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Date
5 DEC 2015
Time
09:00AM
Venue
Palawan Beach, Sentosa

Categories & Fees

Category Early Bird price till 2nd Nov Normal price till 4th Dec
Beach Captain's Ball
(Team of 8) (Min 1 Female)
$144 $160
Beach Dodgeball
(Team of 8) (Min 1 Female)
$144 $160
Beach Touch Rugby
(Team of 5) (Min 1 Female)
$90 $100
Beach Volleyball
(Team of 5) (Min 1 Female)
$90 $100

Programme Timeline

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

Commencement of sports

1730pm 

Cutoff all games and Activities

1730pm - 1745pm

Prize Presentation and Phototaking

1745pm - 1800pm Lucky Draw
1800pm

End of Event

Captains Ball

Duration of game

  1. Group Stages

One period of 10 minutes

Sudden Death will be played to decide the tie in which whoever scores the next goal wins.

  1. Knockout, Quarter-finals and Semi-finals

Two equal periods of 7 minutes, with a 1 minute interval

Sudden Death will be played to decide the tie in which whoever scores the next goal wins.

  1. Third-placing and Finals

Two equal periods of 7 minutes, with a 1 minutes interval

3 minute extension will be given in the event of a tie.

Penalty shoot-out of 3 goals decides the tie if the score is level after the tie-breaker extension.

 

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), 1 blocker, 5 runners and 1 substitutes.
  3. Each team will have to field at least 1 females on the court at all times.
  4. During the match, substitute players must remain outside the court until the moment of substitution.
  5. Only registered participants are allowed to play.

 

Substitution

  1. A rolling substitution system 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. For subsequent similar offences, 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.

 

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. Bare-bodied players will not be allowed to play.
  2. Participants are allowed to go barefooted or with socks.
  3. Ankle guards/knee guards will be allowed.
  4. No wearing of accessories or any dangerous objects that may cause harm or injury to other players.

 

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. Strictly, no body contact will be allowed throughout the game.
  5. 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 players legs without his or her deliberate intention, play will continue.
  6. Swatting and tapping of the ball away from the player are allowed if he or she holds the ball and has no attempt to shoot with a single hand. However, it will not be allowed if the player holds the ball with both hands. This also applies to the Catcher.
  7. 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.
  8. Should there be a dispute between the teams; the referees decision will be final.
  9. The participants are strictly prohibited from challenging the referees decisions.
  10. 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.

 

Scoring

  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. No direct passing of the ball from the shooter to the catcher.
  5. Half court rules apply, i.e. players can only score in the opposition half of the court.
  6. After a goal is scored, the defending team that has conceded the goal from the baseline of their defensive half will resume the game.
  7. 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.
  8. No players will be allowed to score from behind the baseline or the catcher.
  9. 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. If the catcher does not catch the ball with both hands, the defenders or the blocker of the opposing team can still tap the ball away from the catcher.
  3. Defenders are not allowed to run behind the baseline or the catcher to defend.
  4. During play, if the ball is played out of Court behind the Catcher, the Defender serves the ball back into play, immaterial of whether the Defending Team or Attacking Team hit it out.

 

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 for more than 2 steps intentionally. 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 are not allowed to drop the ball and pick it back up on purpose to extend the 5 seconds holding rule. 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 arms 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.

 

Players Conduct

  1. Fingernails are to be kept short.
  2. 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.
  3. Players are not allowed to pull the shirt of their opponents.

 

Walkover

  1. A walkover happens in the event when one team fails to turn up for their assigned match time in 5 minutes, which will result in a victory for the opponent team. For example. If the match time is 0830, by 0835 if the team fails to turn up, then a walkover will be given. All the teams are reminded to adhere strictly to their individual fixtures. 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) and the time on the stopwatch will continue to run.
  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

 

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 3 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. If it remains a tie, a sudden death game play will be carried out. The first team to have one player out of the game loses.

 

Rules and Regulations

Team Structure

  1. The match is played by two teams, each consisting of not more than 6 players, 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, 10 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.

