonus point awarded.
20. If the raider is caught when there are only 3 defenders or less, the defending team gets an additional bonus point. The total points awarded in such an instance are 2.

Duration:
40 mins divided in two halves of 20 mins each with a break of 5 mins in between two halves. 
System of scoring
a. Each team shall score one point for every opponent out or put out. The side, which scores an ALL-OUT, shall score two extra points. The out and revival rule will be applicable.
b. Each team shall score one point for every bonus point awarded.
c. If the raider is caught when there are only 3 defenders or less, the defending team gets an additional bonus point. The total points awarded in such an instance are 2.

Time Out:
a. Each Team shall be allowed to take One “Time Out” of 90 Seconds each per match. Such time out shall be called for by the Captain, Coach or any playing member of the team with the permission of referee. During the time out, the Match clock will be paused and will restart on the commencement of the next raid which has to start on the blow of the whistle by the referee / umpire.
b. During time out the teams shall not leave the ground. In case of any violation a technical point shall be awarded to the opponent team.
c. 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. Match clock will be paused and will restart on the commencement of the next raid which has to start on the blow of the whistle by the referee / Umpire.

Bonus Point:
a. One point shall be awarded to the raider when he crosses the bonus line. If the raider after crossing the bonus line is caught, the opponent team will also be awarded one point.
b. The Bonus line will be applicable when there are minimum 6 defenders on the court; the Referee/Umpire shall award the bonus point after completion of such raid by showing thumb upwards towards the side which scores.
c. If the raider while crossing the bonus line is caught then a point will be awarded to the defending team & No Bonus point shall be given.
d. If the raider after crossing the bonus line puts out one or more defenders, he will get the number of points scored in addition to the bonus point for crossing the bonus line.
e. The raider has to cross the bonus line to score the bonus point before touching the defenders or before he is caught by the defenders. The raider will not be awarded bonus point if he crosses the bonus line after a touch or struggle.
f. There shall be no revival of player for bonus point.
g. If player/players are suspended temporarily or disqualified from the match, then the team will play with less number of players. Such players will be counted to award Bonus point. 


KHO - KHO

Rules and Regulations
General Rules:
1. There will be limited no of registrations in the tournament.
2.All the matches will be of knock out format. 
3.Duration (a) Each team consists of 12 players, but only 9 players take the field.   (b) An innings will consist of chasing and running turns which will
be of 9 minutes duration. Each match will consist of two innings.   (c) An interval of 5 minutes is allowed after an inning turn. 
4. The side of the chasers scores one point for putting out each runner.
5. The captain of the toss winning team will have the choice of chasing or running
6. At the commencement of the game the eight chasers (players sitting in the squares) will sit in the squares facing opposite directions. No adjacent chasers should face in the same direction. The 9th chaser will stand at either of the posts.
7. The runners and chasers will fix their entry serially with the scorer.
8. With the commencement of the game three runners are to get inside the court. As soon as a runner is put out the next three runners must enter the field before or after one "kho" is given. If a runner fails to enter the field, he is given out. 

A runner goes out by the following means:
(a) If touched by a chaser.
(b) Fails to enter the field when a runner is given out.
(c) If he touches the seated chasers twice or after receiving a warning for similar infringement. 

Rules for the chasers:
(a) ""Kho"" is to be given from behind a sitting chaser and loudly. 
(b) The seated chaser shall not get up without getting ""kho"". 
(c) An active chaser shall not recede to give ""kho"". 
(d) An active chaser shall sit down immediately after giving ""kho"". 
(e) After getting ""kho"" the sitting chaser becomes active and follows the direction he is facing.
(f) An active chaser is not to cross the centre line.
(g) He is to take the direction that he has initially taken to the M or N posts.
(h) When an active chaser leaves a post, he shall go in the direction of other post remainingon the side of the centre line which he was facing before leaving the post.
(i) Chasers are not to obstruct runners while being seated.
(j) The face (shoulder line) of an active chaser must be in a direction he has taken. He shallnot turn his face. He is only allowed to turn his face parallel to the centre line.
(k) If a foul is committed by an active chaser he will be directed to go in the oppositedirection of his chaser as indicated by the umpire and if a runner is put out by this act he willnot be given out.
(I) When an active chaser lets go his hold of the post or goes beyond the rectangles he isknown as leaving the post. Scoring in Kho KhoThe side of the chasers scores 1 point for putting out each runner. The team that takes theshortest time to tag/tap all the opponents in the field, wins.


