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Association of Philippine Medical Colleges Student Network Region VII Sacred Heart School Ateneo de Cebu Canduman Campus

s December 1, 2012

MEDLYMPICS 2012
Sports and Excellence Redefined

Hosted By: CEBU INSTITUTE OF MEDICINE

TABLE OF CONTENTS

I. GENERAL RULES AND REGULATIONS ............................................................................... 3 II. FLOOR PLAN .................................................................................................................................. 4 III. PROGRAMME OPENING CEREMONY ........................................................................... 5 IV. SCHEDULE OF GAMES ............................................................................................................. 6 A. MAJOR GAMES .......................................................................................................................................... 6 B. MINOR GAMES ...................................................................................................................................... 12 V. GUIDELINES ................................................................................................................................ 15 A. MAJOR GAMES ........................................................................................................................................ 15 BASKETBALL ................................................................................................................................................................ 15 VOLLEBALL .................................................................................................................................................................. 20 SOCCER ........................................................................................................................................................................... 21 FLAG FOOTBALL ....................................................................................................................................................... 23 TABLE TENNIS ............................................................................................................................................................ 29 BADMINTON ................................................................................................................................................................ 30 TRACK & FIELD .......................................................................................................................................................... 33 SWIMMING COMPETITION ................................................................................................................................. 35 CHEER DANCE COMPETITION ........................................................................................................................ 37 MR.&MS. MEDLYMPICS ........................................................................................................................................... 41 B. MINOR GAMES ....................................................................................................................................... 42 SCRABBLE ...................................................................................................................................................................... 42 CHESS ............................................................................................................................................................................... 45 DOTA ................................................................................................................................................................................ 47 ADVENTURE RACE .................................................................................................................................................. 50 PARLOR GAMES ......................................................................................................................................................... 51 QUIZ BOWL ................................................................................................................................................................... 54 SINGING COMPETITION ...................................................................................................................................... 56

I. GENERAL RULES AND REGULATIONS



1. 2. No smoking is allowed within the Sacred Heart School-Ateneo de Cebu campus. Only current students from the five participating schools who are wearing the official Medlympics 2012 baller band (pre-ordered) will be allowed to participate in the games. Should friends/supporters wish to enter the premises, they will be asked to pay a Php50.00 entrance fee inclusive of a baller band. No car pass, no entry. Car passes will be provided for each school. 40 will be provided for MHAM, Gullas and CDU, while 10 car passes will be provided for SMUS. There will be designated parking areas on the day of the Medlympics, which is in the gravel area, and in front of the school. Roadside parking is not allowed. There are 5 comfort rooms that will be available for use. 2 inside the gym premises, 1 in Wing 3, 1 in Wing 4, and 1 in the canteen. (Refer to Floor Plan) No food is allowed in the gym, pool, track and field, and different sports areas. Only bring water or tumblers/drinks that are properly sealed and/or covered. There will be STRICTLY NO FOOD allowed in the Auditorium. NO STYROFOAM should be used as food packaging. Packed lunches SHOULD NOT include drinks. Drinks should be bought from the concessionaires within the campus. The main entrance to be used is Gate 1. Gate 2 will only be used as a drop-off point. (Please refer to Floor Plan) If the delegation is going to use a bus, please label the front of the bus with the schools name. Please dispose of your trash properly. Garbage cans and trash bags will be provided. Walking around/loitering in the track oval is PROHIBITED. Should one wish to watch the track and field events, one should stay in the designated tents for spectators. Players for the different games are required to attend the Opening Ceremony. In the event that less than 70% of the members of each team are present by the start of the ceremony, a 10point deduction to the overall score will be given for each team. (For example, the basketball, volleyball and flag football teams of CIM do not reach 70%, a 30-point deduction will be given to CIM.) The events will be divided into two categories Major and Minor. The list of games with their corresponding points in the overall score are as follows: CATEGORY POINT SYSTEM EVENTS st place: 50 MAJOR GAMES 1 Basketball, Volleyball, Flag Football, Soccer, 2nd place: 40 Track and Field, Table Tennis, Badminton, 3rd place: 30 Swimming, Cheerdance Competition, Mr. & 4th place: 20 Ms. Medlympics st place: 30 MINOR GAMES 1 Adventure Race, Singing Competition, DOTA, 2nd place: 20 Quiz Bowl, Scrabble, Chess, Parlor Games, 3rd place: 10 Banner Raising 4th place: 5

3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13.

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15. Players for each sport are required to wear a jersey of their school color. For the following events, a school shirt/shirt of their school color would suffice: Soccer Womens, Adventure Race, DOTA, Scrabble, Chess, Parlor Games, Singing Competition & Quiz Bowl. 16. Players have to be at the specified venue 10 minutes before the start of their game. (Refer to Schedule of Games) If a team fails to complete their line-up 15 minutes after the scheduled time of start, the opposing team automatically wins the game. 17. All games except Badminton and DOTA will be held in the school premises.

II. FLOOR PLAN

III. PROGRAMME OPENING CEREMONY


6:30-7:15 7:15-7:30 7:30-7:45 7:45-10:00 Registration Assembly Parade Invocation/Doxology by CIMphony Pambansang Awit Opening Remarks by Ralph Anislag, APMC Cebu Chapter President Recognition of Deans from the five universities Lighting of the Torch Oath of Sportsmanship Mr. & Ms. Medlympics 2012: Introduction Banner Raising (Mr. & Ms. Medlympics contestants) Cheerdance Competition Mr. & Ms. Medlympics Sports/Games Singing Competition Awarding

10:00-5:00 3:30-5:00 5:00-6:00

IV. SCHEDULE OF GAMES


A. MAJOR GAMES
BASKETBALL MEN 5 teams Team A CIM Team B UV Team C SUMS Team D CDU Team E MHAM TIME 10:00-11:05 11:05-12:10 12:10-1:15 1:15-2:20 2:20-3:25 3:40-4:50 WOMEN 5 teams Team A CIM Team B UV Team C SUMS Team D CDU Team E MHAM TIME 10:00-11:05 11:05-12:10 12:10-1:15 1:15-2:20 2:20-3:25 3:40-4:50 GAME 1 2 3 4 5 Championship TEAM D vs E A vs C B vs D C vs E A vs B Top 2 teams SCHOOL CDU vs MHAM CIM vs SUMS UV vs CDU SUMS vs MHAM CIM vs UV COURT 2 2 2 2 2 2 GAME 1 2 3 4 5 Championship TEAM A vs B D vs E A vs C B vs D C vs E Top 2 teams SCHOOL CIM vs UV CDU vs MHAM CIM vs SUMS UV vs CDU SUMS vs MHAM COURT 1 1 1 1 1 1

VOLLEYBALL MEN 4 Teams Team A - MHAM Team B - CDU Team C - CIM Team D - UV TIME GAME NO. 10:30-11:45 1 11:45-1:00 2 1:00-2:15 Game for 3rd 2:15-3:30 Championship *L=loser; W=winner WOMEN 5 Teams Team A - SUMS Team B - CIM Team C - MHAM Team D - CDU Team E - UV TIME 10:30-11:45 11:45-1:00 1:00-2:15 2:15-3:30 2:15-3:30 3:30-4:45 GAME 1 2 3 4 5 Championship TEAM A vs B D vs E A vs C B vs D C vs E Top 2 teams SCHOOL SUMS vs CIM CDU vs UV SUMS vs MHAM CIM vs CDU MHAM vs UV COURT 2 2 2 2 1 indoor TEAM A vs B C vs D L1 vs L2 W1 vs W2 SCHOOL MHAM vs CDU CIM vs UV COURT 1 1 1 indoor

MEN 4 Teams Team A - CDU Team B - UV Team C - CIM Team D - MHAM TIME 12:00-12:45 12:45-1:30 1:30-2:15 2:15-3:00 3:00-3:45 3:45-4:30 WOMEN 4 Teams Team A - MHAM Team B - UV Team C - CIM Team D - CDU TIME 10:30-11:15 10:30-11:15 11:15-12:00 11:15-12:00 GAME NO. 1 2 Game for 3rd Championship GAME NO 1 2 3 4 5 6

SOCCER

TEAM A vs B C vs D A vs C B vs D A vs D B vs C

SCHOOL CDU vs UV CIM vs MHAM CDU vs CIM UV vs MHAM CDU vs MHAM UV vs CIM

FIELD 1 1 1 1 1 1

TEAM A vs B C vs D L1 vs L2 W1 vs W2 FLAG FOOTBALL

SCHOOL MHAM vs UV CIM vs CDU

FIELD 1 2 1 2

4 Teams Team A - CDU Team B - CIM Team C - UV Team D - MHAM TIME GAME NO. 12:00-1:00 1 1:00-2:00 2 2:00-3:00 Game for 3rd 3:00-4:00 Championship *L=loser; W=winner

TEAM A vs B C vs D L1 vs L2 W1 vs W2

SCHOOL CDU vs CIM UV vs MHAM

FIELD

MEN Team A - CDU Team B - UV Team C - MHAM Team D - CIM TIME 10:30-11:00 11:00-11:30 11:30-12:00 12:00-12:30 12:30-1:00 1:00-1:30 WOMEN Team A - MHAM Team B - UV Team C - CIM Team D - CDU TIME 10:30-11:00 11:00-11:30 11:30-12:00 12:00-12:30 12:30-1:00 1:00-1:30 MIXED Team A - MHAM Team B - UV Team C - CDU Team D CIM TIME 1:30-2:00 1:30-2:00 2:00-2:30 2:00-2:30 2:30-3:00 2:30-3:00 GAME NO 1 2 3 4 5 6 GAME NO 1 2 3 4 5 6 GAME NO 1 2 3 4 5 6

TABLE TENNIS

TEAM A vs B C vs D A vs C B vs D A vs D B vs C

SCHOOL CDU vs UV MHAM vs CIM CDU vs MHAM UV vs CIM CDU vs CIM UV vs MHAM

TABLE 1 1 1 1 1 1

TEAM A vs B C vs D A vs C B vs D A vs D B vs C

SCHOOL MHAM vs UV CIM vs CDU MHAM vs CIM UV vs CDU MHAM vs CDU UV vs CIM

TABLE 2 2 2 2 2 2

TEAM A vs B C vs D A vs C B vs D A vs D B vs C

SCHOOL MHAM vs UV CDU vs CIM MHAM vs CDU UV vs CIM MHAM vs CIM UV vs CDU

TABLE 1 2 1 2 1 2

MEN 5 Teams Team A - MHAM Team B - CDU Team C - UV Team D - SUMS Team E - CIM TIME 8:30-9:00 8:30-9:00 9:00-9:30 9:00-9:30 9:30-10:00 9:30-10:00 10:00-10:30 10:00-10:30 10:30-11:00 10:30-11:00 WOMEN Team A - CDU Team B - SUMS Team C - UV Team D - CIM Team E - MHAM TIME 8:30-9:00 8:30-9:00 9:00-9:30 9:00-9:30 9:30-10:00 9:30-10:00 10:00-10:30 10:00-10:30 10:30-11:00 10:30-11:00 GAME NO 1 2 3 4 5 6 7 8 9 10 GAME NO 1 2 3 4 5 6 7 8 9 10