Player Attire

  1. Teams are required to put on same coloured top (Shirts, singlets) for identity purposes during the match .  In the event that both teams are wearing the same colored tops, the team captains will play a game of Scissors, Paper, Stone, and the winner will decide the team to wear the bibs. Bare-bodied players are not allowed to participate on the day itself.
  2. Teams that are randomly attired will also be required to put on the bibs over their top.
  3. All players are allowed to go bare-footed or with socks.
  4. Players caught wearing any form of footwear coming into the courts will be told to remove them immediately by the referee.
  5. A player shall not use equipment or wear anything sharp that is dangerous to him/her or to any other players, including any kind of jewelry, as determined by the referees.
  6. If players are found to have any of these items during game play, they will be asked to remove all dangerous objects prior to the game.

 

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.

*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 called our by the referee.
  5. 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.
  6. It is also used as a point for any restarts during time-outs.
  7. 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 center line three (3) on one side of the center hash and three (3) on the other.
  2. Players then take a position behind their 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 only retrieve the three (3) balls to their right of the center hash.
  5. Once a ball is retrieved it must be taken behind the attack-line (activation line) before it can be legally thrown.
  6. The game is initiated when the refereeing official gives the call 1,2,DODGEBALL

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 
    • Hit by a live ball thrown by an opposing player
    • Throws a live ball at an opposing player, and the opposing player catches the live ball
    • steps on/out of the boundary lines or on the centreline during game play
  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 teams 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 teams 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 catchers 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/s.t

(When a player catches a live ball thrown by the opposing team, one player from the catchers 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

a. 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 who 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.

b.  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.


5-Seconds Violation

In order to reduce stalling, if both teams ceases throwing of balls for 5 seconds, the referee will count down another 5 seconds towards the team having the advantage of more balls on their side of the court. (If the number of balls on both side are equal, the referee will countdown 5 seconds towards the team having advantage of more players on court.

*If the team with the advantage fails to throw the balls within the 5 second countdown, all of the balls will be given to the opposing team.

 

Rule Enforcement

  1. All will be supervised by official referees.
  2. The referees responsibility will be to rule on any situation in which teams cannot agree.
  3. OFFICIAL REFEREES DECISION IS FINAL.


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 
  • LOSE   0 point
  1. If two or more teams tie in their points after the group stages, the team with the highest point difference will qualify.
  2. 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.)

 

Players Conduct

  1. Fingernails are to be kept short.
  2. 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.

 

Walkover

A walkover happens in the event when one team fails to turn up for their assigned match time in 5 minutes, which will result in a victory for the opponent team. For example. If the match time is 0830, by 0835 if the team fails to turn up, then a walkover will be given. All the teams are reminded to adhere strictly to their individual fixtures.

 

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

Touch Rugby

Duration of game

1. Group Stages

1 match of 8 minutes which will be divided into 2 halves evenly 4 minutes each. 1 minute break will be given in between the halves. There will not be any time outs given for any occasions.

In the event of a draw between the 2 teams, the deciding factor will be in the sequence of:

i) Outcome of the head to head games involving the tied teams

ii) Goal difference

iii) Number of goals scored

iv) Number of goals allowed

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:

i) Goal difference

ii) Number of goals scored

iii) Number of goals allowed

2. Quarter-finals and Semi-finals

Match of 12 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 time outs given for any occasions.

If the game concludes with a draw, the Golden Goal rule applies:

3. Third-placing and Finals

Match of 12 minutes which will be divided into 2 halves evenly 6 minutes each. 1 minute break will be given in between the halves. There will not be any time outs 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 five (5) players of which only three (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 two (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. Players not participating in the game are to remain behind the sideline until a team mate indicates they wish to be substituted. They can only enter the playing field when the substituted player makes their out of the playing field.
  3. Players may substitute with each other at any time. Physical contact does not have to be made but the players must interchange from an onside position and from the same sideline they are seated, unless if after a point is scored, they can substitute at will. Players dropping off can leave the field via either sideline or score line.
  4. If the minimum numbers of players are not met, the match will not proceed and a walkover will be ruled for the opposing team.
  5. Only players recorded on the score sheet may participate in the match.
  6. The team captain shall be indicated clearly on the score sheet.

 

Attire

  1. Teams are required to put on same colored top (Shirts, Singlets) for identity purposes during the match. In the event that both teams are wearing the same colored tops, the team captains will play a game of Scissors, Paper, Stone, and the winner will decide the team to wear the bibs. Bare-bodied players are not allowed to participate on the day itself.
  2. Teams that are randomly attired will also be required to put on the bibs over their top.
  3. All players are to be bare-footed anytime during the match.
  4. Players caught wearing any form of footwear coming into the courts will be told to remove them immediately by the referee.
  5. A player shall not use equipment or wear anything sharp that is dangerous to him/her or to any other players, including any kind of jewelry, as determined by the referees.
  6. If players are found to have any of these items during game play, they will be asked to remove all dangerous objects prior to the game.