LAGORI

Rules and Regulations
General Rules:
1. There will be limited no of registrations in the tournament.
2. All the matches will be of knock out format.
3. Fixture will be created by the organizing team and once published will not be changed on individual request.To save time for everyone exact time for each match will be given and players are requested to reach the venue on time.Late arrival of players leads to automatic walkover for the opponent.
4. Umpire/Refree decision will be final and players are requested to cooperate.
5. Individual event will be knock out format.
6. Organizers reserves the right to cancel or approve any registration.Player found not to be fit in the corporate category because of various reason, can be removed from the tournament at any point of time without giving any reason.
 
Games Rules:
1. The defending team player can only pivot with the ball and not move around. The maximum time he/she is permitted to have the ball in his hands is about 50 seconds. He has to pass the ball to other members of his team who will attempt the same – to make a player that they are marking ‘out’ by hitting their leg with a ball below the knee. People with the ball, however can dodge.
2. The stones have to fall within the circle only. If they fall outside the circle, then its again 1 point for the defending team plus they get to throw the ball now.
3. If any defending team player catches the ball after it has touched the pile of stones and before it has bounced, then they get 1 point and the teams interchange places.
4. The player of the attacking team can shield himself from the ball, by hitting it away from the main area, so that time is wasted when the opposing team player fetches it from far away. However, the palm should not be used and only a closed fist can be used to push the ball away. Each team will have 8 member.
5. A coin is tossed to select which team takes the attacking role first Seven stones should be on top of each other as a pile within a circle and the defending team takes positions. The position for the fielding team will be wicket keeper who will be behind the stones and other around the stones randomly as fielders stand in cricket. All the players of the attacking team take position behind a crease line in an appropriate distance away from the pile of stones.
6. The attacking team gets three chances to hit the pile of stones with the ball (Underarm or Over arm) to knock the pile of stones.
7. The attacking team has to hit the pile within three hit if they fail, then the defending and attacking team interchange places and continue to play, with one point for the formerly defending team in view of the worst aiming skills of the formerly attacking team.
8. As soon as the ball knocks the pile of stones, the defenders catch hold of the ball and try to get the opposing players ‘out’ by hitting them with the ball in their leg below the knees.
9. The aim of the attacking team is to rearrange the pile of stones and trace the circle three times with their fingers before the other team can make all the players out. If they succeed in doing that, their team gets 1 point and they get the chance to throw the ball again. However, if all the players are out, then the defending team now hit the stone and they gain one point. 


THROWBALL
 
Rules and Regulations
General Rules:
1. There will be limited no of registrations in the tournament.
2. All the matches will be of knock out format.
3. Fixture will be created by the organizing team and once published will not be changed on individual request.To save time for everyone exact time for each match will be given and players are requested to reach the venue on time.Late arrival of players leads to automatic walkover for the opponent.
4. Umpire/Refree decision will be final and players are requested to cooperate.
5. Individual event will be knock out format.
6. Organizers reserves the right to cancel or approve any registration.Player found not to be fit in the corporate category because of various reason, can be removed from the tournament at any point of time without giving any reason.

Game rules
1. Each team will consist of 6 active players and 4 substitutes.
2. The right to choose the initial order of serving, receiving and ends shall be decided by lot and the winner may choose to serve or to receive first or to start at a particular end.
3. Players are expected to be at the court at least 30 minutes prior to the game. If the players fail to show up the match will be cancelled and the opponent will be declared a winner.
5. Double touch (juggling the ball in both hands) is not allowed while receiving the service ball.
6. Players cannot catch the ball with the assistance of body or legs
7. The ball should be served after the whistle and with in 5 sec.
8. The ball should be served without crossing the service line with single hand.
9. Any ball after catching should be released with in 3 seconds.
10. During the service, the ball cannot touch the net
11. A player can jump when throwing the ball or while serving.
12. Players cannot touch the net during the play but the ball can touch the net.
13. A player while releasing the ball cannot rotate (360 degrees) or turn around to throw the ball.
14. During catching or releasing, the ball should not touch any part of the body except the palm
15. 2 players cannot catch the ball simultaneously.
16. Any ball falling on the side-line or end-line is a good ball.
17. Shifting the ball from right to left or left to right or deliberately pushing is not permitted.
18. The service ball or the rally ball should not touch the poles. If it touches, then it is considered a foul.
19. The serving player always rotates one position clockwise.
20. During the play or rally, players cannot cross the net or obstruct the opponent team.
21. 2 timeouts (3 min) are permitted for each set
22. Teams can substitute only when it is their turn to serve; only exception is if a player gets injured. Only 1 person can be substituted at a time up to a maximum of 3 substitutes per set.
23. Umpire decision is final (no exceptions). Even if it was wrong call from the Umpire, the decision stays.
24. Only the Coach or the captain can talk to the Umpire before or after the server (not during the play).

Format:
1. A match shall consist of the best of 3 sets for 15 points. If a team wins the first 2 sets, then the third set will not be played.


