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SIM-UOL Beach Bonanza 2016

Date
3 DEC 2016
Time
9:00AM
Venue
Palawan Beach, Sentosa

Currently in its fifth year running, SIM Beach Bonanza has earned a reputation for being the largest sporting event in SIM. This full-day beach event will comprise a series of fun-filled activities, carnivals and competitive sports to allow participants to enjoy and compete in this wonderful event!

Categories & Fees

Category Price till 2 Dec
Beach Captain's Ball
(Team of 8) (Min 1 Female)
$176
Beach Dodgeball
(Team of 8) (Min 1 Female)
$176
Beach Touch Rugby
(Team of 5) (Min 1 Female)
$110
Beach Volleyball
(Team of 5) (Min 1 Female)
$110

Programme Timeline

Timing Event
0845 Arrival of Participants
0900 Registration and Collection of Goodie Bags
0945 Welcome Speech and Event Briefing to Participants
1000

Commencement of sports

1730 

Cutoff all games and Activities

1730 - 1800

Prize Presentation and Phototaking

Captain's Ball

Duration of game

  1. Group Stages
    • One period of 10 minutes
  2. Quarter-finals and Semi-finals
    • Two equal periods of 7 minutes, with a 1 minute interval
    • In the event of a tie i.e. (14-14), the teams who wins with 2 points difference wins the match.
  3. Finals
    • Two equal periods of 7 minutes, with a 1 minute interval
    • In the event of a tie i.e. (14-14), the teams who wins with 2 points difference wins the match.

 

Rules and Regulations

Team Structure

  1. The Captains Ball game will be played based on a 7-a-side team, which means only 7 players are allowed to be on court at any one time.
  2. Each team will consist of 8 players. The roles in each team include 1 catcher (on the chair), 6 runners and 1 substitute.
  3. Teams have to report with all members, 5 minutes before their scheduled match.
  4. Each team will have to field at least 1 female on the court at all times.
  5. During the match, substitute players must remain outside the court until the moment of substitution.
  6. Only registered participants are allowed to play.
  7. In the event of female player getting injured, teams with no female substitution will have to continue gameplay with one less player.

 

Registration & Reporting

  1. Registration for all participants will commence at 8.30am as stated in the confirmation email, at the Registration Counter at the Main tent in Palawan, Sentosa. All teams are required to be registered before the the commencement of the pre-game briefing for participants, starting 9.30am, unless otherwise updated by the Sport I/Cs. Failure to register within the stipulated timing will result in complete disqualification and no refunds will be given.
  2. All teams must report to their respective Court I/Cs at the allocated sport tentages 5 minutes prior to the commencement of the match. Upon commencement of their match, if the team is unable to field a minimum of 7 players (inclusive of minimum 1 female player on field), it will be considered a walkover. If both teams fail to turn up on time, it will be considered a loss for both teams and no other points will be awarded to other teams.
  3. In case of any bad weather or unforeseen circumstances on the day of the event, teams are still required to report on time, unless otherwise told by the Organizer. The Organizer reserves the right to delay the matches according to any contingency plan activated. Should there be any heavy rain with thunderstorms, the Organizer reserves the right to cancel the event with no refunds given.

 

Substitution

  1. A rolling substitution system (unlimited change) will be used throughout the game.
  2. Substitution can only be carried out upon the approval and acknowledgment of the referee.
  3. A substitute player is only allowed to enter the court once the player that is being substituted has left the playing ground.
  4. If player breaks the rule as stated above, a warning will be given by the referee. Upon the third offence, penalty will be awarded to the opposing team.
  5. A Penalty Throw is taken with only 1 opposition Blocker in front of the, with the thrower standing at a spot 3 feet away from the Catcher and the Blocker can only stand right in front of the Catcher and try to intercept/block the throw.

 

Player Attire

  1. Teams are required to put on same coloured top (shirt/singlets) for identity purpose during the match. In the event that both teams are wearing the same coloured top, each team will be required to send a representative to play scissors-paper-stone. The winner of the game will decide whom to wear the bibs. Random attired teams will be required to put on bibs as well. For hygiene purpose, a shirt must be worn underneath a bib.
  2. Bare-bodied players will not be allowed to play.
  3. No footwear or hard equipments that may cause harm to other players are permitted. Participants are allowed to go barefooted or with socks.
  4. Ankle guards/knee guards will be allowed.
  5. No wearing of accessories or any dangerous objects that may cause harm or injury to other players shall be worn during game play. Any players found wearing any of such items would be asked by the referees to be removed.

 

Game Referees/ Officials

  1. The game will be directed and officiated by the allocated referee(s), timekeeper, scorekeeper and court I/C, supported by the linesmen and ballpickers.
  2. Game referees shall ensure safe game play and have full authority in enforcing the game rules of the match to which he is appointed to based on the game rules and regulations stated.
  3. Referees' decisions, with regards to game play, are final.

Referees

  1. Referees with knowledge of the game will be appointed to officiate the match. They will determine the playing area and decide if it is satisfactory for safe play. Before the start of the match, the referees will give a short brief to the players regarding the gameplay and safety. The referees will position themselves at the sidelines of the court and start the match with a blow of the whistle.
  2. Referees has the final say regarding facts of the play, and all players are to respect that decision. Upon any infringement in the Laws of the Game deemed by the referees, they will blow the whistle to stop the game. The referees shall then enter the court and position the ball and players accordingly.

 

Timekeeper

  1. A timekeeper will be positioned along the sidelines of the courts to keep track of the time with a stopwatch.
  2. He/She will sound out the remaining time of the match once it hits 1 minute to let the players know that the game is about to come to an end.

 

Players

  1. Players must accept referees decision with respectful conduct, without dispute. In case of doubt, clarification may be requested.
  2. Players must behave respectfully and courteously in the spirit of fair play, to referees, officials, players and spectators.
  3. Players should not engage in actions or attitudes aimed at influencing referees decisions, nor engage in time delaying activities.
  4. Communication between team members is allowed.