 

Refereeing and Timekeeping

  1. Referee
    • A referee with knowledge of the game will be appointed to officiate the match. He/She will determine the playing area and decide if it is satisfactory for safe play. Before the start of the match, the referee will give a short brief to the players regarding the gameplay and safety. The referee will position himself/herself at the sidelines of the court and start the match with a blow of the whistle.
    • The referee 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 referee, he/she will blow the whistle to stop the game. The referee shall then enter the court and position the ball and players accordingly.

 

  1. Timekeeper
  • A timekeeper will be positioned along the sidelines of the courts to keep track of the time with a stopwatch.
  • 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.

 

Captain

  1. Prior to the match, the team captain:
    1. Signs the score sheet
    2. Represents the team in a game of scissors, paper, stone
  2. When the match has concluded, the team captain verifies the result by signing on the score sheet.

 

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 Format

  1. To win a match

Group stage: Each match will last for 8 minutes which will be divided into 2 halves evenly 4 minutes each.

Knockout stage: matches will last for 12 minutes which will be divided into 2 halves evenly 6 minutes each.

For all matches, a 1 minute break will be given in between the halves. There will not be any time outs given for any occasions.

The team who scores the most touchdowns wins the match.

  1. To score points

The aim of the game is to get a touchdown behind/on the opposing teams score line. This will score the team points. The team with more points will win the match.

In all the league games, points will be awarded as follows:

  • Win - 3 Points
  • Draw - 1 Point
  • Lost - 0 Points

Competition Setting

  1. The teams will be divided into 4 different groups, and they will play a round robin within their group. The top 4 teams of each group will proceed on to the knockout rounds.
  2. 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
  3. 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
  4. For the Semi-finals, 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.

 

Default and Incomplete Teams

  1. If a team refuses to play after being summoned to do so, it is declared in default that they forfeit the match which will result in a walkover. The opposing team will be considered to have won the game 7-0 for that particular match.
  2. All teams are advised to report to their respective court ICs 10 minutes prior to the start of the match. Any team that does not appear on the playing court on time is declared in default with the same result as in the rule above.
  3. If both teams both teams fail to turn up on time, no points will be given to any of the teams.
  4. If the minimum numbers of players are not met, the match will not proceed and a walkover will be ruled for the opposing team.

 

General Terms

  1. Onside: In line with or behind teammate who is legally able to participate in the game, usually 3m from the point the ball is brought into play.
  2. Pass: Throwing or propelling the beach rugby ball to a teammate who has to be beside or behind the ball carrier.
  3. Play: The action of bringing the ball into play. Be it for the commencement of the game, recommencement of the game or after a touch/touchdown has occurred.
  4. The Mark: The position where the offending player is touched by the defending team or when any infringement has occurred.
  5. Touch: Contact made by the defending team on the player, any part of the players body and the ball that he/she is holding.
  6. Rollball: The Rollball must be performed correctly.

i. Method: The attacking player is to position on the Mark, face the opponents (defending) Scoreline, stand parallel to the Sidelines, place the ball on the ground between the feet in a controlled manner and either step Forward over the ball, or roll the ball back no more than one (1) metre. There is no requirement for the ball to be picked up to perform the Rollball.

ii. The Mark: The Mark for the Rollball is either where the Touch occurred (refer to Rule 10.2), where the ball goes to ground, five (5) metres infield from the Sideline or at a position indicated by the Referee.

iii. Timing: The Rollball must be performed without delay.

iv. When Required: A player is to perform a Rollball under the following circumstances:

1. When a touch has been made;

2. When Possession changes following the forth touch;

3. When Possession changes due to the ball being dropped to the ground or being knocked-Forward or backward);

4. When Possession changes due to an Infringement by an attacking player at a Penalty, a Tap or a Rollball;

5. When Possession changes after the Half is Touched or when the Half places the ball on or over the Scoreline;

6. When Possession changes due to a player in Possession touching the Sideline, Dead Ball Line or any ground outside the Field of Play before a Touch is made; or when so directed by the Referee.

