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Tournament Guidelines 2022

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Linggo ng Kabataan 2022 - Sports Competition

AUGUST 19-21, 2022


Calapan City, Oriental Mindoro
SPECIAL GROUND RULES
VOLLEYBALL
1. Players Eligibility
 Must be 25 years old and below (born 1997).
 Must be resident of their own municipalities.
 Player’s from NCAA, UAAP and PVL are not allowed to play.
 Player should be fully vaccinated with parental consent and waiver.
2. Team Composition
A team shall compose of the following:
 Ten (10) players including one (1) or two (2) liberos.
 One (1) head coach.
3. Uniform
 Each team must have a specific color (jersey) to use as their uniform in the competition with
DESIGNATED NUMBER.
4. Categories
 Men
 Women
5. Tournament format
 Double Elimination, one (1) set only.
6. Scoring
 All games except finals (2 out of 3 sets-25, 25, 15) shall be played on one (1) set only (straight 25
points) following the rally point system.
7. Time-out
 Each team are given one (1) time-out only
8. Participants must refrain from action or attitude aimed at influencing the decision of the referees,
otherwise, the player/team/coach shall be issued verbal warning. Repetition of the same offense warrants
penalty.

9. Any member of the team found to be under the influence of liquor or drugs shall not be allowed to play
and to sit on the bench.

10. All forms of misconduct during competition shall be subject to sanction in accordance with participant’s
CONDUCT of FIVB OFFICIAL VOLLEYBALL RULES 2021-2024 (Chapter 7, Rule 20 – 21.6.) and in the
MISCONDUCT SANCTION SCALE.

11. A team that does not appear (or incomplete) three (3) minutes after the scheduled time of their games
shall be declared in default and forfeits in favor of the opposing team.

12. Interrupted matches, even if exceed the four hours and played in another venue, match shall continue
with the same scores, players and position. Interrupted set shall continue normally, with the scores of
completed set/ kept as played.

13. Other technical problems shall be resolved according to the current rules of FIVB.
Sepaktakraw
1. Players Eligibility
 Must be 25 years old and below (born 1997).
 Must be resident of their own municipalities.
 Player’s from Palarong Pambansa, NCAA and UAAP are not allowed to play.
 Player should be fully vaccinated with parental consent and waiver.
2. Team Composition
A team shall compose of the following:
 Five (5) players
 One (1) head coach
3. Uniform
 Each team must have a specific color (jersey) to use as their uniform in the composition with
designated number.
4. Category
 Men
5. Tournament format
 Double elimination
6. Scoring
 Scoring in Sepaktakraw is relatively simple with a side receiving a point every time their opponents
fault. Faults (which result in a point for the opposition) include:
1. The Tekong jumping off the ground to make the service.
2. The Tekong not licking the ball when making service.
3. An Inside player touches the net whilst throwing the ball.
4. The ball fails to cross to the opposition's half.
5. The ball goes over the net but lands outside of the court boundaries.
6. Playing the ball more than 3 times in a row.
7. Touching the ball on the opposing side.
8. The ball touches the arm.
9. Holding or grabbing the ball.
10. The ball touching the ceiling or any other object
7. Time-out
 Each team are given one (1) time-out (2 minutes) per set.
8. Rules of Sepaktakraw
 Games of Sepaktakraw shall be played by two teams of three players.
 Games should be played on a court that fits the regulation size and markings as set out by ISTAF,
with an official Sepak Takraw ball.
 The team to serve first is decided by a coin toss before the match commences.
 Play begins when the server is thrown the ball by a teammate and must then kick the ball over the
net whilst keeping one foot in the service circle.
 Players may only touch the ball with their feet, head, knees and chest. Touching the ball with the
hand or any other part of the body can result in a fault and a point for the opposition.
 Each team is allowed a maximum of three touches of the ball to return it back over the net without
letting it touch the ground.
 Failure to return the ball over the net before it hits the ground results in a point to the opposition.
 Points are always scored in Sepak Takraw by the opposition faulting, and they can do this in a
number of ways (see above).
 The first team to reach 21 points wins a set. The first team to win two sets is declared the winner.
9. Winning the Game
 Won by the first side to win two sets.
 Each set is won by the team that is first to reach 21 points.
 If a set is tied 21-21, then a tie breaker shall be played in which the first team to open up a two
point lead or reaches 25 points is declared the winner.
10. A team that does not appear (or incomplete) three (3) minutes after the scheduled time of their games
shall be declared in default and forfeits in favor of the opposing team.
11. Other technical problems shall be resolved according to the current rules of International Sepaktakraw
Federation (ISTAF).