 

Game Play

  1. Time will continue to run, unless there is an injury.
  2. No time out call will be allowed throughout the game.
  3. The ball will be counted as out of bound if the ball bounces out of the court or the player holding the ball lands outside the court.
  4. When the ball is out of court, there will be a change in possession.
  5. Strictly, no body contact will be allowed throughout the game.
  6. Bouncing of the ball and moving with it like a basketball or using your legs to dribble, kick, block or tackle the ball is not allowed. If this offence occurs, a change of possession will be called by the referee. However, if the ball touches or hits a player's legs without his or her deliberate intention, play will continue.
  7. In the event of two opposing players having possession of the ball, referee will decide based on who gained possession first. If unable to come up with a conclusion, referee will do a ball toss.
  8. A warning will be issued to the team who violates any of the rules. Subsequent violation will result in changing of possession or penalties awarded to the opposing team or even cause the removal of the participant for the whole game duration.
  9. Should there be a dispute between the teams; the referees' decision will be final.
  10. The participants are strictly prohibited from challenging the referees' decisions.
  11. Should the participants threaten/harass the referees; their team will be disqualified for any subsequent matches should the Beach Committee Exco and ICs decides to do so.

 

To Score a Point

  1. A goal/point is scored when the catcher takes possession of the ball and holds onto it for at least 3 seconds whilst on the chair, regardless the catcher falls off the chair after holding the ball for 3 seconds.
  2. The catcher MUST hold the ball with both hands in order to be recorded as a goal.
  3. The catcher is not allowed to jump off the chair to catch the ball.
  4. Half court rules apply, i.e. players can only score in the opposition half of the court.
  5. After a goal is scored, the defending team that has conceded the goal from the baseline of their defensive half will resume the game.
  6. The player will be allowed to jump from inside the court and land outside the court to score but the ball must leave their hands before they land.
  7. No players will be allowed to score from behind the baseline or the catcher.
  8. A throw in from outside the boundaries directly towards the catcher is not allowed. There has to be a minimum of one pass from outside the boundaries before throwing to the catcher.

 

Defending

  1. Blocker will not be allowed to have any sign of body contact with the catcher of the opposing team. Committing of this offence will result in a penalty throw for the opposing team.
  2. Defenders are not allowed to run behind the baseline or the catcher to defend.

 

Fouls

  1. Travelling Foul: A player may receive the ball with one foot grounded; the player can pivot on that foot. Also, the player may receive the ball with both feet on the ground, or may jump to catch the ball and land on both feet simultaneously. The player may then choose to move either foot, and the other foot shall then be considered the pivoting foot. No player is allowed to run/walk with the ball. Hopping is not allowed. The referee has the rights to call for a change in possession in the event of this foul.
  2. Jumping Foul: If the player jumps with the ball, he or she will need to release the ball before he or she lands. Otherwise, it will be regarded as a foul. The referee has the rights to call for a change in possession in the event of this foul.
  3. Holding Foul: No player is allowed to hold the ball for more than 5 seconds. The referee has the rights to call for a change in possession in the event of this foul.
  4. Repossession Foul: Players with full possession of the ball are not allowed to drop the ball and pick it back up. The referee has the rights to call for a change in possession in the event of this foul.
  5. Defensive Foul: When there is any form of body contact on the player holding the ball, defensive foul is committed. All players must defend at an arm's length away from the opposition. Also, players are not allowed to stretch their arms to obstructing the running path of the opponents. No swatting of the ball away from the attacking player who is trying to shoot, even if he or she is shooting with a single hand. Swatting will be allowed after the ball leaves his hand.
  6. Verbal abuse: No players are allowed to use vulgarities or any form of verbal abuse towards other referee or players. One warning will be given by the referee upon first offence. The referee has the rights to ask player to leave the court after subsequent offences.

 

Scoring

  1. The teams will be divided into 4 groups of 8.
  2. The group stages will be played on a single round robin league system.
  3. Points will be awarded as follows:

    WIN 3 points

    DRAW 1 point each

    LOSE 0 point

  4. If two or more teams tie in their points after the group stages, the team with the highest point difference will qualify.
  5. Should there still be a tie after applying this rule, both teams will have to play a tiebreaker. The first to score 3 points wins.

 

Player's Conduct

  1. Fingernails are to be kept short.
  2. Players must behave respectfully and courteously in the spirit of fair play, to referees, officials, players and spectators.
  3. Players must accept referee's decision with respectful conduct, without dispute. In case of doubt, clarification may be requested.
  4. Players should not engage in actions or attitudes aimed at influencing referee's decisions, nor engage in time-delaying activities.
  5. Violent behavior with the intention to hurt other participants and non-participants is not allowed and such behavior will not be tolerated. Any intentional act of violence will result in immediate expulsion from the event.
  6. Team captain are responsible for the conduct and discipline of their team members.
  7. Players are not allowed to wear objects which may cause injury or give advantage to the player.
  8. Players are allowed to wear glasses or lenses at their own risk.

 

Walkover

  1. 5 minutes prior to the commencement of their match, teams are to report to the allocated court I/C and stay within near distance from the courts. Teams would be called for twice, 5 minutes before their match and upon commencement of their match. Should any teams fail to be at their respective courts for their match, a walkover will happen. All the teams are reminded to adhere strictly to their individual fixtures and timing, unless otherwise instructed. A walkover will result in a 0-10 loss.

 

Injuries

  1. If there are any injuries involved, the injured player will need to leave the court (if possible.) The time on the stopwatch will continue to run after the substitute player enters the court boundaries.
  2. However, if the injury results in the player being unable to be shifted out of court, the game will stop.
  3. If the opponent caused the injury deliberately, the game will be awarded to the team with the injured player.
  4. However, if the injury was accidental, timekeeper will have to stop and record the time on the score.
  5. Serious injuries include: Broken limbs/Neck
  6. Minor injuries include: Abrasions/Sprains

 

The Organizer reserves all rights to amend any rules and regulations as stated above.

 

Dodgeball

Duration of game

  1. Group Stages
    • Best of 3 rounds (Each round 3 minutes)
    • If it is a tie, both teams will receive 1 point each.
  2. Quarter-finals to Finals
    • Best of 5 rounds (Each round 3 minutes), with a 1 minute interval.
    • In the event of a tie, 1 round of 2 minutes will be played to decide the winner.

 

Rules and Regulations

Team Structure

  1. The match is played by two teams, each consisting 6 players, at least 1 of whom MUST be female.
  2. Each team will consist of up to 8 players, 6 on the pitch during game play and 2 substitutes.
  3. Teams have to report with all members, 5 minutes before their scheduled match.
  4. Teams which fail to turn up with at least 6 players, at the commencement of their match, will be considered a 0-2 walkover. (3 points)
  5. Only registered participants are allowed to play.
  6. During the match, substitute player(s) must remain outside the court until the moment of substitution.
  7. In the event of female player getting injured, teams with no female substitution will have to continue gameplay with one less player.

