Please note that some of the rules may change depending on the number of registrations. Any updates or changes to the rules will be published by October 15th. Participants are kindly requested to review the updated rules, and in case of any questions or clarifications, please feel free to contact the game coordinator.
All players must arrive on time for their scheduled matches. A delay of more than 5 minutes from the scheduled start time may result in a walkover and automatic win for the opponent.
The tournament schedule, including match timings and opponents, will be communicated in advance.
Players must bring their own equipment such as rackets (for badminton, tennis, and table tennis) or paddles (for table tennis).
Proper attire is required, including sport-appropriate shoes:
For indoor games like badminton and table tennis, non-marking shoes are mandatory.
For outdoor games like tennis, players must wear appropriate court shoes.
Failure to adhere to these equipment and attire guidelines will result in disqualification or a forfeit.
Players and spectators must maintain sportsmanship at all times. Disrespectful behavior towards opponents, officials, or spectators is strictly prohibited.
Any form of aggressive or unsportsmanlike conduct (including but not limited to trash-talking, intentional rule violations, or physical confrontations) may result in a disqualification or forfeit.
Cheating or breaking the rules intentionally is not tolerated. Penalties may include forfeiting points or the match.
The umpire or referee overseeing the game will have the final say in all disputes, rule clarifications, and score calls.
Players must respect the official's decisions. Any disputes or appeals must be made politely and professionally, and the final decision of the umpire or referee is binding.
Players must ensure they are in good health and physically fit to compete in their scheduled matches. If an injury occurs, players are encouraged to inform the umpire or referee immediately.
First aid will be available at the venue.
Players should warm up adequately before the start of their game to prevent injury.
Spectators are expected to maintain decorum during matches. Cheering is encouraged but should not distract or disrupt the players.
Spectators must avoid loud conversations, jeering, or unsporting conduct that may affect the concentration of the players.
Players may face disqualification for:
Continuous violations of the game rules.
Inappropriate behavior towards officials, opponents, or spectators.
Failing to arrive on time or meet the equipment requirements.
If a player is disqualified, their opponent will be awarded a walkover and proceed to the next round.
1. Competition Distances
Kids: 50m (Start from one end, touch the other end, come back to the same starting point)
Adults: 50m
2. Eligibility
Participants must:
Be residents of the society or an immediate family member of a resident.
Fall within the defined age group as of the day of the competition.
Be capable swimmers with prior swimming experience:
Kids: Able to swim 50m without stopping.
Adults: Able to swim 50m without stopping.
3. Event Format: Knockout Rounds
1. Preliminary Round
3 participants will compete in each heat.
Each swimmer’s time will be recorded after completing their race.
After all participants have competed, the top 9 swimmers with the fastest times (regardless of their individual heats) will proceed to the semi-final round.
There will be separate rounds for men and women categories.
No rope lanes will be used, but the pool’s width will allow all three participants to swim side by side comfortably.
2. Semi-Final Round
The top 9 swimmers (from the preliminary round) will race in the semi-final.
The first 6 swimmers to finish in the semi-final (i.e., fastest to reach the finish line) will qualify for the final round.
3. Final Round
The top 6 swimmers from the semi-final will compete in the final round.
The top 3 swimmers with the fastest times in the final will be declared the 1st, 2nd, and 3rd place winners of the competition.
4. Race Rules
Starting Procedure:
Participants must be positioned at the edge of the pool before the start.
The race will start with a whistle blow.
A false start (leaving before the whistle) will result in a warning, and a second false start will lead to disqualification.
Freestyle Definition:
Freestyle refers to any swimming stroke the participant prefers. Participants can also do breast stroke and mix multiple strokes, as per their convinience
Participants must touch the pool wall at each end during turns or finishes.
The swimmer’s body must break the surface of the water except during the start and turns.
Turning and Finishing:
All participants must touch the wall at the end of each lap.
Failure to touch the wall will result in disqualification.
The finish is determined by the swimmer’s hand touching the wall after completing the required distance.
5. Swimwear Guidelines
Swim Caps: Mandatory for all participants.
Swim Goggles: Recommended but not required.
Swimwear: Proper swimsuits must be worn. Loose clothing (e.g., board shorts, t-shirts) is prohibited.
Prohibited Equipment: Fins, paddles, snorkels, or any gear designed to increase swimming speed are not allowed. Buoyant swimwear is also prohibited.
6. Qualification and Elimination
Knockout Rounds: The winner of each 3-person race advances to the next round.
In case of a tie, a swim-off will be held between the tied participants to determine the winner.
