The server should

  • Start with the ball resting freely on an open palm
  • Project the ball vertically upwards, without imparting spin, so that it rises at least 16cms
  • Strike the ball so that it touches first his/her court and then, after passing over the net assembly, touches directly the receiver’s court
  • A set is when one of the players or pairs first score 11 points. In the event that both players/pairs score 10 points, a set is be won by the first player/pair to gain a 2- point lead. A full match is won when a player or pair wins the best of any odd number of sets (3,5,7)

A point is scored when

  • An opponent fails to make a correct service
  • An opponent fails to make a return
  • The ball touches any part of an opponent’s body
  • An opponent strikes the ball twice in succession
  • if an opponent, or anything an opponent wears, touches the playing surface or net during play
  • If a doubles opponent strikes the ball out of the sequence established by the first server and first receiver
  • If the ball touches the table surface, it is declared in
  • If it touches the side of the table, it is declared out
  • A player is not allowed to strike the ball in volley, unless the opponent’s ball leaves the table and I strike the ball in volley behind the table, in which case the point would be given to me

Coordinator:
Manish Naruka : 95091 46655
Garvit Kr. Shah: : 88244 50507
Karishma Kedia : 94015 40949


  • Team of 6 players, 3- front row, 3- back row
  • Maximum of three hits per side
  • A player may not hit the ball twice in succession (A block is not considered a hit)
  • Ball may be played off the net during a volley and on a serve
  • A ball hitting boundary line is in
  • A ball is out if it hits an antennae, the floor completely outside the court, any of the net or cables outside the antennae, the referee stand or pole, the ceiling above a no playable area
  • It is legal to contact the ball with any part of a player’s body
  • It is illegal to catch, hold, or throw the ball
  • If two or more players contact the ball at the same time, it is considered one play and either player involved may make the next contact (provided the next contact isn’t the teams 4th hit)
  • A player cannot block or attack a serve from on or inside the 10 foot line
  • After the serve, front line players may switch positions at the net
  • At higher competition, the officiating crew may be made up of two refs, line judges, scorer and an assistant scorer
  • Maximum teams permissible- 16 (first come first serve basis)

Volleyball Rules Violations

The following are some basic volleyball rules for violations:

  • The result of a violation is a point for the opponent.
  • When serving, stepping on or across the service line as you make contact with the serve
  • Failure to serve the ball over the net successfully
  • Contacting the ball illegally (lifting, carrying, throwing, etc.)
  • Touching the net with any part of the body while the ball is in play. Exception: If the ball is driven into the net with such force that it causes the net to contact an opposing player, no foul will be called, and the ball shall continue to be in play.
  • When blocking a ball coming from the opponents court, contacting the ball when reaching over the net is a violation
if both:

1) your opponents haven’t used 3 contacts and
2) they have a player there to make a play on the ball

  • When attacking a ball coming from the opponents court, contacting the ball when reaching over the net is a violation if the ball hasn’t yet broken the vertical plane of the net
  • Crossing the court centreline with any part of your body. Exception: if it’s the hand or foot, the entire hand or entire foot must cross for it to be a violation
  • Serving out of order
  • Back row player blocking (deflecting a ball coming from their opponent), when at the moment of contact the
  • back row player is near the net and has part of his/her body above the top of the net (an illegal block)
  • back row player attacking a ball inside the front zone (the area inside the 10 foot line), when at the moment of contact the ball is completely above the net (an illegal attack)

Coordinator:
Reema Sharma : 7837984048
Abhishek Singh : 8808420353

Duration:

  • Each team consists of 9 players
  • Single innings will consist of chasing and running turns with 7 minutes duration. Each match will consist of two innings
  • An interval of 5 minutes is allowed after an inning and 2 minutes between two turns

The side of the chasers scores one point for putting out each runner.

The chaser or runner has the option to end the turn before the expiry of the allotted time.

The captain of the toss winning team will have the choice of chasing or running.

At the commencement of the game the eight chasers (players sitting in the squares) will sit in the squares facing opposite directions. No adjacent chasers should face in the same direction. The 9th chaser will stand at either of the posts.

The runners will fix their entry serially with the scorer.

With the commencement of the game three runners are to get inside the court. As soon as a runner is put out the next three runners must enter the field before “kho” is given. If a runner fails to enter the field, he is given out.

A runner goes out by the following means:

  • If touched by a chaser
  • Fails to enter the field when a runner is given out
  • If he touches the seated chasers twice or after receiving a warning for similar infringement

Rules for the chasers:

  • “Kho” is to be given from behind a sitting chaser and loudly
  • The seated chaser shall not get up without getting “kho”
  • An active chaser shall not recede to give “kho”
  • An active chaser shall sit down immediately after giving “kho”
  • After getting “kho” the sitting chaser becomes active and follows the direction he is facing.
  • An active chaser is not to cross the centreline
  • He is to take the direction that he has initially taken to the M or N posts
  • When an active chaser leaves a post, he shall go in the direction of other post remaining on the side of the centre line which he was facing before leaving the post
  • Chasers are not to obstruct runners while being seated
  • The face (shoulder line) of an active chaser must be in a direction he has taken. He shall not turn his face. He is only allowed to turn his face parallel to the centreline
  • If a foul is committed by an active chaser he will be directed to go in the opposite direction of his chaser as indicated by the umpire and if a runner is put out by this act he will not be given out
  • When an active chaser lets go his hold of the post or goes beyond the rectangles he is known as leaving the post

Scoring in Kho-Kho

The side of the chasers scores 1 point for putting out each runner. If one team scores 9 points more than the other team, the winning team may ask the losers to chase without losing their option to chase afterwards. A substitute shall be allowed to replace an injured player at the discretion of the referee.