BADMINTON

TEAM A vs B C vs D A vs E B vs C D vs E A vs C B vs D E vs C A vs D B vs E

SCHOOL MHAM vs CDU UV vs SUMS MHAM vs CIM CDU vs UV SUMS vs CIM MHAM vs UV CDU vs SUMS CIM vs UV MHAM vs SUMS CDU vs CIM

COURT 1 2 1 2 1 2 1 2 1 2

TEAM A vs B C vs D A vs E B vs C D vs E A vs C B vs D E vs C A vs D B vs E

SCHOOL CDU vs SUMS UV vs CIM CDU vs MHAM SUMS vs UV CIM vs MHAM CDU vs UV SUMS vs CIM MHAM vs UV CDU vs CIM SUMS vs MHAM

COURT 3 4 3 4 3 4 3 4 3 4

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MIXED 5 Teams Team A - SUMS Team B - MHAM Team C - UV Team D - CDU Team E - CIM TIME 11:00-11:30 11:00-11:30 11:30-12:00 11:30-12:00 12:00-12:30 12:00-12:30 12:30-1:00 12:30-1:00 1:00-1:30 1:00-1:30 GAME NO 1 2 3 4 5 6 7 8 9 10 TEAM A vs B C vs D A vs E B vs C D vs E A vs C B vs D E vs C A vs D B vs E SCHOOL SUMS vs MHAM UV vs CDU SUMS vs CIM MHAM vs UV CDU vs CIM SUMS vs UV MHAM vs CDU CIM vs UV SUMS vs CDU MHAM vs CIM COURT 1 2 1 2 1 2 1 2 1 2

TRACK AND FIELD Time: 8:30 4 Teams: Team A - UV Team B - CIM Team C - CDU Team D - MHAM Order of Events: 100m: M, W 200m: M, W 400m: M, W 800m (2 laps): M, W 3000m(7 laps): M, W 4 x 100m relay: M, W 4x400m relay: M, W Men's Sprint Medley relay(SMR): 100-100-200-400 4x100m mixed relay Discus: M, W Shot put: M, W

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Time: 10:30 4 Teams Team A - CDU Team B - MHAM Team C - UV Team D - CIM Order of events: 50m breaststroke: M, W 100m freestyle: M, W 50m backstroke: M, W 4 x 50m medley relay: M, W 100m breaststroke: M, W 50m butterfly: M, W 50m freestyle: M, W 100m individual medley: M, W 4 x 50m freestyle relay: M, W 4 x 50m mixed relay: M, W

SWIMMING

CHEERDANCE 3 Teams Team A - CIM Team B - CDU Team C - MHAM

B. MINOR GAMES
Time: 10:30 Venue: Canteen, 2nd level 4 Teams Team A - CIM Team B - CDU Team C - UV Team D - MHAM TIME GAME NO 10:30-12:00 1 10:30-12:00 2 12:00-1:30 3 12:00-1:30 4 1:30-3:00 5 1:30-3:00 6 SCRABBLE

TEAM A vs B C vs D A vs C B vs D A vs D B vs C

SCHOOL CIM vs CDU UV vs MHAM CIM vs UV CDU vs MHAM CIM vs MHAM CDU vs UV

ROOM 1 2 1 2 1 2

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Time: 10:30 Venue: Canteen, 2nd level 4 Teams Team A - MHAM Team B - UV Team C - CDU Team D - CIM TIME 10:30-11:30 10:30-11:30 11:30-12:30 11:30-12:30 12:30-1:30 12:30-1:30 GAME NO 1 2 3 4 5 6

CHESS

TEAM A vs B C vs D A vs C B vs D A vs D B vs C DOTA

SCHOOL MHAM vs UV CDU vs CIM MHAM vs CDU UV vs CIM MHAM vs CIM UV vs CDU

ROOM 1 2 1 2 1 2

Time: 8:30 9 Teams TIME 8:30-9:30 9:30-10:30 10:30-11:30 11:30-12:30 12:30-1:30 1:30-2:30 2:30-3:30 3:30-4:30

GAMES 1, 2, 3 4, 5, 6 9, 10, 8 7, 11, 12 13, 14 15 16 17 ADVENTURE RACE

Time: 10:30 Venue: 4 Teams Team A - CIM Team B - CDU Team C - MHAM Team D - UV

Time: 10:30

PARLOR GAMES

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Venue: Parking Area 5 Teams Team A - CDU Team B - GULLAS Team C - CIM Team D - SUMS Team E - MHAM Time: 10:30 Venue: Auditorium 5 Teams Team A - CIM Team B - UV Team C - CDU Team D - SUMS Team E - MHAM QUIZ BOWL

5 Teams Team A - UV Team B - CIM Team C - CDU Team D - SUMS Team E - MHAM

SINGING CONTEST

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V. GUIDELINES
A. MAJOR GAMES
BASKETBALL MEN & WOMEN The Basics A basketball team is comprised of 5 players during a game, but can have a maximum of 15 players (15 for men and 15 for women). The aim of the game is to put the ball in the opposing team's basket. Players can pass the ball to each other and can move around any part of the court. They can also move with the ball by 'dribbling;' that is, by bouncing the ball at knee height whilst standing still or travelling. The game is divided into four 10-minute periods known as 'quarters.' The team which has the most points by the end of the game wins. The Team A team member is eligible to play when he has been authorized to play for a team according to the regulations, including regulations governing age limits, of the organizing body of the competition. A team member is entitled to play when his name has been entered on the score sheet before the start of the game and as long as he has neither been disqualified nor committed five (5) fouls. Scoring The number of points awarded for successfully throwing the ball into the opposing team's basket depends upon where the player was standing when they threw the ball: if they were outside the 3-point line, their team will be awarded 3 points; if they were standing inside it, their team will be awarded 2 points. When a player is awarded with the opportunity to take an unguarded shot at the basket from the 'free throw' line as compensation for a technical or personal foul, a successful attempt will be rewarded with 1 point. Fouls A personal foul is some form of illegal body contact. If a player commits a personal foul, the opposing team will be awarded by a free throw or possession of the ball by the referee. A game official can also charge a player, coach or any other member of a team with a technical foul as punishment for unsportsmanlike or inappropriate behavior. The following moves are considered to constitute illegal body contact and will result in a penalty for a personal foul: - Charging - When a player is moving with the ball and runs directly into a player who is attempting to guard them, the offending player will be penalized for 'charging.' - Illegal guarding - Aggressively bumping into an opponent from behind them. - Illegal screening - This is attempting to slow down a member of the opposing team who is not in current possession of the ball. - Illegal checking - This is bodily contact made with a player who is attempting to release the ball by passing to a team-mate or making an attempt at the basket. - Hand checking - This is defined as deliberately trying to slow down an opponent by grabbing at them. - Blocking - It is illegal to create an obstacle, or 'block' a player who is dribbling the ball (unless the player defending has adopted a legal guarding stance). - Holding - Holding is making bodily contact with a member of the opposing team to 15

somehow prevent them from moving.

Violations and Their Penalties Free throws - Free throws are usually awarded in the following situations: - When a player has been fouled during a shooting attempt. The player is compensated for a missed opportunity to score by either two or three free throws (depending upon whether they were standing in front of, or behind, the free throw line when the foul was committed). - When a team is in the position of being punished by a team foul. This occurs when a team has committed more than four fouls in one period. Two free throws are awarded. - When a player, coach or other team member demonstrates unsportsmanlike behaviour they receive a technical foul. If the offence is committed by a player on the court, the opposing team receives two free throws. Free throws must be executed with respect for the following rules: - The player awarded with the free throw must stand behind the free throw line and make an attempt at the basket within 10 seconds. - Players are not permitted to touch the ball or basket while the ball is on or within the basket. - Players who occupy a free throw line space are not permitted to touch the floor on or across the free throw line. Players who don't occupy a free throw line space must remain behind the 3 point line until the ball leaves the shooter's hands. - The shooter is not permitted to cross the free throw line until the ball touches the basket or backboard, or until the free throw ends. - Players are not permitted to attempt to block the ball before it reaches the basket. - The shooter is not permitted to fake an attempt at the goal. - Opponents are not permitted to attempt to distract the free throw shooter. If the team which has been awarded the free throw violates the rules, a point will not be awarded and possession will be awarded to the opposing team. If the opposing team violates these rules, no action is taken if the shooter is successful; if he/she is not, a point will be awarded and another free throw will be awarded in addition. If both teams violate the rules, the ball becomes dead and possession is decided by a jump throw between any two players in the centre circle. Out of bounds If a player causes the ball to go out of bounds the ball is awarded to the opposing team at the boundary line, as near as possible to where the violation took place. The only exception is when the ball goes out of bounds following a throw-in, when the ball is not touched by a player from either team. In this case, the throw-in takes place again at the original spot. Dribble - The following rules apply to dribbling: - A player is not allowed to move with the ball if he/she is not dribbling it. (exception for women; dribbling is allowed every 5 steps) - If a player steps on or outside a boundary line, they are out-of-bounds, even if the ball itself remained inbounds. - A player is not permitted to dribble for a second time if he voluntarily ends his first dribble. He/she will be permitted to dribble again if he/she lost control of the ball due to: 16