7. Timekeeping and Judges
Manual stopwatches will be used for timing.
The decision of the race officials will be final.
8. Safety Regulations
A first aid station will be available at the pool.
Any participant demonstrating unsafe behavior (e.g., excessive fatigue or poor swimming form that compromises safety) may be disqualified at the discretion of the lifeguards or officials.
9. Appeals and Protests
Any disputes or appeals must be submitted in writing to the organizing committee within 30 minutes of the race's completion.
The committee's decision is final.
10. Code of Conduct
All participants and spectators are expected to maintain respect and sportsmanship.
Disruptive behavior, including aggressive actions or disrespect towards competitors or officials, may result in removal from the event.
Team Structure:
Each team consists of 7 players on the court with 1 substitute.
Players must have basic skills in the game, including a firm catch and throw.
Match Structure:
A match consists of 3 sets.
The first team to score 15 points wins a set.
The team winning 2 sets out of 3 wins the match.
Player Positions:
During the serve, players maintain a 3-1-3 formation (three players at the front, one in the middle, and three at the back).
If the ball is caught on the right side, it must be thrown from the right side. The same applies for the left side.
If the ball is caught in the center, it can be thrown from either side.
Game Play Rules:
Time Limit on Holding the Ball: Players must not hold the ball for more than 3 seconds during a rally, or it results in a foul.
Ground Contact: The player catching the ball must be in contact with the ground (no jumping catches).
Service Rotation: Each time a team gains a point, a different player will serve the ball for the next rally.
Crossing the Line: Players must not cross the service line while serving.
Service Ball: The service ball must not touch the net.
Double Touch: Double touching the ball while receiving a service is not allowed.
Body Contact: The ball must only be touched by the palm when catching or throwing, and should not touch any other part of the body.
Simultaneous Touches: Two players cannot touch the ball at the same time.
Referee's Decision: The referee's decision is final and must be respected.
Disqualification: Disrespect towards referees or opposing team members will lead to disqualification.
Fouls:
Holding the ball for more than 3 seconds during a rally.
Jumping to catch the ball (catching the ball without being on the ground).
Crossing the line while serving.
Touching the net during service or rally.
Double touches on the service ball.
Code of Conduct:
All players are required to show respect towards referees and opponents.
Any disrespectful behavior or unsportsmanlike conduct will lead to disqualification
Equipment:
Players are required to bring their own badminton rackets. Carry an extra racket in case of a net break.
Non-marking badminton shoes are mandatory. Playing barefoot is not allowed.
Shuttlecocks will be provided by the organizing team.
Please carry your own water bottle, towel, etc.
The entire badminton tournament is a knockout tournament.
During the first Qualifier if the number of participants for singles and number of teams participating for doubles are odd, one player/team is given a bye, which means they skip a round and play in the next round.
During the second Qualifier if the number of participants for singles and number of teams participating for doubles are odd, the player or team with highest differential score from their opponent in the earlier Qualifier is given a bye, which means they skip a round and play in the next round. In case two players or team tie with the same differential score, the player or team that won their match first in the previous Qualifier with be given a bye.
If less than 8 players or teams are participating, all players or teams who win the Qualifiers will move to Quarterfinals. For the remaining teams, another Qualifier match will be conducted between the losing players or team till all the 4 positions for Quarterfinals are filled.
Qualifier will continue till 4 players or teams remain.
For Qualifiers, match consists of 1 game of 21 points.
For Quarterfinals, matches consist of the best of 3 games of 11 points.
For Semi-finals and Finals, matches consist of the best of 3 games of 21 points.
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Both feet must remain in contact with the ground when striking the shuttle.
The server's feet must not touch any court lines.
The server must hit the cork of the shuttlecock, not the feathers.
The entire shuttlecock must be struck below 1.15 meters.
The serve must be delivered in a continuous, forward motion.
The shuttlecock must cross the net and land within the opponent's service court.
In doubles, players can position themselves within their service courts, as long as they do not obstruct the server or receiver.
The server must stand within the service court and serve diagonally to the opponent's service court.
The shuttlecock can only be struck once by each side before crossing the net.
A rally continues until the shuttlecock touches the ground, goes out of bounds, or a fault is committed.
Points are scored when the shuttlecock lands within the opponent’s court or if the opponent commits a fault.
Hitting the shuttlecock into the net or out of bounds.
The shuttlecock not passing over the net.
The shuttlecock hitting the ceiling or any external obstruction.
Touching the net with the racket or body.