BASKETBALL

Rules and Regulations
General Rules:
1.There will be limited no of registrations in the tournament.
2.All the matches will be of knock out format.
3.Each team will have maximum 8 players, with a maximum of five players of each team on the court at any time.
4.Players need to wear sportswear of their choice and each team can pick their own dress themes.

Moving the ball
5(A).The ball may either be passed from one player to another, or dribbled by a player from one point to another( bounced while walking or running).
(B).Before passing or shooting the ball, a player may take two steps (without dribbling).
(C).Once a player has stopped dribbling, he may not start to dribble again.
(D).Once the team in possession of the ball has passed the half-court line, it may cross back over the line with the ball.

Shot clock
6(A)When a team gains possession of the ball, they have a maximum of 24 seconds to attempt a shot.
(B).Additionally, offensive players may not remain within the restricted area (key) for more than three consecutive seconds.

Fouls
7(A).A personal foul occurs when there is illegal contact between two opponents. A player who makes more than five personal fouls is excluded from the game. 
(B). A foul made on a player attempting a shot results in the awarding of the same number of free-throws as those of the shot taken (two from inside the arc, three from outside). If a player is fouled but makes the attempted shot, the shot counts and an additional free-throw will be awarded.
(C).Once a team has made four fouls in a period, each additional foul (on a player not attempting a shot) will result in the automatic awarding of two free-throws.

Scoring Rules:
Scorers are from the organizing team. The substitute team members will accompany them.
9(A).A basket scored from near the basket (inside the three-point arc) is worth two points.
(B).A basket scored from far (beyond the three-point arc) is worth three points.
(C).A basket scored from the free-throw line is worth one point

Duration
10(A).The game consists of four periods of 10 minutes.
(B).If the scores are tied, overtime periods of five minutes will be played until one team has more points than the other (at the end of the 5 minutes period).


ATHLETICS

Rules and Regulations
General Rules:
1. There will be limited no of registrations in the tournament.
2. Fixture will be created by the organizing team and once published will not be changed on individual request.To save time for everyone exact time for each match will be given and players are requested to reach the venue on time.Late arrival of players leads to automatic walkover for the opponent.
3. Umpire/Refree decision will be final and players are requested to cooperate.
4. Individual event will be knock out format.
5. Organizers reserves the right to cancel or approve any registration.Player found not to be fit in the corporate category because of various reason, can be removed from the tournament at any point of time without giving any reason.

Running Race Rules

Running Direction
1. The direction of all running is counter-clockwise
2. Track events are 100m, 200m,400 m and 4*100 relay race.

Forming Heats
1. In individual races up to the 400m and in relays up to and including the 4x100m, the number of competitors on the track at the start will not exceed the number of lanes present.
2. Athletes can advance to the next round by finishing in the top three in their heat or by time/overall place.
3. The games committee will determine the number of heats, the number of qualifiers, and the basis for qualification.
4. Once the number of athletes for an event has been determined, the lanes have been assigned, and the referee has decided the number to qualify for the next round, additional athletes will not be permitted.

False Starts
1. An athlete can choose to abort the start after the “on your marks” and “set” commands and before the firing of the starting device by raising his hand or standing up. The athlete may be warned for improper conduct by the referee if the action was determined to be inappropriate.
2. A false start occurs when an athlete begins the starting motion after assuming a full or final set position before the firing of the starting device.
3. If a competitor disturbs other athletes at the starting line, it may be considered a false start. Though frequently changed in recent past, the first false start results in disqualification from the race. If a starter isn’t satisfied that all competitors are ready to proceed with the race, he will order the competitors to stand up.

Timing
1. The timing will take care by the organizing team.
 

Javelin Rules

competition may be decided in one of the following ways:
1. Each competitor is allowed from three to six trials. 
2. Each competitor is allowed three trials and the three to eight best are allowed three more trials in the inverse order of the ranking of their performance.

Deviation from the IAAF Rule for attempts are limited to 3 trials only. The best out three trials will be used as the best result of each athlete.

Note: This deviation will not affect the credibility of results. It will reduce the injury risk of the athlete which has to participate in several events during the competition; it will reduce the length of the competition; and will increase spectator value.
-Time allowed for a trial is 1 minute.
- If two to three competitors continue the time remains 1 minute. 
- If only one competitor is left the time should be increased to 2 minutes.
- For consecutive trials by the same athlete, the time is 2 minutes.
- At the competition area and before beginning the event, each competitor may have practice trials, in draw order and always under supervision of the judges.
- Once the competition has started competitors are not permitted to use implements for practice purposes.