CHESS RULES AND REGULATIONS


1. FIDE LAWS OF CHESS (January 2021) will govern the tournament.
2. Players with finished games shall not be allowed to stay in the playing area (A.11.4,
A.11.2.3.1-leave the playing venue, A.12.2.3-Playing environment, 12.7-Spectators).
3. RULES OF RAPID PLAY A.4 shall apply for the competition.
4. INFRINGEMENT will be met by oral warning on 1st offense, 2nd offense (final warning) plus 2
minutes to the opponent, 3rd offense loss of the game.
5. CELLPHONE must be switch off, Oral warning on the 1st offense, next will be forfeiture.
6. DEFAULTING TIME minutes after the start of the round. RECORDING OF MOVES OPTIONAL.
7. PLAYER DEFAULTED once will not be paired in the next round he must inform the arbiter/pairing
manager if he has a desire to continue for the next round.
8. TIME CONTROL: 15 minutes + 5sec. (delay/increment) mode. (7more or less) rounds Swiss
System, defends on the number of entries.
9. SCORING SYSTEM: 1 for win, ½ for draw, and 0 for loss.
10. Alphabetical can be used to determine the starting rank of the players.

RULES ON RAPID PLAY A.4. See also FIDE amended rules


A.4 Otherwise the following apply:
A.4.1 From the initial position, once 10 moves have been completed by each player,
A.4.1.1 no change can be made to the clock setting, unless the schedule of the event would be adversely
affected.
A.4.1.2 no claim can be made regarding incorrect set-up or orientation of the chessboard. In case of
incorrect king placement, castling is not allowed. In case of incorrect rook placement, castling with this rook
is not allowed.
A.4.2.1 If the arbiter observes an action taken under Article 7.5.1, 7.5.2, 7.5.3, or 7.5.4, he shall act
according to Article 7.5.5, provided the opponent has not made his next move. If the arbiter does not
intervene, the opponent is entitled to claim, provided the opponent has not made his next move. If the
opponent does not claim and the arbiter does not intervene, the illegal move shall stand and the game shall
continue. Once the opponent has made his next move, an illegal move cannot be corrected unless this is
agreed by the players without intervention of the arbiter.
A.4.3 To claim a win on time, the claimant may stop the chess clock and notify the arbiter. For the claim to
be successful, the claimant must have time remaining on his own clock after the chess clock has been
stopped. However, the game is drawn if the position is such the claimant cannot checkmate the player’s
king by any possible series of legal moves.
A.4.4 If the arbiter observes both king are in check, or a pawn on the rank furthest from its starting position,
he shall wait until the next move is completed. Then, if an illegal position is still on the board, he shall
declare the game drawn.
A.4.5 The arbiter call a flag fall, if he observes it.

***JUST IN CASE MATE BY TWO HANDS; MATE PREVAILS!

FINAL RANK IS DETERMINED BY THE HIGHEST POINTS AFTER THE LAST ROUND AND IN CASE OF
TIES,

THE FOLLOWING TIEBREAKS WILL BE USED:

1. Direct Encounter
2. Buchholz
3. Progressive
4. S. B. System
5. Number of victories (forfeit counts)
EXPLANATION OF TIE BREAKS/CLOCK
1. DIRECT ENCOUNTER – If all the tied players have met each other, the sum of points from these
encounter is used. The player with the highest score is ranked nember1 and so on. If some but not all have
played each other, the player with a score that could not be equaled by any other player (if such games had
been played) is ranked number1 and so on.
2. BUCHHOLZ SYSTEM – the sum of the scores of each of the opponents of a player.
3. PROGRESSIVE – Sum of cumulative scores.
4. SONNEBORN-BERGER (S.B.) – the sum of the scores of all opponents a player has defeated + half of
the scores of all opponents he has drawn with.
5. GREATER NUMBER OF WINS – number of wins
For tie-break purposes a player who has no opponent will be considered as having played against a virtual
opponent who has the same number of points at the beginning of the round and who draws in all the
following rounds. For the round itself the result by forfeit will be considered as a normal result.