 

Registration & Reporting

  1. Registration for all participants will commence at 8.30am as stated in the confirmation email, at the Registration Counter at the Main tent in Palawan, Sentosa. All teams are required to be registered before the the commencement of the pre-game briefing for participants, starting 9.30am, unless otherwise updated by the Sport I/Cs. Failure to register within the stipulated timing will result in complete disqualification and no refunds will be given.
  2. All teams must report to their respective Court I/Cs at the allocated sport tentages 5 minutes prior to the commencement of the match. Upon commencement of their match, if the team is unable to field a minimum of 6 players (inclusive of minimum 1 female player on field), it will be considered a walkover. If both teams fail to turn up on time, it will be considered a loss for both teams and no other points will be awarded to other teams.
  3. In case of any bad weather or unforeseen circumstances on the day of the event, teams are still required to report on time, unless otherwise told by the Organizer. The Organizer reserves the right to delay the matches according to any contingency plan activated. Should there be any heavy rain with thunderstorms, the Organizer reserves the right to cancel the event with no refunds given.

 

Player Attire

  1. Teams are required to put on same coloured top (shirt/singlets) for identity purpose during the match.
  2. Bare-bodied players will not be allowed to play.
  3. No footwear or hard equipments that may cause harm to other players are permitted. Participants are allowed to go barefooted or with socks.
  4. Ankle guards/knee guards will be allowed.
  5. No wearing of accessories or any dangerous objects that may cause harm or injury to other players shall be worn during game play. Any players found wearing any of such items would be asked by the referees to be removed.

 

Game Referees/ Officials

  1. The game will be directed and officiated by the allocated referee(s), timekeeper, scorekeeper and court I/C, supported by the linesmen and ball pickers.
  2. Game referrees shall ensure safe game play and have full authority in enforcing the game rules of the match to which he is appointed to based on the game rules and regulations stated.
  3. Referees' decisions, with regards to game play, are final.

Referees

  1. Referees with knowledge of the game will be appointed to officiate the match. They will determine the playing area and decide if it is satisfactory for safe play. Before the start of the match, the referees will give a short brief to the players regarding the gameplay and safety. The referees will position themselves at the sidelines of the court and start the match with a blow of the whistle.
  2. Referees has the final say regarding facts of the play, and all players are to respect that decision. Upon any infringement in the Laws of the Game deemed by the referees, they will blow the whistle to stop the game. The referees shall then enter the court and position the ball and players accordingly.

 

Timekeeper

  1. A timekeeper will be positioned along the sidelines of the courts to keep track of the time with a stopwatch.
  2. He/She will sound out the remaining time of the match once it hits 1 minute to let the players know that the game is about to come to an end.

 

Players

  1. Players must accept referee's decision with respectful conduct, without dispute. In case of doubt, clarification may be requested.
  2. Players must behave respectfully and courteously in the spirit of fair play, to referees, officials, players and spectators.
  3. Players should not engage in actions or attitudes aimed at influencing referees decisions, nor engage in time delaying activities.
  4. Communication between team members is allowed.

 

Game Play

The objective of the game is to eliminate all opposing players by getting them "OUT". This may be done by:

  1. Hitting an opposing player with a LIVE thrown ball, headshots included (However, the referee has the right to ask the player to leave the court if he deems that the headshot was on purpose or at too close a range to cause any injuries).
  2. Catching a LIVE ball thrown by your opponent before it touches the ground, thus getting your opponent out.
  3. Definition: LIVE: A ball that has been thrown and has not touched anything, including the floor/ground, another ball, official or other item outside of the playing field (wall, ceiling, etc)

 

Boundaries

laying area

Dimensions: 18m by 9m

  1. During play, all players must remain within the boundary lines.
  2. No active players within the court are allowed to leave the boundaries to retrieve stray balls.
  3. The respective teams' substitute, tagged with an official helper, would be tasked to retrieve such balls and is strictly required to place the balls only along the base line.
  4. Any active players who crossed the official boundaries will be given a warning.
  5. Any player who had accumulated three or more warnings will be disqualified from the match.
  6. An activation line is present whereby teams would have to bring the balls across the activation line before it can be legally thrown to the opposing team.
  7. It is also used as a point for any restarts during time-outs.
  8. No players are allowed to cross the centre line unless they want to make a suicide move.

 

The Opening Rush

  1. Game begins by placing the dodgeballs along the centre line - two (2) on each side of the center hash and one (1) in the middle.
  2. Players then take a position with one leg on the end line and the other inside the end line.
  3. Following a signal by our own referee, teams may approach the centerline to retrieve the balls. This signal officially starts the contest.
  4. Teams may retrieve the two (2) balls to their right of the center hash and the ball placed in the middle is free for all.
  5. Players may take only one step maximum across the centreline to retrieve the two (2) balls to their right of the center hash and must not cross the centerline to retrieve the ball in the middle.
  6. Once a ball is retrieved it must be taken behind the attack-line (activation line) before it can be legally thrown.
  7. The team in possession of more balls (3) are compiled to start attacking first. Any stalling of time (more than 5 seconds) will result in a 5 seconds countdown made by the referee. Failure to attack within the 5 seconds countdown will result in the team in possession of more balls to roll all the balls they have in possession to the opposing team. The opposing team will now thus be compiled to start attacking.
  8. Any throw that lands out of the 1 meter radius around any player by the team in possession of more balls is considered invalid and the 5 seconds countdown continues.
  9. The game is initiated when the refereeing official gives the call "Ready, ready, *whistle*"

 

Timing and winning a game

  1. The first team to legally eliminate all opposing players will be declared the winner.
  2. A 3-minute time limit has been established for each set. If neither team has been eliminated at the end of the 3 minutes, the team with the greater number of players remaining will be declared the winner.
  3. There will be 3 sets for each game.

 

Player Elimination

  1. A player is called out when he/she is:
    1. Hit by a live ball thrown by an opposing player.
    2. Throws a live ball at an opposing player, and the opposing player catches the live ball.
    3. Steps on/out of the boundary lines or on the centreline during game play.
    4. Blocks a thrown ball with a held ball, but drops the blocking ball during the act of blocking, or failing to make a clean block ( thrown ball still ends up hitting or grazing player's body afterwards).
  2. Once a player is eliminated due to a live ball hit, that player is required to stand within a designated penalty box in order of time of elimination.
  3. When a ball is considered dead (has come into contact with any dead object/s), and it hits any of the players on an opposing team, there is no elimination, and the game play continues.
  4. A play is called a multiple kill when a live ball comes into contact with one or more of the team's players and none of the players catches the ball before the ball becomes dead, then all the players who have come into contact with the live ball are called out.
  5. If a ball comes into contact with one or more of the team's players and one player on the same team catches the ball before the ball is dead, then all players who have previously come into contact with the ball are safe and a player on the catcher's team can re-enter the game. The opposing player who has thrown the ball will be called out.
  6. At no point in time is an eliminated player allowed to roam outside the boundaries or to assist the substitute in retrieval of stray balls.
  7. A verbal warning will be issued to players who violate this ruling. Further violation may lead to a booking.