A player hitting the shuttlecock twice before it passes over the net.
At the start of the game (0-0), or when the server’s score is even, the server serves from the right service court. When the score is odd, the server serves from the left service court.
If the server wins a rally, they score a point and serve from the alternate service court.
If the receiver wins a rally, they become the new server and serve from the appropriate court based on their score (right for even, left for odd).
The side winning a rally adds a point to its score.
Players do not change their service courts unless they win a point when their side is serving.
At 20-20, the side that gains a 2-point lead first wins the game. If the score reaches 29-29, the side that scores the 30th point wins.
In the Quarterfinals, Semi-finals, and Finals, the side that wins the game serves first in the next game.
At 11 points in each game, players are allowed a 60-second interval.
A 2-minute interval is allowed between each game.
In the third game, players switch sides when one side reaches 11 points.
Follow all rules set by the organizing committee and respect the umpire's decisions.
Punctuality: Arrive on time for your match. A delay of more than 5 minutes may result in a walkover for the opponent.
Players must respect each other and play fairly.
Spectators should maintain silence and avoid distracting the players.
Players should warm up before the match to prevent injuries.
Each match will follow the standard rules of table tennis, adapted for the tournament format.
Players are responsible for their own table tennis paddles and must adhere to proper attire for the game.
Each game will be played to 11 points, and a game must be won by a 2-point margin.
Matches will be played as best of 3 games in the earlier rounds (e.g., qualifiers) and best of 5 games for the semi-finals and finals.
Two Points Per Serve:
Each player serves two consecutive points before the service alternates to the opponent.
Exception: When the score reaches 10-10 (deuce), the serve alternates after every single point.
Legal Serve:
The ball must be tossed up at least 6 inches (15 cm) in the air before being struck.
The ball must be hit behind the server's end of the table and must bounce once on the server's side before crossing the net and landing on the opponent’s side.
Let Serve (Re-serve):
If the ball hits the net and still lands in the service court on the opponent’s side, a let is called, and the serve is retaken without penalty.
Legal Hit:
If the ball touches your playing hand (below the wrist), it is considered a legal hit, and the play continues without any violation.
Winning a Point:
A player scores a point when:
The opponent fails to return the ball within the rules.
The opponent hits the ball out of bounds or into the net.
The ball touches the opponent’s side more than once without returning.
Deuce:
If the score reaches 10-10, it’s called a deuce. At this stage, the game continues until one player gains a 2-point lead to win the game.
Service alternates after each point during deuce.
Team Formation:
In doubles, a team consists of two players. Each team must decide on their serving and receiving order before the match begins.
Serving Order:
The team that serves first is determined by a coin toss or other means of deciding.
The first server serves to the opponent directly diagonally across the table.
After every two points, the service alternates between teams, and the receiving team becomes the serving team.
Rotating Serves and Receives:
Players alternate between hitting the ball during a rally. After each serve, the player who served last must not hit the ball until their partner has done so.
The serve rotates between the four players. Once both players on a team have served their two points each, the serve returns to the other team.
Deuce in Doubles:
In case of 10-10 (deuce), the serve alternates between teams after every point, and players continue to rotate shots in the same order until one team wins by 2 points.
A fault is committed if:
The server fails to toss the ball at least 6 inches before striking it.
The server fails to hit the ball into the opponent's service court (without hitting the net and landing in the correct court).
The ball is hit out of bounds or into the net, failing to return properly.
A player touches the table with their free hand or moves the table during play.
If a player commits a fault, the opponent wins the point.
If the ball touches the playing hand (below the wrist), it is considered a legal hit, and play continues.
Respect the Officials: All decisions made by the umpire or referee are final.
Punctuality: Players must arrive on time for their matches. A delay of more than 5 minutes can result in a forfeit.
Warm-up: Players are allowed a brief warm-up period before the start of their match.
Fair Play: Players are expected to conduct themselves with good sportsmanship. Unsportsmanlike behavior can lead to penalties or disqualification.
Spectator Conduct: Spectators must remain quiet during rallies and refrain from distracting the players.
Tiebreaker for Final Match (If Required):
In the event that a match goes into the final game (e.g., 2-2 in a best of 5), players will switch sides when the first player/team reaches 5 points.
The match continues until one player or team wins by a 2-point margin.
Knockout Draw: Adults
The tournament for adults will follow a knockout format.
Players advance by winning their match, and the loser is eliminated.
Round Robin: Kids
The kids' tournament will follow a round-robin format, ensuring each player competes in multiple matches before advancing to the next stage.