v. Voluntary Rollbal: A player must not perform a Rollball unless a Touch has been made or unless directed to do so by the Referee.

vi. Attacking Players at Rollball: Any other attacking player may receive the ball at the Rollball. That player becomes the Half and may roll the ball towards herself/himself with the hands or control the ball with a foot prior to picking up the ball, provided the ball is not dropped, knocked Forward or travels more than one (1) metre. The Half must not delay making contact with the ball.

vii. The Half: The Half may Pass or run with the ball. However, if the Half is Touched, the team loses Possession. A player ceases to be the Half once the ball is passed to another player.

viii. Defending Players at Rollball: Defending players are not to interfere with the player in Possession or otherwise prevent the performance of the Rollball. All players of the defending team are to retire towards their Defending Scoreline, a distance of not less than three (3) metres from the Mark for a Rollball. Players of the defending team must not move Forward of the Offside position until the Half has made contact with the ball or unless directed to do so by the Referee.

ix. Actions without Half in Position: When the Half is not in position to retrieve the ball following a Rollball, players of the defending team may move Forward as soon as the player in Possession releases the ball. When the ball is on the Mark and the attacking player steps over it, the defending team may move Forward of their five (5) metre positions as soon as the attacking players foot or body passes over the ball.

x. Gaining Possession: When no Half is in position behind the player in Possession at a Rollball and a defending player moves Forward and makes contact with the ball, a Change of Possession results and the match recommences with a Rollball at the same Mark.

 

7.     Offside includes:

Being in front of the ball carrier when receiving a pass.

Not retreating 3 meters after a touch.

Not retreating 5 meters after an infringement/foul has occurred.

Being inside 3 or 5 meters of your opponent when the ball is played.

Defenders not being on or behind halfway line during commencement or recommencement of the game.

  1. Knock downs

Any knockdowns of the ball by the defending team, the attacking team will give up possession of the ball.

But if defending team deliberately hits the ball out of the ball carriers hands, a penalty tap will be award to the attacking team (Defending team gets penalized), with count restarted to 4. The attacking team will start with a leg tap.

  1. Intercepts

If the defending team intercepts the ball without making a touch, the referee will call for Play On. There will then be a change in the possession of the ball, therefore a player from the new defending team needs to leave the court and at the same time an attacker from the other team can come into play.

Gameplay

  1. Preparation of the match

Before the official warm up, both teams will send a representative to play. Players are to do their own warm up prior to their matches as there are is 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.

  1. Commencement and Recommencement of the game

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,

Upon the referees whistle, an attacking player taps the ball with his leg before commencing attack. A pass to another teammate immediately after the leg tap is required.

  1. Effecting a touch

If a touch is effected on the player that is in possession of the ball, that player must return to the mark and perform roll ball.

The opposing team retains possession of the ball until 4 touches have been effected or if an infringement has occurred.

Play recommences by touching the mark with the ball.

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. A team is not however awarded four more touches because of the action by the defender.

The defending team may move forward to effect a touch as soon as the opposing team taps and pass the ball. 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 effected.

  1. Restart after touch is effected

All players in the defending team must back 3 metres from the attacking player before the referee blows the whistle to recommence the match. A touch by players that are not onside will not be considered as a valid touch.

When a touch is effected on a player in possession of the ball, that player must go to the mark and perform roll ball.

  1. Touchdown

A touchdown is awarded in 2 ways:

a. The ball is grounded on or beyond the scoreline with downward pressure.

b. The player in possession together with the ball crosses the scoreline.

A touchdown is worth 1 point. After scoring a point the ball is to be left on the ground at the mark, or immediately given to the closest opposition player. Failure to adhere to either of these rules may result in an immediate Penalty Point awarded against the offending team. Play will recommence as per normal after a point is scored.

  1. Tap penalties (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).

Tap penalties are awarded in the following cases:

a. Obstruction

b. Forward passes

c. Player misconduct

d. Offside infringement by defending team

e. When attacking team plays without touch being effected

f. Failing to play the ball at the mark where the touch was effected

g. When an attacking player passes the ball to his/her teammate after an effective touch

h. When defending team shouts touch without touching the ball carrier

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. 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.