 

Catching and saving teammates/Deflections

  1. A player is called out when he/she:
    1. Throws a ball at an opposing player, and the opposing player catches the ball before it touches any dead object.

      (When a player catches a live ball thrown by the opposing team, one player from the catcher's team who was previously called out may re-enter the game and the opposing player who threw the ball will be called out.)

  2. A player may deflect an incoming ball with
    1. A dead ball
      • However, if the deflected live ball hits a player on the same team, the player who was hit will be called out.
      • If the player on the same team catches a deflected live ball, the player on the opposing team who threw the ball will be called out and one player on the catcher's team can re-enter the game.
      • In the instance where the player catches, fumbles and drops the ball, the player(s) who come in contact with the live ball will be called out.
    2. Any part of the body
      • The deflected live ball must be caught by another player on the same team; otherwise the player who deflected the live ball with any part of  his/her body will be called out.

 

Time-outs and Substitutions

  1. A team is only allowed to substitute a player only when changing between sets or if an injury occurred during game in which the injured player can no longer continue the game.
  2. If an injury substitution occurs, the injured player must sound out to the officials by raising their hands and the timer will be stopped until the new substituted player is in the boundary.

 

Scoring

  1. The teams will be divided into 4 groups of 5.
  2. The group stages will be played on a single round robin league system.
  3. Points will be awarded as follows:

    WIN 3 points

    DRAW 1 point each

    LOSE 0 point

  4. If two or more teams tie in their points after the group stages, the team with the highest point difference will qualify.
  5. Should there still be a tie after applying this rule, then the team to qualify will be decided by looking at the head to head results between the two teams. (Firstly, the number of sets won, followed by the total sum of players remaining in each game for group stages.)

 

Player's Conduct

  1. Fingernails are to be kept short.
  2. Players must behave respectfully and courteously in the spirit of fair play, to referees, officials, players and spectators.
  3. Players must accept referee's decision with respectful conduct, without dispute. In case of doubt, clarification may be requested.
  4. Players should not engage in actions or attitudes aimed at influencing referee's decisions, nor engage in time-delaying activities.
  5. Violent behavior with the intention to hurt other participants and non-participants is not allowed and such behavior will not be tolerated. Any intentional act of violence will result in immediate expulsion from the event.
  6. Team captain are responsible for the conduct and discipline of their team members.
  7. Players are not allowed to wear objects which may cause injury or give advantage to the player.
  8. Players are allowed to wear glasses or lenses at their own risk.

 

Walkover

  1. 5 minutes prior to the commencement of their match, teams are to report to the allocated court I/C and stay within near distance from the courts. Teams would be called for twice, 5 minutes before their match and upon commencement of their match. Should any teams fail to be at their respective courts for their match, a walkover will happen. All the teams are reminded to adhere strictly to their individual fixtures and timing, unless otherwise instructed. A walkover will result in a 0-10 loss.

 

Injuries

  1. If there are any injuries involved, the injured player will need to leave the court (if possible.) The time on the stopwatch will continue to run after the substitute player enters the court boundaries.
  2. However, if the injury results in the player being unable to be shifted out of court, the game will stop.
  3. If the opponent caused the injury deliberately, the game will be awarded to the team with the injured player.
  4. However, if the injury was accidental, timekeeper will have to stop and record the time on the score.
  5. Serious injuries include: Broken limbs/Neck
  6. Minor injuries include: Abrasions/Sprains

 

The Organizer reserves all rights to amend any rules and regulations as stated above.

 

Touch Rugby

Duration of game

  1. Group Stages
    • 1 match of 10 minutes which will be divided into 2 halves evenly 5 minutes each.
    • 1 minute break will be given in between the halves.
    • There will not be any timeouts given for any occasions.
  2. Quarter finals and Semi finals
    • Match of 14 minutes which will be divided into 2 halves evenly 7 minutes each.
    • 1 minute break will be given in between the halves.
    • There will not be any timeouts given for any occasions.
    • If the game concludes with a draw, the Golden Goal rule applies.
      • Golden Goal
        1. Both teams will be given equal chances to be attacker and defender. When both teams have been the attacker and defender once, this is referred to 1 play.
        2. Play is switched over upon the loss of possession or at the end of 4 touches.
        3. The team that is able to score and prevent the opposing team from scoring in one play will be the declared as the winner of the Golden Goal by the referee.
        4. The game will continue until one of the teams is able to win a play.
          1.  
  3. Third placing and Finals
    • Match of 16 minutes which will be divided into 2 halves evenly 8 minutes each.
    • 1 minute break will be given in between the halves.
    • There will not be any timeouts given for any occasions.
    • If the game concludes with a draw, the Golden Goal rule applies.

 

Rules and Regulations

Team Structure

  1. A team will consist of 5 players of which only 3 are allowed to be on the field of play at any point in time whilst a team is in possession of the ball, and a maximum of 2 whilst a team is defending. A minimum of one 1 female player is required to be on the field of play at all times.
  2. Only registered participants are allowed to play.
  3. In the event of female player getting injured, teams with no female substitution will have to continue gameplay with one less player.

 

Substitution

  1. Players not participating in the game are to remain behind the sideline until a teammate indicates they wish to be substituted to the referee/linesman. They can only enter the playing field when the substituted player makes their way out of the playing field.
  2. Physical contact does not have to be made.
  3. Rolling Substitution (with a minimum of a female player on court)

 

Registration & Reporting

  1. Registration for all participants will commence at 8.30am as stated in the confirmation email, at the Registration Counter at the Main tent in Palawan, Sentosa. All teams are required to be registered before the the commencement of the pre-game briefing for participants, starting 9.30am, unless otherwise updated by the Sport I/Cs. Failure to register within the stipulated timing will result in complete disqualification and no refunds will be given.
  2. All teams must report to their respective Court I/Cs at the allocated sport tentages 5 minutes prior to the commencement of the match. Upon commencement of their match, if the team is unable to field a minimum number of players (inclusive of minimum 1 female player on field), it will be considered a walkover. If both teams fail to turn up on time, it will be considered a loss for both teams and no other points will be awarded to other teams.
  3. In case of inclement weather or unforeseen circumstances on the day of the event, teams are still required to report on time, unless otherwise told by the Organizer. The Organizer reserves the right to delay the matches according to any contingency plan activated. Should there be any heavy rain with thunderstorms, the Organizer reserves the right to cancel the event with no refunds given.