an attempt at the basket, on the condition that the ball touched the ring or the backboard; an opponent touching the ball; or, a pass or fumble which involved the ball being touched by another player. If these rules are violated, possession is awarded to the opposing team at the sideline, as close as possible to the place of violation, but no nearer to the base-line than the foul-line. Throwing-in - The following rules apply to throwing in: - The thrower-in must not carry the ball onto the court. - The thrower-in must release the ball within 5 seconds. - The thrower-in cannot leave the spot designated as the throwing-in sport by a game official. - The thrower-in cannot make an attempt at the basket from the throwing-in spot, before the ball has been touched by anyone on the court. - The thrower-in cannot step over the boundary line while throwing the ball back onto the court. - The thrower-in cannot cause the ball to go out of bounds again without being touched by anyone on the court. - The thrower-in cannot simply hand the ball to a player on the court. If these rules are violated, the opposing team will be awarded possession at the spot of the original throw-in. Striking the ball - Players are not permitted to strike the ball with their fist or to kick the ball. - Kicking or striking the ball intentionally is a violation; doing so accidentally does not constitute a violation. If these rules are violated by the offense, possession will be awarded to the opposing team at the sideline as close as possible to the site of the violation. If the violation is committed by the defense, the offensive team maintains possession. If the violation occurs during a throw-in, the opposing team is awarded possession at the site of the throw-in. Jump ball - Players are constrained by the following rules whilst participating in jump throws: - Each participating player must have at least one foot on or inside of the half of the jumping circle furthest away from his/her team's basket. - The ball must be tapped by one or both players when the ball reaches its highest point. If neither of the participating players manages to touch the ball before it falls, another toss will take place. - The participating players are not permitted to touch the ball before it reaches its highest point. - Neither of the participating players can leave the jumping circle until the ball has been tapped. - Participating players are not permitted to tap the ball twice. - Neither of the participating players can catch the ball until it has touched the floor, the basket, the backboard, or one of the other eight players on the court. - The eight players who are not participating in the jump ball must remain outside of the restraining circle until the ball has been tapped. - During a jump ball, a personal foul committed is called a "loose ball" foul. The game clock and 24 second clock should not be restarted until the ball has been legally tapped. If these rules are violated, the opposing team will be awarded possession at the sideline. If both 17

teams violate the rules, or, if the game official determines that he has made an unfair toss, it will be repeated. The offensive 3 second rule This rule states that an offensive player is not permitted to remain in his part of the free-throw lane between the end-line and the area extending 4 feet past the end-line and the furthest edge of the free throw line while the ball is in his/her team's possession for more than three seconds. If the player is in the act of shooting as the third second ends, allowances are made. If the ball subsequently misses the basket, the three second count will be continued. If this rule is violated, the opposing team will be awarded possession at the sideline. The defensive 3 second rule The regulations relating to the defensive 3 second rule are as follows: - The count begins when the offensive team acquires possession of the ball in the frontcourt. - A defensive player positioned in the 16 foot lane or the area extending 4 feet past the lane end-line must be actively guarding an opponent (i.e. be within an arm's length and in a legal guarding stance) within 3 seconds. - Any defensive player can guard any offensive player. The defenders can also double team any player. - The count is suspended when: there is a field goal attempt; a team loses control; a defender is actively guarding an opponent; or, when the defender clears the 16ft line. - If the defender is guarding a player with the ball, he is allowed to be in the 16ft lane. If another player is actively guarding the player with the ball, the original defender must either actively guard a player or exit the lane. If these rules are violated, a technical foul will be considered and the offensive team takes possession at the free throw line. The 8-second-Rule A team cannot be in continuous possession of a ball in its back-court for more than 8 continuous seconds. This count will be restarted if a defender kicks or punches the ball, or commits a technical foul. Violation results in possession being awarded to the opposing team at the midcourt line. The 5-second back-to-the-basket violation An offensive player in his own front-court cannot dribble with his back or his side facing the basket for more than 5 seconds. The count finishes when the player picks up the ball, when he/she dribbles above the free throw line or when a defensive player intercepts the ball. Violation will result in possession being awarded to the opposing team on the side-line at the level of the free throw line. Ball in Back-court A player cannot be the first to touch a ball that he or another player on his team caused to go from front-court to back-court while their team was in control of the ball. The exceptions are occasions when neither team was in control of the ball, including during a jump ball, a field goal attempt or a rebound. Swinging of elbows Players are forbidden from vigorously swinging their elbows in the direction of an offensive 18

player in possession of the ball, even if there is no contact between the players. If this rule is violated, possession is awarded to the opposing team at the side-line. Entering the basket from below Players cannot cause the ball to enter the basket from below. Violation will result in possession being awarded to the opposing team at the side-line. Illegal assist in scoring Players cannot hang onto the ring or backboard to assist themselves in scoring. Players are also not permitted to 'boost' their teammates to afford them an advantage in shooting. Violation will result in possession being awarded to the opposing team at the free-throw line. Travelling The rules regarding travelling are as follows: - A player who catches the ball while standing still can pivot (on either foot) - A player who catches the ball while he is moving can use a "two-count rhythm" when passing, or shooting the ball - The first count occurs as a player receives the ball, if he/she has either foot on the floor as he/she receives the ball; or, as one foot touches the ball or as both feet touch the floor simultaneously as he receives the ball. - The second count occurs after the first count when either foot touches the floor, or when both feet touch the floor simultaneously. - A player who comes to a stop on the count of one is permitted to pivot on either foot - If a player comes to a stop on the count of two as he/she catches the ball, only the rear foot can be used to pivot. - If a player comes to a stop on the count of two, and lands with neither foot in front of the other, he/she can use either foot to pivot. - If a player is in possession of the ball and chooses to raise the pivot foot, he or she must pass or shoot before returning the pivot foot to the floor. - If a player chooses to dribble after receiving the ball whilst standing still, the ball must leave the player's hand before the pivot foot can be raised. Dead, Live And Alive Balls When a ball is not in the legal control of either team, it is said to be 'dead.' It is put back into play by a jump ball, a throw-in or free throw, depending upon the circumstances. The ball is said to be live when it is handed to the thrower-in, free throw shooter or, in the case of a jump ball, to the game official. It is said to be alive when it is released by the free throw shooter or thrower-in, or when it is tossed by the game official in a jump throw.

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VOLLEBALL MEN & WOMEN Conduct of Player & Coaches: 1. After the match, players & coaches are required to shake hands of the opponent & to the officiating officials. 2. Players will not be accompanied by the coach during substitution & be ready to avoid delay of the game. 3. Only the team captain may have the right to verify/clarify questions to the referees decisions. 4. The referees decision is final. Schedule: 1. Law of succession will be observed. 2. All coaches & players must be present during the start of the first game in the morning & the last game in the afternoon. Rules & Regulations: 1. The 2001-2005 International Volleyball Rules will be used in the tournament. 2. Coaches are responsible for the discipline & proper observance of the rules & policies of the tournament during the entire duration of the game. 3. Competing teams will report to the scorer 20 minutes before the scheduled time. 15 minutes grace period after the last game shall be given before forfeiture will be declared. 4. Competing teams who failed to report to the scorer 15 minutes after the schedule game automatically losses at any cause. 5. A game will be forfeited if the team will walk out at any cause. 6. Changes, replacement & additional players in the official score sheet during the tournament shall not be allowed. 7. Each team has the option among the final list of players & 1 specialized defensive player (Libero). 8. Libero must wear a different color of uniform to contrast to other members of the team. 9. Players may wear glasses or lenses at their own risk. 10. After each set, the teams change courts & change benches. 11. Protest shall be entertained 15 minutes prior to the next competition. No protest shall be entertained after the second game of the competition. All protest shall be written in black & white. Verbal protest shall not be entertained by the Tournament Manager & the officiating official. Protest concerning technicalities shall be done in writing. The Technical Committee should make decisions after evaluation.

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SOCCER MEN & WOMEN 1. Tournament format Tournament schedules will be distributed to all coaches prior to the start of the games. The teams will play in a Single Round Robin format depending on the number of teams. Top 2 for Championship, 3 and 4 for 3rd placer. If two brackets, the top 2 will qualify for the Semi-finals crossover and the winners will play for the championships and the loser will play 3rd placer. 2. Number of players: 12-15 3. Match Regulations a. All games will be played in a 7-A-Side. b. Flying substitution is allowed. c. 5 players are needed to start a game. d. All games should have a Goal Keeper. e. No off-side. f. Pass back to the Goal Keeper is allowed but the six-secons rule applies. g. Goal Keeper can hold the ball only inside the Penalty Box. h. Throw in will be applied in all games. i. No goals from a throw-in, goal kicks and kick-off unless the ball is touched by Another player. j. No volley kicks. Only a throw from the Goal Keeper. k. No direct free kicks. All free kicks are indirect except for the penalty kick and corner kick. l. A goal kick may be taken when the ball goes out of the goal line. m. Defaulting time is 15 minutes. n. In case of default, 2 goals will be awarded to the present team or a score of 2-0. o. 1 Yellow card Warning. p. 2 Yellow cards in the same game out of the game q. Direct Red card out of the game + 1 game suspension r. The list of players with photocopy of valid School ID/Study Load submitted is the final & official line. s. A player dropped from the final line due to injury, non-participation, withdrawal, or refusal to play cant be replaced provided that proper documents will be submitted to the Commissioner. t. A player who is out of the final official line due to disciplinary infraction cant be replaced. 4. Duration of Match a. All matches in the elimination round will be played in 30 minutes of 2 halves, 5 minutes resting time. b. Semi-finals & Finals matches will be played in 30 minutes of 2 halves. In case of a tie, a 10-minute extension time will be given silver goal. After the extension & 3 kickers, still on a tie, a penalty shoot-out will be applied to break the tie. 5. Protest on Eligibility of Players shall be submitted to the Commissioner not later than the next game of the team. A player caught non-bonifide medical student of CIM, CDU, MHAM, GCM, & SU will mean all games he/she played will be defaulted in favour of the opposing team. The player will not be allowed to play in the game. 21

6. Match Points Distribution a. WIN = 3 points b. Draw = 1 point c. Loss = 0 point 7. Systems to Break the Tie. In the event that 2/more teams are equal on points, the ff. System shall be applied to break the tie: Goal difference Greater number of goals scored Result of match between the teams concerned (winner over the other) Kicks from the penalty mark if the teams involved are still on the field of play (result of the match between teams concerned). Drawing of lots (toss coin).