Points or rankings from each match will determine which players advance to the next round.
Match Format:
Matches will be played in a best of three sets format.
Set Rules:
Each set is a 7-point tiebreaker. A player must win by at least a 2-point difference to win the set.
For example, if the score reaches 7-6, play continues until one player has a 2-point lead.
Serving:
The first serve starts from the deuce side to begin the match.
Let serves are allowed; the serve will be repeated if the ball touches the net but lands in the correct service box.
Service alternates after every two points.
End Switching:
Players switch sides when the total points of both players equal 3, 6, 12, etc.
Players are allowed a 60-second break for change of ends.
Points:
Each player serves two points consecutively before the service alternates.
Umpire Decision:
The Chair Umpire’s decision is final in all calls and disputes during the match.
Match Format:
Matches for kids will follow the best of three sets format, similar to the adult matches.
Set Rules:
Each set is a 4-point tiebreaker, and the player must win by a 2-point difference.
For example, the set continues beyond 4-3 until one player leads by two points, such as 6-4 or 5-3.
Serving:
The first serve starts from the deuce side to begin the match.
Let serves are allowed, meaning the serve is repeated if the ball touches the net and lands in the correct service box.
Each player serves for two consecutive points, after which the service alternates.
End Switching:
Players switch sides when the total points of both players equal 3, 6, 12, etc.
Players are allowed a 60-second break for changing ends.
Points:
Each player serves for two points consecutively before the service alternates.
Umpire Decision:
The Chair Umpire’s decision is final and binding for all disputes and rule interpretations.
Tiebreaker Rules:
In both adults’ and kids’ matches, if the score reaches 6-6 in a set (or 3-3 in kids’ sets), the tiebreaker will decide the winner of the set.
The winner of the tiebreaker must lead by at least 2 points to win the set.
General Rules of Play:
Standard tennis rules apply to both singles and doubles matches, including the use of deuce, advantage scoring, and alternating serves every two points during regular play.
Players must remain within the confines of their court, and any ball hit outside the boundary results in a point for the opponent.
Final Authority:
All disputes and issues regarding the rules will be handled by the Chair Umpire, whose decision will be final and binding.
General Rules:
Game Format:
Each game will follow the standard chess rules as outlined by FIDE.
Time control: 10 minutes per player with time clock.
Game Setup:
White always moves first.
The game starts with the board set up with the white queen on the white square and the black queen on the black square.
Objective:
The goal is to checkmate the opponent’s king. A checkmate occurs when the king is in a position to be captured ("in check") and cannot escape from capture.
Movement Rules:
Pawn: Moves forward one square (or two squares on its first move) and captures diagonally.
Rook: Moves any number of vacant squares vertically or horizontally.
Knight: Moves in an "L" shape: two squares in one direction and then one square perpendicular.
Bishop: Moves diagonally any number of squares.
Queen: Combines the power of the rook and bishop, moving vertically, horizontally, or diagonally any number of squares.
King: Moves one square in any direction.
Special Moves:
Castling: A move involving the king and either rook. Conditions for castling include:
The king and rook involved haven’t moved.
The squares between the king and rook are unoccupied.
The king is not in check, nor does it pass through or land on a square under attack.
En Passant: A special pawn capture that can occur when a pawn moves two squares forward from its starting position and an opposing pawn could have captured it had it moved only one square.
Promotion: When a pawn reaches the opponent’s back rank, it must be promoted to a queen, rook, bishop, or knight.
Draw Conditions:
Stalemate: When a player has no legal move and their king is not in check.
Insufficient material to checkmate.
Threefold repetition of the same position.
The 50-move rule, where no pawn has been moved and no capture has been made for 50 consecutive moves.
Tournament Structure:
The competition will follow a knockout format or round-robin, depending on the number of participants in each category.
Pairings will be decided randomly.
Fair Play:
No outside assistance or coaching is allowed during the match.
Participants must show good sportsmanship at all times.
Disputes:
All disputes will be resolved by the tournament SPOC. The SPOC's decision will be final.
1. Toss:
A coin toss will be conducted at the start of the match.
The player who wins the toss can choose one of the following:
Break first: The other player can then choose which side to sit.
Choose a side: The other player will get the chance to break.
2. Assigning Coins:
The player who gets to break is assigned the white coins, while the opponent will play with the black coins.
3. Turns:
Players take turns flicking the striker using their fingers to pocket their assigned coins.
The striker must be placed within the baseline and should touch both lines of the base.
Any hand can be used to take the shot.