 

Player Attire

  1. Teams are required to put on same coloured top (shirt/singlets) for identity purpose during the match. In the event that both teams are wearing the same coloured top, each team will be required to send a representative to play scissors-paper-stone. The winner of the game will decide whom to wear the bibs. Random attired teams will be required to put on bibs as well. For hygiene purpose, a shirt must be worn underneath a bib.
  2. Bare-bodied players will not be allowed to play.
  3. No footwear or hard equipments that may cause harm to other players are permitted. Participants are allowed to go barefooted or with socks.
  4. Ankle guards/knee guards will be allowed.
  5. No wearing of accessories or any dangerous objects that may cause harm or injury to other players shall be worn during game play. Any players found wearing any of such items would be asked by the referees to be removed.

 

Game Referees/ Officials

  1. The game will be directed and officiated by the allocated referee(s), timekeeper, scorekeeper and court I/C, supported by the linesmen and ball pickers.
  2. Game referees shall ensure safe game play and have full authority in enforcing the game rules of the match to which he is appointed to based on the game rules and regulations stated.
  3. Referees' decisions, with regards to game play, are final.

Referees

  1. Referees with knowledge of the game will be appointed to officiate the match. They will determine the playing area and decide if it is satisfactory for safe play. Before the start of the match, the referees will give a short brief to the players regarding the gameplay and safety. The referees will position themselves at the sidelines of the court and start the match with a blow of the whistle.
  2. Referees has the final say regarding facts of the play, and all players are to respect that decision. Upon any infringement in the Laws of the Game deemed by the referees, they will blow the whistle to stop the game. The referees shall then enter the court and position the ball and players accordingly.

 

Timekeeper

  1. A timekeeper will be positioned along the sidelines of the courts to keep track of the time with a stopwatch.
  2. He/She will sound out the remaining time of the match once it hits 1 minute to let the players know that the game is about to come to an end.

 

Players

  1. Players must accept referee's decision with respectful conduct, without dispute. In case of doubt, clarification may be requested.
  2. Players must behave respectfully and courteously in the spirit of fair play, to referees, officials, players and spectators.
  3. Players should not engage in actions or attitudes aimed at influencing referees decisions, nor engage in time delaying activities.
  4. Communication between team members is allowed.

 

Game Play

Preparation of the match

  1. Before the official warm up, both teams will send a representative to play.
  2. There will be a game of scissors, paper, stone with the winner having the choice to either attack or defend first as well as a choice of ends.

 

To win a match

  1. The team who scores the most touchdowns wins the match.

 

To score points

  1. The aim of the game is to get a try behind/on the opposing team's score line.

 

Commencement and Recommencement of the game

  1. The game commences and/or recommences (after a point is scored) by placing the ball anywhere along the score line by the team commencing play or who were just scored against.
  2. Upon the referee's whistle, an attacking player taps the ball with his leg before commencing attack.

 

Effecting a touch

  1. If the player is touched by the opponent, you have to roll the ball at the point he was touched at. (Otherwise, off the mark.)
  2. The opposing team retains possession of the ball until 4 touches have been effected or if an infringement has occurred.
  3. Play recommences by touching the mark with the ball.
  4. If a touch is effected on the ball in flight, by a defending player, the attacking team must retain possession for the touch count to continue.
  5. A team is not however awarded four more touches because of the action by the defender.
  6. The defending team may move forward to effect a touch as soon as the opposing team taps and pass the ball.
  7. The attacking team can recommence the game regardless of whether the opposition team has 2 players (instead of 3) on the court as long as a tap of the ball is affected.

 

Restart after touch is effected

  1. All players in the defending team must back 3 metres from the attacking player before the referee blows the whistle to recommence the match.
  2. A touch by players that are not onside will not be considered as a valid touch.
  3. When a touch is effected on a player in possession of the ball, that player must go to the mark and perform roll ball.

 

Try

  1. A try is awarded when the ball is grounded on or beyond the score line with downward pressure.
  2. After scoring a point the ball is to be left on the ground at the mark, or immediately given to the closest opposition player.
  3. Failure to adhere to either of these rules may result in an immediate Penalty Point awarded against the offending team.
  4. Play will recommence as per normal after a point is scored.

 

Tap penalties

  1. The attacking team must tap the ball with the foot to restart play. Game resumes as soon as the ball is tapped with the foot without passing required.
  2. Tap penalties are awarded in the following cases:
    1. Obstruction
    2. Forward passes
    3. Player misconduct
    4. Offside infringement by defending team
    5. When attacking team plays without touch being effected
    6. Failing to play the ball at the mark where the touch was effected
    7. When an attacking player passes the ball to his/her teammate after an effective touch
    8. When defending team shouts touch without touching the ball carrier
  3. For all penalties, the defending team must retreat 5 meters back from the mark. If they fail to do so, the referee will award an additional 5 meters advantage.
  4. Any infringements by the attacking team results in a change in possession and the non offending team takes the ball to the halfway mark of the court for restart.
  5. Unsportsmanlike behaviour is subject to a loss of possession, dismissal from the game and/or loss of five meters for the offending player's team
  6. Any unsportsmanlike behaviour will result in the mark for the infringement being advanced 5 meters towards the scoreline:
    1. Throwing the ball away at a change of possession
    2. Continual breaches of the rules
    3. Fighting or using physical force in the game
    4. Back chatting referees or officials
    5. Tripping
    6. Swearing
    7. Any actions considered by the referee to be bad sportsmanship.
  7. If a player is dismissed from the game, they can no longer take part in that game but may be substituted by one of the other four teammates.
  8. The player must leave the playing area and cannot sit with the rest of the team. Players may be dismissed for a period of time at the absolute discretion of the referee.
  9. A team mate may substitute for any player sent off for a period of time provided they have not been dismissed for the remainder of the game

 

Scoring

  1. The teams will be divided into 4 groups of 8.
  2. Points will be awarded as follows:

    WIN 3 points

    DRAW 1 point each

    LOSE 0 point

  3. The teams will be divided into 4 different groups, and they will play a round robin within their group.
  4. The top 2 teams of each group will proceed on to the knockout rounds.
  5. In the event of a draw between the 2 teams, the deciding factor will be in the sequence of:
    1. Outcome of the head to head games involving the tied teams
    2. Goal difference
    3. Number of goals scored
    4. Number of goals allowed
  6. In the event of a tie in points between MORE THAN TWO teams in the same table, the deciding factor will be in the sequence of:
    1. Goal difference
    2. Number of goals scored
    3. Number of goals allowed
  7. For the Semi finals, if the game concludes with a draw, the Golden Goal rule applies.