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FLAG FOOTBALL Starting the game The field dimensions are 60 yards in length x 30 yards in width. This is inclusive of two end zones on each side of the field, which measure 10 yards in length and 30 yards in width. Number of players Teams must consist a maximum of 35 players Game is played between two teams of 6 players. 4 men and 2 women or 2 men and 4 women. To avoid a forfeit, five players, 3 men and 2 women or 2 men and 3 women are required. No TIGHT END 1. The team in white (away) jerseys calls the coin-toss. 2. The winner of the coin toss picks the option for the first half. (Possession or field) Each team is composed of six (6) players on the playing field (Min 2 Girls on the field at all times) If flags are found by an official to be incomplete on any player on the field (Except D-Line and OLine) it is Illegal Procedure. Penalty: 5 yards. The other team can decline the penalty. Offense Offense starts at their own 5 yard line at the start of each half, and after each score. Illegal formation is committed when there are less than two ineligible offensive linemen another lineman other than the offensive center snaps the ball offensive linemen are not in 3pt stance an offensive linemans head does not cross the waist of the center an offensive player lines up out of bounds at snap Penalty: 5 yards from previous spot. Repeat down The offense has four (4) downs to advance the ball 20 yards. If the offense fails to gain a new set of downs, the opposing offense will start on their own 5-yard line. (No Punts) Delay of game penalty is committed when offense takes more than 30 seconds to snap the ball. Ball is dead. Penalty: 5 yards from previous spot. Prior to snap, offense is in illegal motion if there is: more than one player in motion 23

players motion is towards the LOS Penalty is 5 yards from previous spot. Prior to snap, it is a false start if: linemen are moving after set in stance (except when induced by a defensive lineman) receivers move when not in legal motion quarterback moves head or arms as if to take snap and ball is not snapped (fake snap) Once the center has set the ball on the ground, he is NOT allowed to move the ball without releasing it. center moves before releasing ball. Ball is dead. Penalty: 5 yards from previous spot. (NO DECLINE) At the snap, lining up in the neutral zone is penalized 5 yards from previous spot and the ball is dead. Penalty: 5 yards from previous spot. An incomplete exchange at DIRECT SNAP between center and the quarterback that results in the ball touching the ground is a dead ball and a used down. Ball is spotted where dead. An incomplete exchange at SHOTGUN (e.g. ball dropped by QB; ball sails over QBs head and lands on the ground) is a live ball and can be recovered by any player. If a lineman loses contact with a defensive player and crosses the LOS on a passing down, he is an illegal man downfield, unless 1) the offense executes a running play. Penalty: 5 yards from previous spot. The offensive linemen are not allowed to block a defender in the back (However if the defender gives his back to the offensive lineman they will not be penalized for blocking in the back.) It is an illegal touch if: an eligible receiver steps out of bounds, returns, and is the first to touch a forward pass, except when forced out by defensive player ineligible receiver is the first to touch a forward pass Penalty is 5 yards from previous spot. It is offensive pass interference when a catch able pass is in the air and an offensive player establishes contact with defensive player to gain undue advantage before he touches the ball. Penalty: 10 yards from previous spot and loss of down.

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If after the snap, a receiver runs a route, stops, and impedes the motion of a defender or establishes and maintains contact with a defender to impede his motion before the ball is caught, it is an illegal pick. Penalty: 5 yards from previous spot. When offensive player has the ball, it is an offensive foul if: Runner leads with his head or shoulders Penalty: 10 yards from spot of foul and used down Runner or his teammates protect the flag with hands, arm, or ball Penalty: 5 yards from spot of foul and used down Runner stiff-arms another player Penalty: 5 yards from spot of foul and used down Offensive players push the runner to move forward Penalty: 10 yards from spot of foul and used down. Runner leaves feet and lunges forward to gain yards if defensive players are in front of or beside him Penalty: 5 yards from spot of foul and used down It is an illegal forward pass when: a. ball is thrown from behind LOS after the ball has crossed line Penalty: 5 yards from previous spot and used down b. ball is thrown from beyond LOS Penalty: 5 yards from spot of foul and used down c. it is the second forward pass from behind LOS Penalty: 5 yards from previous spot and used down d. ball is intentionally grounded (While QB is in the pocket throws ball to no receiver to avoid a sack) Penalty: 5 yards from previous spot and loss of down; It is a safety if it happens in end zone The offense shall line up with 2 on the line, a center (who snaps the ball) and a tackle. Both the center and tackle are ineligible receivers The quarterback (Or the first person to have possession of the ball off the snap) is not allowed to run the ball across the line of scrimmage at any point. Penalty: Loss of down No Run Zones Are located 5 yards before the end zone in each offensive direction. No Down field Blocking.

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No one other then the QB or the first person to receive snap can throw the ball forward. No laterals or pitching the ball back once runner crosses line of scrimmage. Scoring Each touchdown will merit six (6) points. A TD is counted once the ball crosses the plane of the end zone PRIOR to any of the players flags being pulled or being ruled down. Point after attempts from the 10-yard line will merit two (2) points. Point after attempts from the three-yard line merit one (1) point. If the ball is intercepted by the defense during extra point attempt and is returned for a touchdown, defensive team will merit 2pts Each safety merits two (2) points. If a referee determines that a palpably unfair act deprived a team of a touchdown (touchdown would have been scored without doubt had the foul not occurred), the touchdown will count and unsportsmanlike conduct penalty will be enforced. Girls who score will have 1 point extra added on all scores. Game Timing Duration of the game is two (25) minute halves. Halftime break is five (5) minutes long but may be shortened by game officials. A two (2) minute warning shall mark the last two (2) minutes of both halves and the clock shall be stopped. From then on, the clock will be stopped according to dead ball rules. Running time shall be used for the rest of the game except during point-after attempts and timeouts, when the clock is stopped. Timeouts will last for one (1) minute. Each team has three (3) timeouts per half. Ties during the game will be settled by as many overtime periods as necessary using the one-stopone-score rule. Defense Only six players are allowed on defense. An illegal player on field (more than six total players) will be penalized 5 yards from the previous spot and the play is declared dead. The defense must have at least two (2) players on their line. 26

They must at all times have a player line up against the opposing center and tackle. Illegal procedure is committed when: Nose-tackle fails to line up directly over center A defensive end lines up outside the corresponding offensive linemans shoulder No 3 pt stance D -line i. Penalty: 5 yards from previous spot It is offside when: defense lines up in the neutral zone prior to the snap defense is in the neutral zone at the snap defensive linemen move and induce the offense to move i. Penalty: 5 yards from previous spot. It is encroachment when defensive player crosses LOS and touches an offensive player or goes unabated to the quarterback before the ball is snapped. The ball is dead. Penalty: 5 yards from previous spot. (NO DECLINE) Defensive linemen cannot drop back into coverage during passing plays Penalty: 5 yards Removing runners flag The only allowable method of stopping the progress of a runner is by pulling the flags. The ball is dead where the flag is pulled except in cases when the ball has crossed the goal line, in which case it is a touchdown. The defender who pulls the flag must stand still after flag is pulled so referee can determine spot of ball. Then defender must return the flag. Note: A runner is down only if: his flags were removed after he has gained possession of the ball, if he has both knees on the ground and he is tagged deliberately by a defensive player with at least one hand, or He is tagged deliberately by a defensive player with at least one hand after the flags were removed illegally. It is defensive holding if defense uses hands illegally to impede an offensive linemans or backfield players motion on our behind the LOS b. If defense tears jersey, pants, or shorts of offensive players, it is guilty of holding. Penalty: 5 yards from spot of foul and first down. It is tripping if defensive player clearly interferes with the motion of the feet of an offensive player. Penalty: 5 yards from spot of foul and first down if runner behind the LOS or offensive player (with or without the ball) beyond the LOS; Penalty: 5 yards from previous spot if offensive player without the ball on or behind the LOS It is illegal contact downfield if defender establishes contact with a receiver after the LOS and the ball has not been thrown the receivers way. Penalty: 5 yards from previous spot. 27

It is defensive pass interference when: A catchable pass is in the air; and the defensive player establishes contact with offensive player and gains undue advantage before defensive player touches the ball or while the offensive player has a chance at catching the ball. b. The ball is thrown to a receiver and the defender doesnt look at the ball but raises his hands. (Face Guarding) Penalty: 10 yard penalty automatic first down. If foul occurs in the end zone automatic first down at goal-line It is roughing the passer if a defensive player hits the head or arm of the passer, pushes or throws him down, trips him. Penalty: 10 yards from previous spot and automatic first down pass is incomplete; Penalty: 10 yards from point of completion and first down if pass is complete. The exceptions are: If the defensive player, without hitting the passer, cleanly removes the flags of the passer, after which, contact with the passer is made; If a sack and pass occur simultaneously, the pass is favored. Defensive linemen cannot drop back into pass coverage. Penalty: 5 yards from previous spot. Equipment Only equipment prescribed by the tournament managers will be allowed during the games. The game officials reserve the right to inspect player equipment and prohibit their use if deemed unsafe for participants. The officials will stop the clock if necessary to ensure that proper playing equipment is being used on the field. Players Jersey Family name or team only on back of jersey Numbers 1 99 Fighting is automatic ejection of game and tournament and team will be sanction team bond.

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TABLE TENNIS As per schedule submitted by the Tournament Manager Entries: Entries of each competing team must be submitted according to APMC-Cebu Medlympics Rules and Regulations Rules and Regulations: 1. The tournament shall be run in accordance with the International Table Tennis Federation rules and regulations currently enforced. 2. Delegation Head/Coaches are responsible for the discipline and proper observance of the rules and policies of the tournament during the entire duration of the game. 3. Competing teams are requested to submit their entries to the Chief referee prior to the time of play. 4. Competing teams who failed to report to the official referee within 15 minutes after the scheduled game automatically loses the game. 5. A game is forfeited if the team will walk out at any cause. 6. Wear the proper attire during the game, short pants with shirt tucked in. 7. Protest concerning technicalities shall be forwarded to the chairman of the Technical Committee after the game of that same day, and should be written in evaluation of the technical committee. Model of Tournament: 1. Seeding will be applied in the bracket system. 2. Single Elimination Rounds in Two Brackets. 3. Five minutes injury time out shall be awarded to any team. The umpire must determine the security of the problem as quickly as possible. 4. Each line shall compose of a minimum of three (3) players and a maximum of four (4) players.