Unsportsmanlike behaviour is subject to a loss of possession, dismissal from the game and/or loss of five meters for the offending players team any unsportsmanlike behavior will result in the mark for the infringement being advanced 5 meters towards the scoreline:

a. Throwing the ball away at a change of possession.

b. Continual breaches of the rules.

c. Fighting or using physical force in the game.

d. Back chatting referees or officials.

e. Tripping.

f. Swearing.

g. Any actions considered by the referee to be bad sportsmanship.

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 team mates. 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. 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.

Players Conduct

  1. Fingernails are to be kept short.
  2. 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.
  3. Players are not allowed to pull the shirt of their opponents.

Walkover

A walkover happens in the event when one team fails to turn up for their assigned match time in 5 minutes, which will result in a victory for the opponent team. For example. If the match time is 0830, by 0835 if the team fails to turn up, then a walkover will be given. All the teams are reminded to adhere strictly to their individual fixtures.

Injuries

If there are any injuries involved, the injured player will need to leave the court (if possible) and the time on the stopwatch will continue to run.

However, if the injury results in the player being unable to be shifted out of court, the game will stop.

If the opponent caused the injury deliberately, the game will be awarded to the team with the injured player. However, if the injury was accidental, time keeper will have to stop and record the time on the score.

Serious injuries include: Broken limbs/Neck

Minor injuries include: Abrasions/Sprains

 

Volleyball

Duration of game

  1. Group Stages

One match of 10 minutes

The match is won by the team that wins 1 set of 15 points. Sudden death (no deuce)

In the event when the time limit is up and both teams had not met the set point criteria, the team with the higher points wins.

  1. Quarter-finals and Semi-finals

One match of 15 minutes

The match is won by the team that wins 1 set of 21 points. Sudden death (no deuce)

In the event when the time limit is up and both teams had not met the set point criteria, the team with the higher points wins.

  1. Third-placing and Final

One match of 30 minutes with two equal periods of 15 minutes per set.

The match is won by the team that wins 2 sets of 21 points, with a minimum lead of 2 points.

In the event when the time limit is up, both teams will play until at least one of them has a minimum lead of 2 points.

Rules and Regulations

Competition matters
The match is played by two teams, each consisting of not more than 4 players, one of whom MUST be a female.

  1. Each team will consist of up to 5 players, 4 on the pitch during game play and 1 substitute.
  2. Only players recorded on the score sheet may participate in the match.
  3. The team captain shall be indicated clearly on the score sheet.

Captain
1. Prior to the match, the team captain:

Signs the score sheet

Represents the team in a coin toss.

2. When the match has concluded, the team captain verifies the result by signing on the score sheet.

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 Format

1. To win a match

Group stage: The match is won by the team that wins 1 set of 15 points. Sudden death (no deuce)

Round of 8 to Semi-Finals: The match is won by the team that wins 1 set of 21 points. Sudden death (no deuce)

Finals : The match is won by the team that wins 2 sets of 21 points, with a minimum lead of 2 points. In the case of a 1-1 tie, the deciding set (3rd set) is played to 15 points with a minimum lead of 2 points. In case of a 20-20 or 14-14 tie, the play is continues until a two-point lead is reached.

2. To win a rally

Whenever a team fails in its service or fails to return the ball, or commits any other fault,the opposing team wins the rally, with one of the following consequences:

  1. If the opposing team served, it scores a point and continues to serve.
  2. If the opposing team received the service, it gains the right to serve and also scores a point.

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 as in the rule above.

3. A team declared incomplete for the set or for the match loses the set or the match. The opposing team is given the points, or the points and the sets needed to win the set or the match. The incomplete team keeps its points and sets.

Preparation of the match

1. Coin toss

Before the official warm up, the first referee conducts the coin toss in the presence of the team captains, where appropriate. The winner of the coin toss chooses:

  1. Either the right to serve or receive the service or
  2. The side of the court

The loser takes the remaining choice.

In the second set the loser of the coin toss in the first set will have the advantage of choosing first

In the case of a deciding set (3rd set), a new coin toss will be conducted.

2. Warm up session

Players are to do their own warm up prior to their matches as there are no courts allocated for warm ups.

Team Line up
1. Players:
i) At least 4 players must always be in play.

2. Substitutions

Substitution may be requested during time-outs, or in between points.

Only a maximum of 2 substitutions per game.

Player positions

  1. At the moment the ball is hit by the server, each team must be within its own court (except the server).
  2. The players are free to position themselves. There are NO determined positions on the court.
  3. There are NO positional faults.