 

Player's Conduct

  1. Fingernails are to be kept short.
  2. Players must behave respectfully and courteously in the spirit of fair play, to referees, officials, players and spectators.
  3. Players must accept referee’s decision with respectful conduct, without dispute. In case of doubt, clarification may be requested.
  4. Players should not engage in actions or attitudes aimed at influencing referee’s decisions, nor engage in time-delaying activities.
  5. Violent behavior with the intention to hurt other participants and nonparticipants is not allowed and such behavior will not be tolerated. Any intentional act of violence will result in immediate expulsion from the event.
  6. Team captain are responsible for the conduct and discipline of their team members.
  7. Players are not allowed to wear objects which may cause injury or give advantage to the player.
  8. Players are allowed to wear glasses or lenses at their own risk.

 

Walkover

  1. 5 minutes prior to the commencement of their match, teams are to report to the allocated court I/C and stay within near distance from the courts. Teams would be called for twice, 5 minutes before their match and upon commencement of their match. Should any teams fail to be at their respective courts for their match, a walkover will happen. All the teams are reminded to adhere strictly to their individual fixtures and timing, unless otherwise instructed. A walkover will result in a 0-7 loss.

 

The Organizer reserves all rights to amend any rules and regulations as stated above.

 

Volleyball

Duration of game

  1. Group Stages
    • One match of 10 minutes
    • When the time limit is up, the team with the higher points wins.
  1. Quarter-finals and Semi-finals
    • One match of 15 minutes
    • When the time limit is up, the team with the higher points wins.
    • In the event of tie, the game will continue until a team win with 2 points lead.
  1. Third-placing and Final
    • One match of 15 minutes
    • When the time limit is up, the team with the higher points wins.
    • In the event of tie, the game will continue until a team win with 2 points lead.

 

Rules and Regulations

Team Structure

  1. For the match, a team may consist of up to 5 players, 4 players in the court during game play and 1 substitute.
  2. One of the players, who shall be the team captain must be indicated on the score sheet.
  3. Teams have to report with all members, 5 minutes before their schedules match.
  4. Only players recorded on the score sheet may enter the court and play in the match.
  5. Each team will have to field at least 1 female on the court at all times.
  6. Only registered participants are allowed to play.
  7. In the event of female player getting injured, teams with no female substitution, will have to continue game play with one less player.

 

Registration & Reporting

  1. Registration for all participants will commence at 8.30am as stated in the confirmation email, at the Registration Counter at the Main tent in Palawan, Sentosa. All teams are required to be registered before the commencement of the pre-game briefing for participants, starting 9.30am, unless otherwise updated by the Sport I/Cs. Failure to register within the stipulated timing will result in complete disqualification and no refunds will be given.
  2. All teams must report to their respective Court I/Cs at the allocated sport tentages 5 minutes prior to the commencement of the match. Upon commencement of their match, if the team is unable to field a minimum of 4 players (inclusive of minimum 1 female player on field), it will be considered a walkover. If both teams fail to turn up on time, it will be considered a loss for both teams and no other points will be awarded to other teams.
  3. In case of any bad weather or unforeseen circumstances on the day of the event, teams are still required to report on time, unless otherwise told by the Organizer. The Organizer reserves the right to delay the matches according to any contingency plan activated. Should there be any heavy rain with thunderstorms, the Organizer reserves the right to cancel the event with no refunds given.

 

Player Attire

  1. Teams are required to put on same coloured top (shirt/singlets) for identity purpose during the match.
  2. Bare-bodied players will not be allowed to play.
  3. No footwear or hard equipments that may cause harm to other players are permitted. Participants are allowed to go barefooted or with socks.
  4. Ankle guards/knee guards will be allowed.
  5. No wearing of accessories or any dangerous objects that may cause harm or injury to other players shall be worn during game play. Any players found wearing any of such items would be asked by the referees to be removed.

 

Game Referees/ Officials

  1. The game will be directed and officiated by the allocated referee(s), timekeeper, scorekeeper and court I/C, supported by the linesmen and ballpickers.
  2. Game referrees shall ensure safe game play and have full authority in enforcing the game rules of the match to which he is appointed to based on the game rules and regulations stated.
  3. Referees' decisions, with regards to game play, are final.

Referees

  1. Referees with knowledge of the game will be appointed to officiate the match. They will determine the playing area and decide if it is satisfactory for safe play. Before the start of the match, the referees will give a short brief to the players regarding the gameplay and safety. The referees will position themselves at the sidelines of the court and start the match with a blow of the whistle.
  2. Referees has the final say regarding facts of the play, and all players are to respect that decision.
    Upon any infringement in the Laws of the Game deemed by the referees, they will blow the whistle to stop the game. The referees shall then enter the court and position the ball and players accordingly.

 

Timekeeper

  1. A timekeeper will be positioned along the sidelines of the courts to keep track of the time with a stopwatch.
  2. He/She will sound out the remaining time of the match once it hits 1 minute to let the players know that the game is about to come to an end.

 

Players

  1. Players must accept referees decision with respectful conduct, without dispute. In case of doubt, clarification may be requested.
  2. Players must behave respectfully and courteously in the spirit of fair play, to referees, officials, players and spectators.
  3. Players should not engage in actions or attitudes aimed at influencing referees decisions, nor engage in time delaying activities.
  4. Communication between team members is allowed.

 

Game Play

Point

  1. A team scores a point:
    • By successfully grounding the ball on the opponent's court
    • When the opponent team commits a fault
    • When the opponent team receives a penalty

 

Fault

  1. A team commits a fault by making a playing action contrary to the rules (or by violating them in some other way).
  2. The referees judge the faults and determine the consequences according to the rules
    • If two or more faults are committed successively, only the first one is counted
    • If two or more faults are committed by opponents simultaneously, a DOUBLE FAULT is called and the rally is replayed.

 

Rally and completed rally

  1. A rrally is the sequence of playing actions from the moment of the service hit by the server until the ball is out of play. A completed rally is the sequence of playing actions which results in the award of a point. This includes the award of a penalty and loss of service for serving faults out-with the time limit.
    • If the serving team wins a rally, it scores a point and continues to serve.
    • If the receiving team wins a rally, it scores a point and it must serve next.