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BADMINTON General Guidelines: 1. 2. 3. 4. There must be 2-6 players on each school. There shall be no substitution of players once a game has already started. Players for singles (male/ female) may play for the mixed doubles and vice versa. All players should be bona fide students of the school represented (present photocopy of school ID/ study load) 5. Players must wear the schools team uniforms he/she presented. 6. Failure to comply of the above requirements disqualifies the player. Lowest score is given. Categories Singles Male/Female Doubles (Mixed) To Start a Game 1. Toss a coin or spin the racket 2. The winner has one of the following choices and the loser the other a. Serve first b. Receive first c. Side of court Position on Court at Start of Game Server stands inside service court on the right side. Receiver stands inside service court on the opposite right side. Partners may stand anywhere on either side providing they do not block the view of the receiver. Position Throughout the Game at Time of Serve SINGLES If servers score is even, server is on right side. If servers score is odd, server is on left side ) even score 0,2,4, etc. Odd 1,3,5, etc.) DOUBLES If the serving teams score is even, the server is on the right side. If the serving teams score is odd, the server is on the left side. To Start a Play The server on the right side serves to the receiver on the opposite right side. The receiver must not move until the server hits the shuttle. Servers Must 1. 2. 3. 4. 5. Keep some part of this feet on the floor (e.g. do not walk into the serve) Hit the base of the shuttle first Hit the shuttle with all of it below the servers waist Hit the shuttle with all of the head of the racket clearly below the hand that holds it Have the racket move continuously forward (no fake allowed)

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Scoring 1. A match consist of 1 game with a total of 31 points. 2. The side winning a rally adds a point to its score (regardless which side was serving). 3. If one of the teams scores 16 points during a game, they will have to exchange sides of the court. 4. The team who scored 16 points first will serve after exchanging of courts. 5. The team shall start with their current scores and whoever scores 31 points first, wins that game. 6. For doubles matches, only one service is allowed. a. Players at right court will serve when teams score is even. b. Player at left court will serve when teams s score is odd. Server or Receiver on Wrong Side Play a let if it is discovered before the point is over or if the person who made the mistake wins the rally. The score stands if the person who made the mistake loses the rally in which case the players will remain on the wrong side. If the next serve has been made, the score stands and the players remain on the wrong side. Faults During Play 1. Shuttle landing outside the court boundaries during service or play (shuttle landing on line is not a fault) 2. Player, his racquet or his clothing touches the net while the shuttle is in play 3. Player hitting the shuttle on the opposite side of the net, however, when it is hit on players side follow through over net is legal 4. Player holding up his racquet close to the net when the opponent has a chance to hit the shuttle down close to the net on the other side 5. Shuttle hit with two strokes by one side. (Player hitting the shuttle with two kits on one stroke is legal) 6. Shuttle clearly carried on the racquet and thrown over 7. Shuttle hitting the ceiling, the player hitting the shuttle, the clothing of the player hitting the shuttle. 8. If the receivers partner hits the serve 9. Interfering with the shuttle, or misconduct after one warning (lose serve or give opponents a point) 10. Stalling no time allowed for injury, regain strength or wind (penalty lose server or give opponent a point) Shuttle is in Play From the time hits the servers racquet until: 1. 2. 3. 4. Hits the floor Hits the ceiling Hits the person or clothing Hits net on hitters side and start to drop on hitters side

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Lets (Replays) 1. Server or receiver on the wrong side and wins the rally. 2. Shuttle goes over the net, catches in the opposite side and does not hit the floor. 3. Outside interference (e.g.: shuttle from another court lands on or near the play area.) NOTE: A shuttle hitting the net on the serve and going over is a good serve provided the shuttle lands in the service court shown in the diagram above. Tie-Breaker (Overall Placing) 1. 2. 3. 4. 5. The tie-breaker match will be a game of mixed doubles. The teams will play the 21-point system. A match consists of the best of 3 games, each game consists of 21 points. At 20 all (i.e 20-20), the side which gains a 2-point lead first, wins that game. One team wins the match by winning two games.

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TRACK & FIELD Track Events Men 100m 200m 400m 800m (2 laps) 3000m(7 laps) 4 x 100m relay 4x400m relay Field Events (Shot put and Discus throw) Field Events: 5 attempts, a single player can play both events, A field player can also join a track event if there's no conflict between his/her event with the field event Men Discus Shot put Women Discus Shot put Rules: a. There shall be one (1) male for the 100 meter dash and (1) female with one (1) alternate each. b. There shall be one (1) male for the 200 meter dash and (1) female with one (1) alternate each. c. There shall be one (1) male for the 400 meter dash and (1) female with one (1) alternate each. d. There shall be one (1) male for the 800 meter dash and (1) female with one (1) alternate each e. There shall be one (1) male runner and one (1) female runner for the 3000 meter run with one alternate each. f. There shall be four (4) male runners and four (4) female runners for the 4 x 100 meter relay with two (2) alternate runners for both male and female. g. There shall be four (4) male runners and four (4) female runners for the 4 x 400 meter relay with two (2) alternate runners for both male and female. h. There shall be two (2) male runners with two (2) female runners for the 4 x 100 meter mixed relay with a maximum of two (2) alternate runners (1 male and 1 female). Women 100m 200m 400m 800m (2 laps) 3000m (7 laps) 4 x 100m relay Men's Sprint Medley relay (SMR): 100-100-200-400

4x100m mixed relay

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i. j.

k. l.

m.

n. o. p.

q. r. s.

o In the mixed run category, the first runner is a female followed by a male runner, who is then followed by a female runner and the last is a male runner. There shall be one (1) male and one (1) female for every field event with one (1) alternate each. There shall be four (4) male runners with two (2) alternates for the Sprint medley relay. two (2) 100m runners, one (1) 200m runner and one (1) 400m runner. Order of relay will be 100m-100m-200-400m. there will still be lane designation for the first two 100m and 200m runners. the final 400m runners are free to cross any lanes once they are passed the baton. They must still observe safety and good conduct to the other runners. All relay events have an acceleration zone (distance a receiver can run before the baton is passed) of approximately 10m. Violation of this rule is grounds for disqualification and is subject to the Track and Field officials. Each team shall be composed of the maximum twenty (20) members including the ten alternates: (10) males, (10) females and this will include all the members for both track and field events. Players are limited to 4 events (note: Shot put and Discus throw are 2 separate events) RULE on alternates: Each School must pass a list of the Runners participating in the said events including their alternates for those events anytime before official start of the Track and Field events to the officials. Only the proposed alternates of each event are eligible to participate in that event should the main runner decide not to. This applies to Field events as well. Lane designation is pre-assigned randomly by the Track and Field Officials before every track event. NO LANE DESIGNATION FOR 3000m and 800m events since it is not really a sprinting event. Runners are free to choose and cross any lanes provided they observe safety and good conduct to the other runners. For the 400m event, there will be lane designation during the beginning of the event but they are free to cross any lanes after they have started running. All runners must be present fifteen (15) minutes before the start of their event. In each track event, Players who do false starts (running before the gunshot) will receive a 1 warning. DQ for 2nd offense. All contestants shall wear the prescribed rubber sole shoes during the competition. Failure to wear prescribed shoes is grounds for disqualification. No spikes allowed, no running barefoot, no slippers allowed. Players can use any other type of rubber shoe they are comfortable with. Deliberate/intentional lane obstruction shall disqualify a runner. There shall be three (3) winners in every event and each winner will receive a medal. The FIRST THREE SHORTEST TIMES shall be declared the winners. The decision of the TRACK OFFICIAL is final.

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SWIMMING COMPETITION I. II. Participating teams Events Event # (MEN) 1 3 5 7 9 11 13 15 17 19 III. 100m individual medley 50m breaststroke 100m freestyle 50m backstroke 4 x 50m medley relay 100m breaststroke 50m butterfly 50m freestyle 4 x 50m freestyle relay 4 x 50m mixed relay Event # (WOMEN) 2 4 6 8 10 12 14 16 18 20

1. 2. 3. 4. 5. 6. 7.

General Rules And Guidelines FINA, PASA rules will be applied. A team maybe composed of a maximum of eight (8) males with (2) reserves and eight (8) females with (2) reserves per school. A swimmer is allowed to participate in five (5) events with or without relays. Team entries should be made using entry forms, indicating the best time for seeding. To be passed 1 hr before the swimming competition start. Maximum of one entrant in every event per school. Competition will be in time finals format. Proper swimming attire is a must (swimming trunks for men and bathing suit for women). Team winners will be based on the number of points garnered in every event. Points shall be awarded in the following manner. PLACE 1st 2nd 3rd 4th POINTS 50 40 30 20

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8. Team members shall observe the Sacred Hearts swimming pool rules and regulations. Violation of these rules shall cause the offenders to be debarred from the competition. 9. Any protest must be made in writing thirty (30) minutes prior to the first event of the competition and must be given to the Games and Sports Committee. 10. Attendance will strictly be checked on time. Any late swimmer will be disqualified with his/her first event.

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CHEER DANCE COMPETITION Eligibility 1. All team members have to pass a photocopy of their respective school ID as proof of being an eligible student of their respective medical schools. If a participant is found to be in violation of this policy, the team will be automatically disqualified from the competition. 2. The organizer reserves the right to reclaim any and all awards (trophies, gifts certificates, etc) for any team to be in violation of this policy after the championship event. Participation 1. The event is open to Medical schools in Visayas who are official participants of Medlympics 2012. 2. Number of Participants Each school shall be represented by only one team. Each team shall consist of at least 15 to a maximum of 35 Members with spotters included. Timing The whole routine must last for a minimum of 5 minutes and maximum of 10 minutes. 1. Entrance Props must be set on the performance floor as quickly as possible. Teams will have 30 seconds to get set. 2. Beginning of Routine Timing will begin with the first organized word, movement, or note of music by the team after they are officially announced and have taken the floor. The routine must begin within the marked performance area. All team members must come to a complete standstill before beginning their routine. 3. Ending of Routine Timing will end with the last organized word, movement, or note of music by the team. 4. Exit - Teams must exit the performance area within 30 seconds after the routine. 5. Although teams are allowed to show spirit briefly to the crowd, any skill performed before or after the allotted routine time is prohibited and will be penalized. Performance Area 1. All participants will perform on the court of Sacred Heart School- Jesuits. All skills must originate and be completed within the competition boundary. No line-ups, skills or transitions are allowed outside of the competition boundary. 2. A 1m boundary will be running on the perimeter of the performance area. The boundary will be indicated either by different coloured mat or by tape (outer line of tape shall be the boundaries and the width of the tape shall be set within the performance area). 37

3. Participants are not allowed to step outside the performance area throughout the routine. 4. No scoring will be awarded outside of the performance area. 5. Props must be set within the performance area. Safely tossing props off the performance area is acceptable. Routine Requirements 1. The routine must include a minimum of 1 school cheer and sideline segment lasting no less than 20 secs and not more than 30 secs, 1 pyramid which will not go over 3 person high level. There will be no limit for number of stunts performed but there will be corresponding deductions for every injury. 2. Each member of the squad of the participating schools shall sign a waiver pertaining to the stunts and pyramids performance. The APMC shall not be held liable for any untoward incident due to the exhibitions or stunts. 3. The compulsory cheer and sideline must be performed without music. No voice-overs or words may be recorded to make the teams vocal projection sound louder. 4. The cheer and sideline must be performed with all members executing a continuation of at least 4 different arm motions simultaneously. 5. Any language is allowed for the cheer and sideline. Music and Choreography 1. All teams must have their performance music written on a CD and emailed which will be passed a 3 days before the competition date. Please also bring USB with the music in it on the day of the competition for back-up. 2. The CDs must be clearly labeled with the name of the team. 3. A representative of the team is responsible for the starting and stopping of the music at appropriate times during the routine. 4. Music with overtly sexual content, racist or vulgar lyrics is prohibited. 5. Choreography with vulgar or suggestive movements is prohibited. Interruption of Performance 1. In the event of an injury, music and/or technical error or any other unexpected event, the head judge reserves the right to stop the routine.