Ball play

  1. Each team is entitled to a maximum of 3 hits before returning the ball over the net.
  2. These hits not only include intentional hits by the player, but also unintentional contacts with the ball.
  3. A player may not hit a ball 2 times consecutively.

Ball IN

  1. The ball is in when it touches the ground of the playing court including the boundary lines.

Ball OUT

The ball is out when it:

Falls on the ground completely outside the boundary lines (without touching them);

Touches an object outside the court, or a person out of play;

Touches the antennae, ropes, posts or the net itself outside the side bands and antennae;

Crosses completely the vertical plane of the net, totally or even partly outside the crossing space during service or the third hit of the team.

Simultaneous contacts

  1. Two players may touch the ball at the same moment.
  2. When two teammates touch the ball simultaneously, it is counted as two hits (except at blocking).
  3. If two teammates reach for the ball but only one player touches it, one hit is counted. If players collide, no fault is committed.
  4. If there are simultaneous contacts by the two opponents 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. If simultaneous contacts by the two opponents over the net lead to a held ball, it is NOT considered a fault.

Assisted Hit

Within the playing area, a player is not permitted to take support from a teammate or any structure/object in order to reach the ball. However, the player who is about to commit a fault (touch the net or interfere with an opponent, etc.) may be stopped or held back by a teammate.

Characteristics of a hit

1. The ball may touch any part of the body
2. The ball must be hit, not caught or thrown. It can rebound in any direction.
3. The ball may touch various parts of the body, only if the contacts take place simultaneously.
4. Exceptions:

At blocking, consecutive contacts by one or more blockers are authorized,provided that they occur during one action.

At the first hit of the team, unless it is played overhand using fingers, the ball may contact various parts of the body consecutively, provided that the contacts occur during one action.

Service

The service is the act of putting the ball into play by the correct serving player who, positioned in the service zone, hits the ball with one hand or arm.

First service in a set

The first service of a set is executed by the team determined by the coin toss.

Service order

After the first service in a set, the player to serve is determined as follows:

When the serving team wins the rally, the player who served before, serves again.

When the receiving team wins the rally, it gains the right to serve and the player who did not serve last time will serve.

Authorization of the service

The first referee authorizes the service after having checked that the correct server is in possession of the ball behind the end line and that the teams are ready to play

Execution of the service

The server may move freely within the service zone. 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) nor the ground outside the zone. His/her foot may not go under the line. After his/her hit, the server may step or land outside the zone, or inside the court.

If the line moves because of the sand pushed by the server, it is not considered a fault.

The server must hit the ball within 5 seconds after the first referee whistles for service.

A service executed before the referees whistle is cancelled and repeated.

The ball shall be hit with one hand or any part of the arm after being tossed or released and before it touches the playing surface.

If the ball, after having been tossed or released by the server, lands without being touched or caught by the server, it is considered as a service.

No further service attempt will be permitted.

Screening

The teammate of the server must not prevent either opponent, through screening, from seeing the server or the path of the ball. On the opponents request, they must move sideways.

Serving faults

The following faults lead to a change of service. The server:

  1. Violates the service order
  2. Does not execute the service properly.

Serving faults after hitting the ball

After the ball has been correctly hit, the service becomes a fault if the ball:

  1. Touches a player of the serving team or fails to cross the vertical plane of the net,
  2. Goes out


Attack Hit

1. All actions to direct the ball towards the opponent, except when serving and blocking, are considered attack-hits.
2. An attack-hit is completed the moment the ball completely crosses the vertical plane of the net or is touched by the blocker.

3. Any player may carry out an attack-hit at any height, provided that his/her contact with the ball has been made within the players own playing space (except Rule 17.2.4 below).

ATTACK-HIT FAULTS

1. A player hits the ball within the playing space of the opposing team.

2. An attack-hit is completed the moment the ball completely crosses the vertical plane of the net or is touched by the blocker, regardless of the attacker touching the net or falling out of the court after the ball has left the attackers hands.

3. A player completes an attack-hit using an open-handed tip or dink directing the ball with the fingers.

4. A player completes an attack-hit on the opponents service, when the ball is entirely above the top of the net.

5. A player completes an attack-hit using an overhand pass, which has a trajectory not perpendicular to the line of the shoulders, except when setting his or her teammate.

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.