 

Default and Incomplete Team

    1. If a team refuses to play after being summoned to do so, it is declared in default and forfeits the match with the score of 0 for all sets.
    2. A team that does not appear on the playing court on time is declared in default with the same result the rule mentioned above.
    3. A team that is declared INCOMPLETE for the set or for the match, loses the set or the match. The opponent team is given the points and the sets that is needed to win the set or the match. The incomplete team keeps its points and sets.

 

Structure of Play

The Start

  1. There will be a game of scissors, paper, stone with the winner having the choice to either attack or defend first as well as a choice of ends.

Team line up

  1. Players:
    • At least 4 players must be in play
    • At least 1 of them must be Female
  2. Substitutions:
    • Substitution may be requested during time-outs, or in between points
    • Only a maximum of 2 substitutions per game
  3. Player positions:
    • At the moment the ball is hit by the server, each team must be within its own court (except the server)
    • Players are free to position themselves. There are NO determined positions on the court.
    • There are NO positional faults.

Ball Play

Ball in play

  1. The ball is in play from the moment of the hit of the service authorized by the first referee.

 

Ball out of play

  1. The ball is out of play at the moment of the fault which is whistled by one of the referees; in the absence of a fault, at the moment of the whistle.

 

Ball "in"

  1. The ball is "in" if at any moment of its contact with the floor, some part of the ball touches the court, including the boundary lines.

 

Ball "out"

  1. The ball is "out" when the part of the ball which contacts the floor is completely outside the boundary lines;
  2. It touches an object outside the court, the ceiling or a person out of play;
  3. It touches the antennae, ropes, posts or the net itself outside the side bands
  4. It crosses the vertical plane of the net either partially or totally outside the crossing space during service or the third hit of the team.
  5. It crosses completely the lower space under the net.

 

Playing the ball

  1. Each team must play within its own playing area and space. The ball may, however, be retrieved from beyond the free zone.

 

Team Hits

A hit is any contact with the ball by a player in play. The team is entitled to a maximum of three hits (in addition to blocking), for returning the ball. If more are used, the team commits the fault of: "FOUR HITS".

Consecutive contacts

A player may not hit the ball two times consecutively except

  1. contacts take place simultaneously
  2. during blocking
  3. the first hit after the block

 

Simultaneous contacts

  1. Two or three players may touch the ball at the same moment.
  2. When two (three) team-mates touch the ball simultaneously, it is counted as two (three) hits (with the exception of blocking). If they reach for the ball, but only one of them touches it, one hit is counted. A collision of players does not constitute a fault.
  3. When two opponents touch the ball simultaneously over the net and the ball remains in play, the team receiving the ball is entitled to another three hits. If such a ball goes “out”, it is the fault of the team on the opposite side.
  4. If simultaneous hits by two opponents over the net leads to extended contact with the ball, play continues.

 

Assisted hit

  1. Within the playing area, a player is not permitted to take support from a team-mate or any structure/object in order to hit the ball. However, a player who is about to commit a fault (touch the net or cross the centre line, etc) may be stopped or held back by a team-mate.

 

Characteristics of a Hit

  1. The ball may touch any part of the body.
  2. The ball must not be caught and/or thrown. It can rebound in any direction.
  3. The ball may touch various parts of the body, provided that the contacts take place simultaneously.
  4. Exceptions
    • At blocking, consecutive contacts may be made by one or more player(s) provided that the contacts occur during one action.
    • At the first hit of the team, the ball may contact various part of the body consecutively provided that the contacts occur during one action.

 

Faults in Playing the Ball

  1. FOUR HITS: a team hits the ball four times before returning it.
  2. ASSISTED HIT: a player takes support from a team-mate or any structure/object in order to hit the ball within the playing area.
  3. CATCH: The ball is caught and/or thrown; is does not rebound from the hit (Volleyball: Rule on Characteristics of a hit).
  4. DOUBLE CONTACT: a player hits the ball twice in succession or the ball contacts various parts of his/her body in succession

 

Ball at the Net

Ball crossing the net

  1. The ball sent to the opponent's court must go over the net within the crossing space. The crossing space is the part of the vertical plane of the net limited as follows
  2. below, by the top of the net,
  3. at the sides, by the antennae and their imaginary extension,
  4. above, by the ceiling.
  5. The ball that has crossed the net plane to the opponent's free zone totally or partly through the external space, may be played back within the team hits, provided that:
  6. the opponent's court is not touched by the player
  7. the ball, when played back, crosses the net plane again totally or partly through the external space on the same side of the court. The opponent team may not prevent such action
  8. The ball that is heading towards the opponent's court through the lower space is in play until the moment it has completely crossed the vertical plane of the net.

 

Ball touching the net

  1. While crossing the net, the ball may touch it .

 

Ball in the net

  1. A ball driven into the net may be recovered within the limits of the three team hits (Volleyball: Rule on Consecutive contacts).
  2. If the ball rips the mesh of the net or tears it down, the rally is cancelled and replayed.

 

Player at the Net

Reaching beyond the net

  1. In blocking, a player may touch the ball beyond the net, provided that he/she does not interfere with the opponent's play before or during the latter's attack hit.
  2. After an attack hit, a player is permitted to pass his/her hand beyond the net, provided that the contact has been made within his/her own playing space.

 

Penetration under the net

  1. It is permitted to penetrate into the opponent's space under the net, provided that this does not interfere with the opponent's play.
  2. To touch the opponent's court with any part of the body above the feet is permitted provided that it does not interfere with the opponent's play.
  3. A player may enter the opponent's court after the ball goes out of play.
  4. Players may penetrate into the opponent's free zone provided that they do not interfere with the opponent's play.

 

Contact with the net

  1. Contact with the net by a player between the antennae, during the action of playing the ball, is a fault. The action of playing the ball includes (among others) take-off, hit (or attempt) and landing.
  2. When the ball is driven into the net and causes it to touch an opponent, no fault is committed.

 

Player's faults at the net

  1. A player touches the ball or an opponent in the opponent's space before or during the opponent's attack hit.
  2. A player interferes with the opponent's play while penetrating into the opponent's space under the net.
  3. A player's foot penetrates completely into the opponent's court.
  4. A player interferes with play by (amongst others):
  5. Touching the net between the antennae or the antenna itself during his/her action of playing the ball,
  6. Using the net between the antennae as a support or stabilizing aid
  7. Creating an unfair advantage over the opponent by touching the net
  8. Making actions which hinder an opponent's legitimate attempt to play the ball,
  9. Catching/holding on to the net Players close to the ball as it is played, or who are trying to play it, are considered in the action of playing the ball, even if no contact is made with the ball. However, touching the net outside the antenna is not to be considered a fault.