Valid throws:
1.The javelin shall be held at the grip, thrown over the shoulder or upper part of the throwing arm and shall not be slung or hurled; no non-orthodox styles are permitted. 
2. For a valid trial the javelin must strike the ground with the tip of the metal head first before any other part of the javelin strikes the ground. 
3. At no time during the throw, until the javelin has been discharged into the air, may the competitor turn completely around, so that his/her back is turned towards the throwing arc.

Competitor may not:
(1) Use a device of any kind that may assist him/her, e.g. the taping of two fingers, except to cover a cut or wound. 
(2) Use gloves.

Competitor may: 
(1) Use a substance on the hands only, for a better grip. 
(2) Wear a belt to protect the spine from injury.

-It shall be a foul if the competitor, after starting the throw, touches with any part of his/her body the lines demarking, or the ground outside the runway or improperly releases the javelin in making an attempt.
- For a valid trial the tip of the javelin must fall completely within the inner edges of the landing sector.
- Measurement of each throw shall be made immediately after the throw, from where the tip of the metal head first struck the ground to the inside edge of the arc of a long line from the point of landing to the centre of the circle of which the arc is a part.
- The competitor shall not leave the runway until the javelin has touched the ground. When leaving the runway, the first contact with the parallel lines or the ground outside the runway shall be completely behind the white line of the arc at right angles to the parallel lines.
- All measurements must be made from the nearer edge of the first mark in the ground by the implement, to the inner edge of the circle rim along a line drawn from the mark to the centre of the circle.
- The Chief Judge shall vary the distance against the national/provincial/competition record. In the case of a record, the measurement must be ratified by the Referee.


Tug Of War Rules

1. Each team in a Tug of War competition consists of eight people.
2. There are various weight classifications in Tug of War, and the mass of the eight people combined must not weigh more than that determined by the category that they are placed in.
3. The rope used should be of a circumference of approximately 11 cm and should be marked in the middle with a centre line as well as two marks that should be placed 4m from the centre line.
4. At the start of the pull, the centre line of the rope should be immediately above line marked on the ground.
5. Both teams pull the rope, the winner being the team who manage to pull the mark on the rope closest to their opponents over the centre line.
6. The rope must be pulled underarm and nobody’s elbow must go below the knee, otherwise a foul will be called.
Matches are often a best of three pull, the winner winning two out of the three pulls.

Format
1.The matches will be best of 3.


Discus Rules
 
1. The body of the disc could be made either of wood or other suitable material, having a circular edge with a metal rim.
2. It could either be solid or hollow. It should weigh around 2 kg and have a diameter of 22 cm (for men). For women the weight is 1kg and the diameter is 18 cm. The cross section of the edge should have a radius of 6mm and it should be a proper circle.
3. The sides of the disc shall be identical, sans any sharp edges, irregularities, and protrusions.
4. The sides should taper in a straight line from the point where the curve of the rim starts to a circle which has a radius of 25 mm to 28.5 mm, from the mid point.
5. Finally, the finishing has to be smooth.

The Throw:
1. Circle which has a diameter of 2.5 meter.
2. While the athletes attempt the throw, they cannot touch the top of the rim. However, they can touch the inner part of the rim of the circle.
3. An athlete is not permitted to touch the ground outside the stipulated circle.
4. Furthermore, prior to the disk hitting the ground, the athlete cannot go out of the circle. If he or she does that, it is considered as a foul.
5. Each of the athletes is given 8 chances and the best of them is recorded to determine the result.
6. Another important point is that if the disc ends up outside the landing area, the throw would not be held valid.
 
Fouls
1. The athlete steps outside of the circle.
2. The discus is dropped outside of the circle during the athlete's first swing.
3. The athlete throws with both hands.
4. The athlete exits out the front half of the circle.

Long Jump

1.Each athlete is allowed a maximum of 3 trials.
2.To be a valid jump the athlete:
a)Must place take-off foot on or behind the board/mat. If any part of foot is
over front edge of board/mat then it is a foul
b) No markers may be placed on runway but may be placed alongside runway. No
markers in landing area or sand pit.
3.If running up to take-off an athlete passes the edge of the mat furthest from landing pit, but not the edge closet to the pit it shall not be called a foul for that reason
4.The run-up may not exceed 40 metres.
5.If after completing the jump an athlete walks back through the landing area it
is a 'no jump'.
In the course of landing an athlete must not touch the ground outside the landing
area nearer to the take-off point than the nearest break (imprint) in the landing
area or side edge.

Registration Process:
1. Strictly All the registration will be done online and no on the spot registrations.
2. 31th Oct is the last date of the registration.

Complimentary:
1.Fruites,Drinks and Lunch will be provided  by the organizers to all the participants.

For more Details Visit Our Website: Oyeolympic.oyeplay.com

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