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2. The team may perform their routine from the beginning. However, judging and timing will resume from the point at which the interruption occurred as determined by the judges. Competition Spotters 1. Competition spotters will be provided. 2. Participants can use their own competition spotters (maximum of 5). These spotters must not be participating members in the routine. These spotters shall wear designated attire. Performance Order 1. For the competition, participants will select their performance order through a draw by lot. Practice and Dry Runs 1. Each team will be allocated a time slot in the practice area. A team failing to use their allotted time may request a new slot, which will be at the end of the days rotation (subject to availability). 2. In addition, each team will be given 5 minutes (300 seconds) to run through their routine on the performance area. Withdrawals 1. Once a school has confirmed participation they cannot withdraw from the competition. Results 1. The judges decisions are final. 2. The final score will be released during the awarding ceremony. There will be a 1-point deduction for every violation made. GENERAL SAFETY GUIDELINES 1. Safety 1.1. Use of mini tramps, spring boards or any height increasing apparatus is not permitted. 1.2. Drops (knee, seat, thighs, front, back, and split drops) from a jump, stand or inverted position are prohibited. 2. Props 2.1. Only the following props are allowed: flags, banners, megaphones, pompoms, signs and pieces of cloth. Audience participation is encouraged. 2.2. Flags or banners with poles or similar support apparatus may not be used in conjunction with a stunt or tumbling. 2.3. Hard materials, electric signs, flammable, explosive and sharp objects are prohibited. 3. Uniforms 3.1. Uniform must be appropriate for cheerleading. No baggy clothes, pockets, hoods, ties, aprons, bibs or slippery materials allowed. 3.2. No see through material may be worn. 3.3. Underwear must not be visible. 39

3.4. No tear-away uniforms or clothing is allowed. 4. Shoes 4.1. Non-Marking sports shoes with solid sole and form should be worn during the competition. No jazz shoes and/or boots will be allowed. 4.2. All members of the team must wear the same shoe colour. 4.3. Laces must be securely tied with the ends tucked away. 5. Hair 5.1. All competitors whose hair is longer than a bob have to tie it away from the face. 5.2. Accessories (example: scrunches,ribbons, rubber bands, etc) have to be tightly secured. 5.3. All hard or sharp accessories are prohibited. 6. Jewelry 6.1. Jewelry of all kinds is prohibited. This includes earrings, nose, tongue and belly button rings, necklaces and pins on uniforms. (Including for religious purposes). 6.2. Jewelry is not allowed to be taped over or covered. 7. Medical Items 7.1. Spectacles (exception: contact lenses) hearing aids and/or other medical items may not be worn during the performance. 7.2. Casts that are hard and unyielding or have rough edges must be appropriately covered with a padded material. 7.3. Physical guards such as knee support straps or wrist guards are allowed. Criteria: SHOWMANSHIP = 20 Points Facial projection / Confidence - 10 Points Energy - 10 Points TECHNIQUE = 30 Points Pirouettes/Turns - 5 points Splits - 5 points Kicks - 5 points Cheer Jumps - 5 points Leaps - 5 Points Dance Arm Motion - 5 Points CHOREOGRAPHY = 30 Points Difficulty - 10 points Musical Interpretation - 5 Points Visual Effects - 5 Points Originality - 5 Points Flow of Routine - 5 Points EXECUTION = 15 Points Formation - 5 Points Synchronization - 10 Points OVERALL PRESENTATION = 5 Points

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MR.&MS. MEDLYMPICS General Rules: 1. Each school shall have one male and one female representative. 2. Participants must be enrolled 1st year to 3rd year medical students. 3. Participants must be present during the opening ceremony. Failure to be present means disqualification from the pageant. 4. The participants shall be their schools representatives for the Banner Raising contest. 5. The pageant committee reserves the right to disqualify any participant who shall display unruly and inappropriate behavior. Program: 1. Participants shall wear the official APMC shirt during the parade and the banner raising contest. 2. Decent sports attire shall be worn for the rest of the program. Sports for each couple shall be agreed upon by all participants, as to avoid duplication. 3. Each couple will be given a maximum of 8 minutes to introduce themselves and the school they represent creatively. 1 point deduction shall be given for every 1 minute excess. 4. A question and answer portion shall follow after all participants have introduced themselves. The questions shall be given by the judges. 5. A photogenic award will be given, to be agreed upon by the judges prior to the start of the competition. Criteria for Judging: Anatomy (physical fitness, looks, body) Physiology (confidence and stage presence) Neurology (Q&A, wit and charm) Audience Impact Introductory Presentation Photogenic Awards: Ms. Photogenic Mr. Photogenic Best in Sports Attire Chemistry Award 3rd Runner Up 2nd Runner Up 1st Runner Up Mr. & Ms. Medlympics 2012 25% 25% 25% 10% 10% 5% Total 100%

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B. MINOR GAMES
SCRABBLE The International rules of individual scrabble competitions that include the standard rules are adapted here with some revisions & simplifications. General Rule: Scrabble is played one-on-one whether in individual or team competitions. No coaching & no notes are allowed during the games. Game Preparations: All 100 tiles checked for correctness of letter distributions. All tiles are then put inside a small bag (preferably a dark cloth/pouch) ready for the game. Rules in Tournament Play: Starting the Game The player who will play first shall be known as the First player & the opponent as the Second player. The standard procedure of starting the game is to draw the nearest alphabet to determine who has the right to play first. However, when a tournament system is used (Round Robin, Swiss System, or King-of the-Hill) it is not necessary to draw the nearest alphabet to determine the first player. The tournament pairing system itself will determine the right of the first play. First team competitions, the right of the first play shall be alternating from board one up to the last board. During the Game Drawing of Tiles: When tiles are drawn from the bag, the bag shall be held at the players eye or shoulder level. The tiles are drawn one at a time. Completion of Turn (The first to procedures below must be in order) a. Position the tiles on the board to form a word or words. b. Count & announce the scores of the play to the opponent. c. Press the time clock. (See 4.iii for the time allocation per player. d. Record the score on the score sheet. As both players are using a score sheet, the opponent shall also record the score on his/her score sheet. e. Replenish the score Challenge: Challenge is to contest the acceptability or legality of the word(s). . When is the right time to Challenge a word(s)? i. If the game is using a time clock, the opponent can challenge the word or all words just played, immediately after the player presses the clock. ii. If the player forgets to press the time clock or if the game is not using a time clock, the opponent can challenge the word(s) after the player draws even one tile from the bag to replenish the tile(s) just played.

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NOTE: Except for the above cases, all challenges are deemed as premature challenges. Hence, on premature challenges, a player can still change his/her play and the positioning of the tiles on the board. b. How to challenge the word(s)? i. The opponent must announce by saying challenge or hold it to the player and at the same time put the time clock in a neutral position. ii. With or without time clocks, the opponent must then call the arbiters attention. (If the player has drawn at least one tile from the bag, the tile must be placed back inside the bag or place on the table with its face turned upside down.) 2. The opponent, then, declares to the arbiter the word(s) intended to be challenged. If the opponent challenges more than one word, he/she must declare simultaneously at the same time all the words to be challenged. If the arbiter has already verified the word(s) being challenged, no word challenge is entertained on that particular play in addition to the already declared challenged word(s). By practice, all the word challenges are written on a slip of paper provided by the organizer. NOTE: The arbiter, after dictionary verification, will only have to say acceptable or not acceptable. The arbiter is prohibited from citing what word is acceptable in case more than one word is being challenged. a. Penalties on challenges. If the play is acceptable, there shall be no penalty on both sides. If the play is not acceptable, the player who played the word(s) loses that turn and the score for that play is zero. The player shall, then, take back the tiles he/she played and the game proceeds with the opponents turn of play.

NOTE: Any of the player has the right to ask the arbiter for a second opinion and recheck the dictionary before the next turn commences with the clock, if used, still in a neutral position. End of the Game All the 100 tiles are played out. The game is ended automatically when a player has played all his/her remaining tiles on the rack and there are no more tiles left in the bag. a. The sum of the values of the unplayed tiles are subtracted from the opponents score and added to the player who played all his/her tiles. b. If the games use a time clock, the point penalties against any time elapse shall be deducted against but not added to any player to arrive at the final scores. It is possible for a player to still win the game even if it is his/her time that elapses.

Three successive passes by both players (or a total of six consecutive phases). Passes shall include change tiles, successful challenges and voluntary passing. A successful challenge is when a word is verified as not acceptable while voluntary passing is the option to forego in playing a move without changing tiles for a certain purpose. After both players incur three successive passes, the arbiter shall end the game and any tiles left in the bag are declared null and void. The players scores are, the, reduced by the

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sum of tiles left in their respective racks. Time penalties, if any, are computed for the final scores. Adjudication a. Games with clocks. If both clocks will show a total consumed time of one hour and ten minutes (1:10), both players will be given a 3-minute extension each to play a last single turn beginning with the first player. (When the clocks show 1:10 and at the time it is the turn of the second player, the last single turn will commence only after the second player completes his/her turn of the regulation period. b. Games without clocks. The playing period and the procedure is the same as the games with time clocks. However, players who play too slow, whether deliberately done or not, will be given warnings. Penalties for repeated violations may be point deductions at the discretion of the arbiter. Factors that may be taken into considerations are how a particularly slow game affects the next scheduled round of play and the standing of the tournament. c. After discontinuing the game in the above cases, the rule on tiles deduction in 3b applied. Emergencies. Except for the 3 main cases, a game cannot be ended unless an emergency will arise involving any of the players. It shall be the arbiters discretion to decide on this matter. However, under normal circumstances, scrabble adheres to a no resign policy.

Others 1. Change tiles. A player can change tiles, 1 tile or all 7 tiles in his/her rack, provided there are still seven tiles left in the bag. A player can only change tiles during his/her turn and he/she must sacrifice to lose that turn with a score of zero. 2. Repeated words are acceptable. 3. Time clocks. Clocks must be used when available and the rate of play is 30 minutes each player. There shall be no time forfeiture in case the 30-minute allocated time will elapse. However, a penalty deduction of 5 points per minute or fraction of a minute will be assessed against the player whose time has elapsed. 4. Scoring system Win = 1 point Loss = 0 point Draw = point each Default Win = 1 point and +50 spread points Default Loss = 0 point and -50 spread points Spread Point is the difference of the actual scores of both players.

a. b. c. d. e.