Hits by the blocker:

  1. The first hit after the block may be executed by any player, including the one who has touched the ball at the block.
  2. Block within the opponents space:

In blocking, the player may place his/her hands and arms beyond the net provided that his/her action does not interfere with the opponents play.

Thus, it is not permitted to touch the ball beyond the net until the opponent has executed an attack-hit.

  1. Blocking contact

A blocking contact is counted as a team hit. The blocking team will have only two more hits after a blocking contact.

Consecutive (quick and continuous) contacts may occur by one or more blockers provided that the contacts are made during one action. These are counted as only one team hit.

These contacts may occur with any part of the body.

  1. Blocking faults.

The blocker touches the ball in the opponents space either before or simultaneously with the opponents attack-hit (Rule 18.3, above).

A player blocks the ball in the opponents space from outside the antenna.

A player blocks the opponents service.

The ball is sent out off the block.

Time-outs
1. A Time-out is a regular game interruption and it lasts for 30 seconds.
2. For Semi-finals onwards, in sets 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.

Number of time-outs

1. Each team is entitled to a maximum of one time-out per set.

Requests for time-out

1. Time-outs may be requested by the players only when the ball is out of play and before the whistle for service, by showing the corresponding hand signal.

2. Time-outs may follow one another with no need to resume the game.

3. The players must have authorization from referees to leave the playing area.

Improper Requests

Among others, it is improper to request a time-out:

  1. During a rally or at the moment of, or after the whistle to serve,
  2. After having exhausted the authorized time-out.

Any improper request that does not affect or delay the game shall be rejected without any sanction unless repeated in the same set.

Delays to the Game
Types of delay:

  1. An improper action of a team that defers the resumption of the game is a delay and includes, among others:
  2. Prolonging time-outs, after having been instructed to resume the game,
  3. Repeating an improper request in the same set (Rule 19.4),
  4. Delaying the game (12 seconds shall be the maximum time from the end of a rally to the whistle for service under normal playing conditions).

Sanctions for Delays

  1. The first delay by a team in a set is sanctioned with a DELAY WARNING.
  2. The second and subsequent delays of any type by the same team in the same set constitute a fault and are sanctioned with a DELAY PENALTY: loss of a rally.

Exceptional Game Interruption

1. Injury

Should a serious accident occur while the ball is in play, the referee must stop the game immediately. The rally is then replayed.

An injured player is to be substituted by the reserve player. The referee must authorize the first aider to enter the playing court to attend to the injured player. Only the referee may authorize that a player may leave the playing area without penalty. The substituted player is not allowed to return to that particular match. The substituting player may only enter the court with the referees authorization.

2. External Interferance

If there is an external interference during the game, play has to be stopped and the rally replayed.

3. Prolonged interuption

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.

Should the match resume, the sets that are already played will keep their scores.

The whole match shall be replayed if deemed necessary by the referee, the organizer and the Event Committee.

Scoring

1. The teams will be divided into 4 groups of 5. The group stages will be played on a single round robin League system. Top 2 teams from each group will qualify and move on to play in the quarter finals.

2. Points will be awarded as follows:

WIN 3 points

DRAW 1 point each

LOSE 0 points

3. If two or more teams tie in their points after the group stages, the team with the highest point difference will qualify. 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.

Players Conduct

  1. Fingernails are to be kept short.
  2. 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.
  3. Players are not allowed to pull the shirt of their opponents.

Walkover

A walkover happens in the event when one team fails to turn up for their assigned match time in 5 minutes, which will result in a victory for the opponent team. For example. If the match time is 0830, by 0835 if the team fails to turn up, then a walkover will be given. All the teams are reminded to adhere strictly to their individual fixtures. The team on the field ready to play will be considered winner with a walkover 8-0 scoreline.

Injuries

  1. If there are any injuries involved, the injured player will need to leave the court (if possible) and the time on the stopwatch will continue to run.
  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.

Serious injuries include: Broken limbs/Neck

Minor injuries include: Abrasions/Sprains

Contact Us

For Event Enquiries, write to beachbonanza.uolsrc@gmail.com or contact us at +65 9134 7748(Mon - Fri, 11am - 6pm, excluding Public Holidays)

For Registration Support, write to info@liv3ly.com or call us at +65 6848 2472 (Mon - Fri, 11am - 6pm, excluding Public Holidays

 

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