Shots can be taken in any direction, including shots below the baseline.
4. The Queen:
The Queen (red coin) can be pocketed by any player at any time, but it needs to be covered by pocketing one of your own coins (white or black) in the immediate next turn.
If the player fails to cover the Queen, it will be returned to the center of the board.
5. Fouls:
Cutting the red circles on the baseline while striking is considered a foul, and a due coin (one of the player's previously pocketed coins) will be returned to the board.
If a player's arm crosses the extended diagonal imaginary lines while taking a shot, it will be considered a foul, and a due coin will be returned to the board.
Pocketing the striker results in a foul, and the player must return one of their previously pocketed coins to the board. If no coins have been pocketed yet, no penalty is applied.
If a player pockets an opponent’s coin, their turn will end, and the opponent’s coin will be considered as pocketed.
If a player pockets both the striker and their own coin, both the pocketed coin and an additional due coin will be returned to the board. The player, however, can continue their turn.
If a player pockets the striker and their opponent’s coin, the opponent’s coin will remain pocketed, but a due coin will be returned to the board, and the player will lose their turn.
For any due coins, the opponent can place the coin anywhere within the center circle of the board.
6. Overboard:
If any coin goes overboard (off the playing surface), it will be returned to the center of the board.
Format for Qualifier Matches
Number of Games: Only 1 game (board) will be played in the qualifier round matches.
Winning Rule:
The player who clears all of their coins first wins the board and proceeds to the next round.
If one player pockets the Queen with cover, but the opponent finishes all their coins first, the opponent is declared the winner.
Queen Rule for Winning: The Queen along with its cover must be pocketed before the player finishes all their coins to win. If a player pockets all their coins before the Queen, the opponent will be deemed the winner.
Format for Semi-final and Final Matches
Number of Games: 3 games (boards) will be played in the semi-final and final matches.
Scoring:
Black/White Coins: At the end of each game, the player will score 1 point for each of the opponent's coins left on the board.
Queen: If the player who finishes the board successfully pockets the Queen with cover, they will score 3 points.
The player who could not finish the board gains no points.
Winning the Match: After completing 3 games, the player with the maximum number of points will win the match.
1. Game Duration:
The game lasts for a total of 30 minutes, split into 2 halves of 15 minutes each.
There will be a 2-minute break at halftime.
If the game ends in a tie, a 5-minute overtime period will be played to decide the winner.
2. Team Size:
Each team consists of 5 players on the court with 1 substitute.
Substitutions can only occur when the ball is not in play (during stoppages).
3. Scoring:
2 points are awarded for a basket scored inside the three-point line.
3 points are awarded for a basket scored beyond the three-point line.
1 point is awarded for each successful free throw.
4. Ball Possession:
The game starts with a coin toss to determine initial possession.
After a basket is scored, the opposing team inbounds the ball from their baseline.
Traveling:
Moving with the ball without dribbling is a violation.
Double Dribble:
Dribbling with two hands or restarting dribbling after stopping is not allowed.
Three-Second Rule:
Offensive players cannot remain in the key (area under the hoop) for more than 3 seconds at a time.
Backcourt Violation:
Once the ball is brought into the frontcourt, it cannot be passed or dribbled back into the backcourt.
Five-Second Inbound Rule:
The inbounding team must pass the ball within 5 seconds after gaining possession from out of bounds.
Personal Foul:
Physical contact such as pushing, holding, or hitting is restricted.
If a player is fouled while shooting, they will be awarded 1 free throw.
Team Fouls:
After 5 team fouls in one half, every additional foul results in a free throw for the opposing team.
No Excessive Contact:
The game should be played with minimal aggression. Intentional fouls or rough play can result in ball turnovers or free throws for the opposing team.
Timeouts:
Each team is allowed 1 timeout per half, lasting 60 seconds.
Respect for Officials and Players:
Players, coaches, and spectators must show respect towards the referees and other participants at all times.
Any form of disrespect, including arguing with officials or aggressive behavior, will not be tolerated and may lead to penalties or ejection from the game.
Sportsmanship:
Players must exhibit good sportsmanship throughout the game. Unsportsmanlike conduct, such as taunting or trash-talking, is prohibited and may result in fouls or disqualification.
Non-Aggressive Play:
Players are expected to play with minimal physical aggression. Excessive roughness, fighting, or intentional harm towards opponents will result in immediate removal from the game and potential future penalties.
Fair Play:
All players must follow the rules of the game. Cheating, including illegal substitutions or intentional rule violations, will result in a turnover or potential suspension from future games.