 

Service

The service is the act of putting the ball into play by the back right player, placed in the service

Execution of the service

  1. The ball shall be hit with one hand or any part of the arm after being tossed or released from the hand(s).
  2. Only one toss or release of the ball is allowed. Dribbling or moving the ball in the hands is permitted.
  3. At the moment of the service hit or take-off for a jump service, the server must not touch the court (the end line included) or the floor outside the service zone. After the hit, he/she may step or land outside the service zone, or inside the court.
  4. The server must hit the ball within 8 seconds after the first referee whistles for service.
  5. A service executed before the referee's whistle is cancelled and repeated.

 

Screening

  1. The players of the serving team must not prevent their opponent, through individual or collective screening, from seeing the server and the flight path of the ball.
  2. A player or group of players of the serving team make(s) a screen by waving arms, jumping or moving sideways during the execution of the service, or by standing grouped to hide the server and the flight path of the ball.

 

Faults made during the service

Serving faults: The following faults lead to a change of service even if the opponent is out of position.

The server:

  1. violates the service order
  2. does not execute the service properly
  3. Faults after the service hit:
    • After the ball has been correctly hit, the service becomes a fault (unless a player is out of position)
    • if the ball touches a player of the serving team or fails to cross the vertical plane of the net, completely through the crossing space

 

Faults of the Attack hit

  1. A player hits the ball within the playing space of the opposing team
  2. A player hits the ball "out"
  3. A player completes an attack hit on the opponent's service, when the ball is in the front zone and entirely higher than the top of the net

 

Block

Blocking is the action of players close to the net to intercept the ball coming from the opponent by reaching higher than the top of the net, regardless of the height of the ball contact.
Block Attempt - A block attempt is the action of blocking without touching the ball.
Completed Block - A block is completed whenever the ball is touched by a blocker.
Collective Block - A collective block is executed by two or three players close to each other and is completed when one of them touches the ball.
Block contact Consecutive (quick and continuous) contacts with the ball may occur by one or more blockers, provided that the contacts are made during one action.

Blocking within the opponent's space

  1. In blocking, the player may place his/her hands and arms beyond the net provided that this action does not interfere with the opponent's play. Thus, it is not permitted to touch the ball beyond the net until an opponent has executed an attack hit.

 

Block and team hits

  1. A block contact is not counted as a team hit. Consequently, after a block contact, a team is entitled to three hits to return the ball.
  2. The first hit after the block may be executed by any player, including the one who has touched the ball during the block.

 

Blocking the service

  1. To block an opponent's service is forbidden.

 

Blocking faults

  1. The blocker touches the ball in the OPPONENT'S space either before or simultaneously with the opponent's attack hit
  2. Blocking the opponent's service
  3. The ball is sent "out" off the block
  4. Blocking the ball in the opponent's space from outside the antenna

 

Time-outs

  1. Time-out requests must be made by showing the corresponding hand signal, when the ball is out of play and before the whistle for service. All requested time-outs last for 30 seconds
  2. For Semi-finals onwards, in sets of 1 and 2, one additional 30 second technical timeout is automatically allocated when the sum of the points scored by the teams equals 21 points.
  3. Each team is entitled to a maximum of 1 time out per set.

 

Delays

Types of delay

  1. An improper action of a team that defers resumption of the game is a delay and includes, among others
  2. Delaying regular game interruptions
  3. Prolonging interruptions, after having been instructed to resume the game
  4. Requesting an illegal substitution;
  5. Repeating an improper request
  6. Delaying the game by a team member.

 

Delay sanctions

  1. The first delay in the match by a team member is sanctioned with a "DELAY WARNING"
  2. Second and subsequent delays of any type by any member of the same team in the same match constitute a fault and are sanctioned with a "DELAY PENALTY": a point and service to the opponent

 

Exceptional game interruption

  1. External interference
    • If there is an external interference during the game, play has to be stopped and the rally replayed
  2. Prolonged interruption
    • If unforeseen circumstances interrupt the match, the referee, the organizer and the event committee, shall decide the measures to be taken to re-establish normal conditions.

 

Scoring

  1. The teams will be divided into 4 groups of 5.
  2. The group stages will be played on a single round robin league system.
  3. Top 2 teams qualify and move on to play in the quarter finals.
  4. Points will be awarded as follows:

    WIN 3 points

    DRAW 1 point each

    LOSE 0 point

  5. If two or more teams tie in their points after the group stages, the team with the highest point difference will qualify.
  6. Should there still be a tie after applying this rule, then the team to qualify will be decided by looking at the head to head results between the two teams.

 

Player's Conduct

  1. Fingernails are to be kept short.
  2. Players must behave respectfully and courteously in the spirit of fair play, to referees, officials, players and spectators.
  3. Players must accept referee's decision with respectful conduct, without dispute. In case of doubt, clarification may be requested.
  4. Players should not engage in actions or attitudes aimed at influencing referee's decisions, nor engage in time-delaying activities.
  5. Violent behavior with the intention to hurt other participants and non-participants is not allowed and such behavior will not be tolerated. Any intentional act of violence will result in immediate expulsion from the event.
  6. Team captain are responsible for the conduct and discipline of their team members.
  7. Players are not allowed to wear objects which may cause injury or give advantage to the player.
  8. Players are allowed to wear glasses or lenses at their own risk.

 

Walkover

  1. 5 minutes prior to the commencement of their match, teams are to report to the allocated court I/C and stay within near distance from the courts. Teams would be called for twice, 5 minutes before their match and upon commencement of their match. Should any teams fail to be at their respective courts for their match, a walkover will happen. All the teams are reminded to adhere strictly to their individual fixtures and timing, unless otherwise instructed. A walkover will result in a 0-10 loss.

 

Injuries

  1. If there are any injuries involved, the injured player will need to leave the court (if possible.) The time on the stopwatch will continue to run after the substitute player enters the court boundaries.
  2. However, if the injury results in the player being unable to be shifted out of court, the game will stop.
  3. If the opponent caused the injury deliberately, the game will be awarded to the team with the injured player.
  4. However, if the injury was accidental, time keeper will have to stop and record the time on the score.
  5. Serious injuries include: Broken limbs/Neck
  6. Minor injuries include: Abrasions/Sprains

 

The Organizer reserves all rights to amend any rules and regulations as stated above.

 

Contact Us

For Event Enquiries, write to beachbonanza@simuolsrc.com or call +65 9824 9844 (Amos) or +65 9773 8647 (Le Jun).

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