5. Scoresheet. Players must use the official scoresheet of the tournament. Both scoresheets must be signed by both players after the game, authenticating results reflected in the scores. After affixing their signatures on both scoresheets, all data therein are considered as final. 6. Dictionary and Word references: a. International word list 2000-up b. OSPD 3rd edition c. 2-3-4 Letter Words compiled by CSAI d. Standard WEBSTER International Dictionary for long root words with 9 letters and above.

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CHESS 1. The FIDE Laws of Chess Standard Play (July 2009), unless otherwise states in these rules, shall govern the tournament 2. Chess will be played, in this tournament, as a Team Competition 3. Each team shall comprise of four (4) regular players, of any sex, and one (1) optional reserve player 4. The playing members of each team must be listed in the order of their specific board assignments which shall be strictly observed throughout the tournament and will be submitted to the Organizing Committee the properly filled-up Official Line-up Form on or before the start of Round 1 5. All players shall maintain their designated board assignments during the entire duration of the tournament. In case of incapacity of the Board 1 player, the Board 2 player may be elevated to play on Board 1 and so on. 6. Protests and clarifications shall be brought to the attention of the Arbiter during the game 7. Round Robin Format using the Match Point Scoring System will be used. Total number of rounds will be officially announced before the start of Round 1. Swiss-Manger pairing program will be used 8. Tie Breaks: TEAM Direct Encounter Total game points Most number of wins Result of Board 1 between tied teams. If draw, then the result of Board 2 and so on

INDIVIDUAL Percentage (at least 75% of games played) Direct Encounter Team overall standing 9. Time control is 45 minutes. Defaulting time is 15 minutes after the announcement of the round. The use of chess clocks shall be mandatory 10. CONDUCT OF THE PLAYERS and SPECIFIC OFFENSES AND ILLIEGAL MOVES shall be strictly observed a. CONDUCT OF THE PLAYERS i. All the participants should be dressed in their respective team uniforms based on the general guideline; otherwise he/she will be forfeited in his/her game ii. Players who miss the parade are considered forfeited in their first match iii. A player is not allowed to use his/her cellphone while playing. A text or ring sound from his/her cellphone will mean forfeiture of his/her game iv. A player is not allowed to speak with his/her teammates while his/her game is in progress. A player may speak only as permitted in the Laws of Chess and Tournament Regulations v. A player is not allowed to distract or annoy his/her opponent by creating noise

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vi. A player is not allowed to make analysis of his/her game with his/her opponent after their match has ended vii. A player having the move is not allowed to leave the playing area. He/she must make the move first before leaving with the permission of the arbiter b. SPECIFIC OFFENSES AND ILLEGAL MOVES i. Making a move with the king remaining under checked ii. Capturing a king iii. Castling using two hands iv. Pressing the clock without changing a promoted pawn into another piece of higher value v. Using unnecessary force in pressing the clock like use of pieces or the palm of the hand vi. Hovering two hands over the board, as if one hand will be used in moving the piece and the other hand in pressing the clock vii. Pressing the clock without first rearranging the displaced piece/s in its correct square/s during the course of the game SHALL BE PENALIZED AS FOLLOWS: FIRST and SECOND offenses - deduction of two (2) minutes to the offending player's clock THIRD offense - game shall be declared lost to the offending player 11. Players, coaches and spectators are not allowed to make post game analysis play against each other or discuss finished or unfinished games within 10 meters radius of the playing area 12. Players who have finished their games shall arrange the chess pieces and vacate the playing area after signing their score sheets and submit it to designated tournament officials 13. Recording of games, move by move, is mandatory UP TO 45 MOVES 14. The arbiter will warn a player who neglects to write down more than one move. If the same violation is committed after a warning was given, a two (2) minutes deduction on his/her time will be imposed. For the third violation, he/she will be declared loser by forfeiture 15. When using a chess clock, the hand used in moving the piece shall also be used in punching the clock 16. It is the responsibility of the player to call the attention of the arbiter of any dispute of his/her game 17. The arbiter is empowered to declare a game drawn if in his judgement a player is trying to win on time alone 18. The chief arbiter's decision on a point of law shall be deemed FINAL 19. All other matters not covered in these rules shall be decided by the Tournament Manager

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DOTA 1. Date and Time: December 1, 2012 8:00am to 5:00pm 2. Venue: GOLS internet caf in front of San Carlos Talamban Campus 3. Warcraft III The Frozen Throne Version 1.26 Map: latest version of fix and stable map by December 1 Mode: -cm (captains mode) Auto-banned Hero(es): None Match Length Limit: None Item restrictions: Limit to only 1 Necronomicon per team Limit to only 1 Guinsoo Scythe of Vyse per team 4. A coin toss will be made prior to starting the game with the winner being given the decision to choose either the side (sentinel/scourge) or the pick order (1st pick or second pick) for their team, never both. 5. The team who lost the coin toss will decide for the other option (the side or the pick order), depending on whichever has been chosen by the coin toss winner. (ex. if team A decides to pick the sentinel side, then team B will decide on the pick order) 6. After hero drafting has started (the first hero has been banned) the game must not be paused. Pausing can only be done after drafting and only when both teams have consented. 7. Pausing the game unannounced is strictly forbidden. Informing the opposing team should be done before pausing the game. First offense: warning, Second offense: the team automatically loses the match. 8. Mistakes made during hero drafting cannot be undone (by use of regame) unless both teams have consented. 9. Item and courier sharing is allowed. However, shared consumable items cannot be sold back to the shop. First offense: team loses the match. 10. Creep blocking permanently is not allowed but creep slowing/delay or luring is allowed. It is not allowed to block creeps with the help of spells such as fissure. It is only allowed to use the hero model to intercept with creeps. 11. Intercepting enemy creeps (cutting) is allowed. 12. It is not allowed to block the base entrance (along the ramp) for defensive purposes with the help of spells (such as fissure). First offense: warning, Second offence: team loses the match. 13. Backdooring the two outer towers of each lane is allowed. Backdooring inner towers (in base) and barracks are not allowed unless the creeps have reached the ramp of the enemy base. Once creeps have reached the ramp, the team is free to attack any structure inside the base. If all allied creeps die and a hero (not an illusion) is still in base, he may remain in the base for as long 47

as he can, free to attack any enemy structure. However, once all heroes have exited the enemy base (meaning outside of ramp) they cannot attack enemy structures without creeps. First offense: team loses the match. 14. Illusions are not considered as heroes. 15. Summons or converted neutral units are not considered as creeps. 16. No exploitation of any known (old or new) bug during game play. Any team found out using bugs will be immediately disqualified for the said match. 17. Cheating (ex. maphack) is strictly prohibited. 18. Warkeys are allowed. 19. In cases of disconnection, the last save can be loaded only when both teams have consented. If the game continues, the other players cannot take away the items of the dropped-players hero using the unlock command. 20. Regaming if a player has been disconnected can only be done when the disconnection happened before 10 minutes (excluding the drafting time), and only if both teams have consented. 21. If a regame is done: -The same set of heroes must be used. In case of substitution, the other players are not allowed to change heroes. -Hero(es) in a lane for the start of the game must not change. -Items purchased by each player must not change. 22. Game saving: - The game must be paused before saving. - The match has to be saved after a team has drawn firstblood and from that time on every after a team has taken down crucial buildings / has generated supercreeps on a lane / has won an important fight / has killed Roshan / has got the Aegis of Immortal or per 15mins. Game saving is done only if both teams are ready to save the game. 23. A match is considered as a win if: a) The Frozen Throne/World Tree is destroyed b) 2 or more players of the opposing team left the match c) The opposing team surrenders 24. Each school must have two teams consisting of 5-7 members each (5 players, 2 substitutes). Total of 14 players per school. 25. The players must be bona fide students of the school they are representing. 26. Only players enlisted to play DOTA are allowed to play. 27. There will be facilitators, one from each school, who will manage the flow of the competition 48

and evaluate disputes. The facilitators must be followed all the time. In cases of conflicts, the decision of the facilitators will be followed. (all the substitutes whose teams are not playing are the facilitators of that game) 28. Non-players are not allowed to stay inside to control the crowd. Non-players include the teams who are not supposed to be playing or still waiting for their turn. 29. The competition will follow a double elimination format (shown on a separate page). 30. Winners of the winners and the losers brackets will face off during the finals in a best-of-3 format with the team from the winners bracket having a +1 (win) advantage. 31. Rankings are based on how far the team has gone through the eliminations. 32. If two schools will have the same overall ranking (basing on the representative team with the higher rank), the points (1 point for a win) of the teams whom they have defeated will be added and whoever has the higher total points will win the tiebreak. If still both schools have the same number of points, then a match will be made to break the tie. 33. If a single school takes two places (ex. 1st and 4th), only the higher rank is recognized for the school. The lower rank will be considered as null. 34. A call-time of 10 minutes (after the start of hero drafting) will be given to the teams playing for a particular round to have at least five players present to play. Failure to comply will automatically disqualify the team for that round. 35. The games will start as soon as the preceding ones are finished. In this case, the expected times for the games to start (as shown on the official match-up list) will not be strictly followed. (ex. games 3 and 4 are expected to start at 9:00am, but if games 1 and 2 are finished at 8:45am, then games 3 and 4 would immediately follow) 36. Matchmaking will be on the start of day of the games through fishbowl method by the schools respective captains.

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ADVENTURE RACE The Race: The race will be an endurance race. It is a race that will test how physically, mentally and spritually fit medical students are. The race is a time-based scheme wherein each team is challenged to finish all the control points in the shortest time possible. The team with the shortest over-all time to finish will be declared a champion. Events: Each team will be composed of 6 persons: 3 boys and 2 girls and a reserve (boy or girl). For the student participant, he/ she must be a bonafide medical student enrolled in any of the 5 medical schools that is participating in the medlympics. The team must pay the registrationfee of Php 600.00 before the team is considered registered. Venue: SHS-AdC Campus General Rules: 1. 2. 3. 4. 5. 6. 7. 8. Wear the ID all the time All team members must be present at control point before the task/challenge is given Instruction on paper must be returned upon completion of the task. Cellular phones and any hi-tech gadgets are not allowed during the race. Using of elevators are not allowed Pockets must be empty Jewelries and other accessories must be removed Using of props is not allowed.