2 ILLEGAL MOVE: completed move. 1st offense + 2 minutes to the opponent thinking time, 2nd offense Loss
of the game, if the opponent can checkmate no matter how.
1. Wrong movement of piece.
2. Exposing the king for an attack.
3. Capturing the king.
4. Using two hands in executing a move (e.g. Castling, Capturing, and Pawn promotion).
5. Pressing the clock without a move.
6. Pawn promotion unplaced or placing the new piece w/out removing the pawn.
THE ACT OF PROMOTION MAY BE PERFORMED IN VARIOUS WAYS:
A. The pawn does not have to be placed on the square of arrival,
B. Removing the pawn and putting the new piece on the square of promotion may occur in
any order.

DRAWN GAMES CLAIMED: With his presence, the Arbiter decides.


1. Three times repetition of position.
2. 50 moves without pawn move or captured.
3. Obvious drawn position.

Pairing Program – Swiss Manager * NO PROTEST ON PAIRING

FIDE Amended RULES

Article 7.5.1 An illegal move is completed once the player has pressed his clock. If during a game it is found
that an illegal move has been completed, the position immediately before irregularity shall be reinstated. If
the position immediately before irregularity cannot be determined, the game shall continue from the last
identifiable position prior to the irregularity.

Article 4.3 and 4.7 (touch move rule) apply to the move replacing the illegal move. The game shall then
continue from this reinstated position.

Article 7.5.2 If the player has moved a pawn to the furthest distant rank, pressed the clock, but not replaced
the pawn with a new piece, the move is illegal. The pawn shall be replaced by a queen of the same color as
the pawn.

Article 7.5.3 If the player presses the clock without making a move, it shall be considered and penalized as
if an illegal move.

Article 7.5.4 If a player uses 2 hands to make a single move (for example in case of castling, capturing, or
promotion) and pressed the clock, it shall be considered and penalized as if an illegal move.
Article 7.5.5 after the action taken under Article 7.5.1, 7.5.2, 7.5.3, or 7.5.4 for the first completed illegal
move by a player, the arbiter shall give 2 minutes extra time to his opponent; for the second illegal move by
the same player the arbiter shall declare the game lost by this player. HOWEVER, the game is drawn if the
position is such that the opponent cannot checkmate the player’s king by any possible series of legal
moves.
***JUST IN CASE MATE BY TWO HANDS; MATE PREVAILS!

DRAW CLAIM
Article 9.1.2.2 The offer of a draw shall be noted by each player on his score sheet with the symbol (=).

Article 9.1.2.3 A claim of a draw under article 9.2 or 9.3 shall be considered to be an offer of a draw.

Article 9.2.1 The game is drawn, upon a correct claim by a player having the move, when the same position
for at least the third time (not necessarily by a repetition of moves):

Article 9.2.1.1 is about to appear, if he first writes his move, which cannot be changed, on his score sheet
and declares to the arbiter his intention to make this move, or

Article 9.2.1.2 has just appeared, and the player claiming the draw has the move.

Article 9.2.2 Positions are considered the same if and only if the same player has the moved, pieces of the
same kind and color occupy the same squares and the possible moves of all the pieces of both players are
the same. THUS positions are not the same if:

Article 9.2.2.1 at the start of the sequence a pawn could have been captured en passant

Article 9.2.2.2 a king had castling rights with a rook that has not been moved, but forfeited this after moving.
The castling rights are lost only after the king or rook is moved.

Article 9.3 The game is drawn, upon a correct claim by a player having the move, if:

Article 9.3.1 he writes his move, which cannot be changed, on his score sheet and declares to the arbiter
his intention to make this move which will results in the last 50 moves by each player having been made
without the movement of any pawn and without any capture, or

Article 9.3.2 the last 50 moves by each player have been completed without the movement of any pawn
and without any capture.

Article 9.4 If the player touches a piece as in Article 4.3, he loses the right to claim a draw under Article 9.2
and 9.3 on that move.

Article 9.5.1 If a player claims a draw under article 9.2 or 9.3, he or the arbiter shall stop the chess clock
(see Article 6.12.1 or 6.12.2). He is not allowed to withdraw his claim.

Article 9.5.2 If the claim is found to be correct, the game is immediately drawn.

Article 9.5.3 If the claim is found to be incorrect, the arbiter shall add 2minutes to the opponent’s remaining
thinking time. Then the game shall continue. If the claim was based on an intended move, this move must
be made in accordance with Article 3 and 4.

Article 9.6 If one or both of the following occur(s) then the game is drawn.

Article 9.6.1 The same position has appeared, as in 9.2.2 at least 5 times. 9.6.2 any series of at least 75
moves have been made by each player without the movement of any pawn and without any capture. If the
last move resulted in checkmate, that shall take precedence.

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