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PARLOR GAMES MECHANICS FOR THE DIFFERENT PARLOR GAMES: Pop the Balloon 1. 2. 3. 4. There should be 8 contestants consisting of 4 girls and 4 boys. The different contestants will run to the designated area, to sit and pop the balloon. The current contestant will run back to the line of their team and tag the next. After all contestants have done their part, everyone of the team must shout the name of their batch in unison. The first team to shout out their schools name wins. The same follows for 2nd and 3rd place. 5. Automatic disqualification will be handed if ever a team would cheat. (The lowest points allotted for parlor games will be given.) 6. The decision of the parlor game committee will be deemed FINAL. Maria Went to Town 1. There should be 6 contestants consisting of all boys. 2. The different contestants should be able to dress up with speed. 3. The different contestants should walk fast and walk with grace to the designated area, and make a U-turn and back to the line. 4. The current contestant should remove the different clothing and pass it on to the next contestant and then the next contestant should do the walk and so on. 5. After all contestants have done their part, everyone of the team must shout the name of their batch in unison. The first team to shout out their batch name wins. The same follows for 2nd and 3rd place. 6. Automatic disqualification will be handed if ever a team would cheat. (The lowest points allotted for parlor games will be given.) 7. The decision of the parlor game committee will be deemed FINAL. Apple Eating Contest 1. There should be 5 contestants consisting of all girls. 2. The different contestants will run to the designated area, and eat an apple. 3. After eating an apple, the current contestant will run back to the line of their team and tag the next contestant. 4. There shouldnt be any trace of apple before going back to the line. 5. After all contestants have done their part, everyone of the team must shout the name of their batch in unison. The first team to shout out their batch name wins. The same follows for 2nd and 3rd place. 6. Automatic disqualification will be handed if ever a team would cheat. (The lowest points allotted for parlor games will be given.) 7. The decision of the parlor game committee will be deemed FINAL.

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Tug Of War 1. 2. 3. 4. 5. 6. 7. 8. 9. There should be 6 contestants consisting of 3 girls and 3 boys. At the two ends of the rope, the teams will line up and prepare to tug the rope. There will be a cloth to mark the center of the rope. The two competing teams will pull the rope to the designated line of each team. The game will be BEST OUT OF THREE. So, the first team to win two would signal the games winner. To be fair, there shall be a coin toss to mark the first teams to play. The loser of the 1st game will automatically play the 2nd game against the 3rd team. The top two teams will advance. In the event that each team would have 1-1 record, there shall be no tie breaker. Each team will be handed the highest points allotted for parlor games. Automatic disqualification will be handed if ever a team cheats. (The lowest points allotted for parlor games will be given.) The decision of the parlor game committee will be deemed FINAL.

Catch the Dragons Tail 1. There should be 8 contestants consisting of 4 girls and 4 boys. 2. This game is an all-out-war type of game. This means that all three teams will participate at the same time. 3. The team members should be in line, with each team member holding the hips of the one in front. The line shall consist of a head, the body, and the tail. 4. The entire game shall only last for 15 minutes. There will be 3 rounds of 5 minutes. Only after each 5-minute round can the team change its strategies or arrangements. 5. In the event of a tie, the lowest points allotted for parlor games will be given. 6. Automatic disqualification will be handed if ever a team cheats. (The lowest points allotted for parlor games will be given.) 7. The decision of the parlor game committee will be deemed FINAL. Newspaper Dance 1. 2. 3. 4. There should be 6 contestants consisting of 3 pairs. The team with the most number of remaining pairs will be the winner. Same rule applies for every game of newspaper dance. Automatic disqualification will be handed if ever a team cheats. (The lowest points allotted for parlor games will be given.) 5. The decision of the parlor game committee will be deemed FINAL. Trivia Game 1. There should be 5 contestants.

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2. 15 questions will be given. 6 for the easy round, 5 for the medium round, and 4 questions for the hard round. These questions are GENERAL INFORMATION QUESTIONS, not entirely medically-related. 3. Writing materials, erasers, and boards will be provided. 4. No other student not included in the team should be involved. 5. Only team members shall be in the game premises! 6. If ever the student of your school will shout out or give an answer to the team, you automatically disqualified. 7. Automatic disqualification will be handed if ever a team cheats. (The lowest points allotted for parlor games will be given.) 8. The decision of the parlor game committee will be deemed FINAL. Scoring sytem PLACE 1st 2nd 3rd 4th

POINTS 50 40 30 20

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QUIZ BOWL General The quiz bowl will be a buzzer-style trivia game played by teams of four players. There are two types of questions: tossups and bonuses. Players buzz in to answer tossups, and a correct answer earns a team a bonus question on which they can collaborate. There will be two stages for the whole game. The first stage will consist of secondary school level questions and the second stage will have college level questions. The winner will be the team with the highest accumulated points at the end of the second stage. Tossups Tossup questions are answered by buzzing in and without conferring with teammates. Once the moderator starts reading a tossup, players can buzz in at any point. After a buzz, the moderator immediately stops reading, and looks to the player for her answer. (players have five seconds after buzzing to begin answering, after which the moderator should call time.) If the answer is correct, the team earns 10 points and the team then gets a bonus question (see "Bonuses"). If the answer is incorrect, the moderator finishes the question for the other team (who must still buzz in and cannot verbally confer). Each team only gets one buzz per question. Penalty for Incorrect Answers An incorrect buzz before the moderator has finished reading the question results in a 5 point penalty. We call this a "neg 5." Answers given after the moderator has finished reading the question will never cause the team to lose points. Verbally conferring with teammates is not allowed on tossups, even if the other team has already missed the question. If a team confers, it can be counted as an incorrect answer. Answering when a teammate's light is on instead of yours can also count as conferring, so be sure you are the one who buzzed in first! Once the moderator has finished reading a tossup, he will wait for a few seconds (five, unless otherwise noted) and then call time and move on to the next tossup. Bonuses After a player correctly answers a tossup, her team gets a bonus question. Bonuses are usually worth 30 points total. The entire team can confer on bonus questions, and the captain should give the answers. However, the captain can always designate another team member to answer for the team. Answers clearly directed at the moderator (his discretion) will be accepted as the team's answer. Unless otherwise noted, teams get 5 seconds to confer on each bonus part. After five seconds, the moderator prompts the team for an answer. After the prompt, the teams must start answering immediately. Missed bonus answers are not bounced back to the other team. 30-20-10 Bonuses Some bonuses, called 30-20-10s, give three clues about the same answer. A team scores 30 points for answering correctly after the first clue, 20 points after the second clue, 10 points after the third clue. The team can guess after each clue. Obviously, the moderator shouldn't reveal the answer until the end. Acceptable Answers Each question lists its answer and any acceptable alternate answers. It also indicates the required information. If a player gives less than the required information (e.g., just says "Roosevelt" when the question requires a first initial), the moderator can prompt him to elicit more information. Multiple prompts can be given, as long as the player keeps getting more specific. Any incorrect information given (e.g., the wrong first name for someone) makes the whole answer wrong. Titles and quotations must be exact, except that leading articles (like "a" or "the") can usually be omitted from titles. 54

Once a player has given an answer, he cannot change it, and only his first answer will be considered. ("Roosevelt. No! Kennedy!" will count as an answer of "Roosevelt". "Roos- Kennedy" will count as Kennedy, since the player didn't finish "Roosevelt.") Commonly used nicknames and acronyms ("JFK", "FBI") are usually okay or if deemed okay by the tournament director. Last names are usually okay for people; if not, the question should prompt for more. For fictional characters, sometimes the first name is acceptable. Answers should be given in English. Sometimes (especially for titles), answers given in the original language are acceptable. Pronunciation of answers must be nearly right. You cannot add syllables or consonants, and vowels must be approximately right. Phonetic pronunciation is okay. The moderator may prompt a player to clarify his pronunciation ("Monet" vs. "Manet"). Players may spell answers, and phonetic spellings are acceptable. Answers chosen from a list should include part of the actual answer; don't just say "the second one you said." When a team is asked to put things in order, they get points for each "slot" filled correctly. Thus, having your ordering shifted from the correct ordering can get you no points. Moderator Errors If the moderator inadvertently reveals an answer, he replaces the question with another one of the same type (another tossup, or another bonus part with the same point value). If one team had already answered the tossup incorrectly, the moderator reads the replacement tossup for the second team only. Conduct A player acting in a disruptive or unsportsmanlike way can be given a conduct warning. On the second violation, the player will be ejected from the current game. On the third violation, the player will be ejected from the tournament. Protests All decisions of the tournament director are final. A team can protest if they think they've been treated unfairly (they think the moderator erred in accepting or not accepting an answer, etc.) Except for ones which can be resolved quickly, protests should be made at the end of the half. Usually, protests will only be resolved if they affect the outcome of the game. If a protest is accepted, corrective measures will be taken, perhaps including adjustment of the score and the playing of extra questions. Intangible factors (such as the breaking of a team's momentum in the game) will not be considered when determining corrective measures. Players can ask for a buzzer check at any time, and it is their responsibility to make sure their equipment is working. Protests about buzzers not working should not invalidate whole matches or halves. Protests merely stating that "My answer was correct at that point in the question" will be rejected. The player should have waited until the question narrowed down to one answer. (Most questions become specific very fast.)

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SINGING COMPETITION General Guidelines All participants should be bona fide student/s of the school represented. (present photocopy of school ID/ study load) Failure to comply the above requirements disqualifies the player. Lowest score is given. DUET Category Guidelines 1. Each medical school is allowed to send 1 entry for the competition, which can comprise of either of the following: 2 male singers, 2 female singers, or 1 male singer and 1 female singer. 2. The contestants must be a bona fide male and/or female student of the college they are representing. 3. The song must be in English or Filipino. 4. The presentation proper must not be more than 6 minutes, including entrance and exit, 3 points will be deducted from the total score for every 1 minute extension of the allotted time. 5. The song must be accompanied by a minus-1 CD in .mp3 format, submitted together with the attached entry form 3 hours before the competition. The contestants are advised to keep an extra copy of his/her accompaniment CD in case of any technical difficulties. 6. The contestants are allowed to wear attire appropriate for their song choice; however, they must maintain decency in their chosen attire. 7. Use of props and back-up dancer/s onstage is prohibited. 8. The sequence of performance will be determined by draw lots 3 hours before the competition. 9. All contestants must be present 30 minutes before the competition. Contestants who come in late will still be allowed to perform after all the other contestants have finished their performance, provided that 5 points will be deducted from the total score if the contestants arrive within 15 minutes after the start of the competition, and an additional 1 point will be deducted for the succeeding minute. 10. Criteria for judging: Voice Quality: 30% Blending/Vocal Coordination: 20% Stage Presence: 15% Mastery and Timing: 15% Diction: 10% Audience Impact: 10%

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