Officials in Kho-Kho

Two Umpires:

They supervise the game in their respective halves, divided by the centreline. A foul is indicated by continuous short whistles till the foul is corrected. An “out” is declared by a short whistle.

Referee:

The referee helps the umpires and gives the final decision in case of any difference between them.

Time-keeper:

He keeps the record of time and hands it over to the scorer at the end of an innings. He starts the turn by blowing a whistle: one long and one short. The end of the turn is indicated by a long whistle. Scorer: Keeps a record of runners who are out and makes them sit. Assistant Scorer: He helps the scorer.

Coordinator:
Sunali : 96035 67030
Shubham Patani : 93145 96589
Krishna Dhoot : 94612 50068

The object of Tug-of-War is to pull the other player or team across the centreline. To do this, you must use a rope and pull against one another until they come across the line in any way, or if they choose to forfeit. Each side must have 7 players.

As mentioned earlier, the centre of the rope should align with the centre marked on the ground. As soon as the referee blows the whistle, each team can start pulling the rope into their territory. The objective of the game is for each team to pull the rope along with the members of opposition team to their side. As soon as the second mark on the rope from the centre red mark crosses over to centreline, the team to pull the rope to their area wins the game.

The tug-of-war competition requires a judge. There are 3 different commands that the judge gives to the players. The judge first announces “Pick up the rope”, he then says “Take the string”, and finally he tells the players to “Pull”. Once the pull command is said out the teams start pulling Eathceh rtoepaem. If s ah malel mcobnesrt oitfu tthee 7te palmay fearllss. down that member is given a caution. Each team is allowed two cautions before getting disqualified. Each one will get 3 chances.

Fouls: There is a particular technique that needs to be applied while playing this game, if not then there will be a foul which can call in for disqualifications. For e.g. lowering your elbow below the knee level while pulling the rope is considered to be a foul and is called ‘locking’. Touching the ground for a longer period of time is also considered as a foul.

Coordinator:
Sumit Bagla : 9785182356
Siji Abraham : 9785182356

  • For each strike, the player must position the striker within the baseline or on one of the two circles at either end of the baseline
  • In striking, the player’s hand or arm must not cross the diagonal foul lines at either end of the baseline
  • A player may only pocket and cover the Queen if that player has already pocketed at least one piece of that player’s colour
  • Should a player pocket the Queen before being permitted to cover it, the turn continues but the Queen is returned to the centre at the end of the turn

Fouls

  • When a player commits a foul, the turn comes to an end immediately and a penalty is incurred. The penalty is that one pocketed piece is returned to the board by the opponent anywhere within the main circle

A foul is recorded in the following situations:

  • The striker is pocketed
  • The striker or any other piece leaves the board
  • A player contravenes the rules for striking
  • A player touches any piece in play, other than the striker
  • Might not touch the oblique arrow line

Coordinator:
Shubham Mathur : 9166507399
Mayank Khatri : 7415885131

Kabaddi with below given rules:

Players in a team : – 7

Substitute players in a team:- 2

Substitution limit :-3

Duration: Two equal periods of 10 minutes each

Half-time: Maximum of 5 minutes

Rules of play

  • A raider shall continue to chant “Kabaddi” as the approved chant. If he is not keeping the proper approved chant in the opponent’s court, he shall be declared out and the opponent will be awarded one point and the chance to raid. Under such circumstances, he shall not be pursued.
  • The raider must start his chant before he touches the opponent’s side of the half court. If he starts the chant late, he shall be declared out by the Umpire or Referee and the opponent will be awarded one point and the chance to raid.
  • Each team shall score one point for every opponent out or put out. The side, which scores an ALL-OUT, shall score two extra points. The out and revival rule will be applicable.
  • No bonus point and golden raid.
  • If match is tie then extra time of 5 minutes will be awarded to decide the result of the match.
  • Regular rules of play shall be followed.

Note :-

  • If a player is found 2 times with offenses then he will be debarred from the remaining game and the game will continue with remaining players.
  • Final decision will be taken by match referee.
  • Maximum 16 teams will be considered by Jaipuria Institute of Management for the tournament (on Basis of First come basis)

Coordinator:
Prakhar Gupta : 9772060060
Ankit Pareek : 9001477702

  • Total no. of players in each team – 7
  • 8 overs per inning
  • Bowling shall be under-arm and a single bowler can bowl a maximum of 2 overs
  • Last man batting is allowed
  • One tip one hand out is applicable
  • Wide ball and overthrow as per normal cricket rules
  • No LBW and no free hit on NO BALL
  • In case of tie, super over is applicable
  • If the ball hits outside the gully ground, it will be given out
  • Grounded shot outside the gully ground will be treated as 4 runs
  • Maximum teams permissible – 16 (first come first serve basis)

Coordinator:
Chander Singh : 8090266938
Preeti Tamrayat : 8386876306

The athletic jump would be measured as mentioned below

  • The official selects the first break (imprint) made in the sand by the athlete’s foot, hand or whichever is closest to the imprint made in the take-off area by the take-off foot
  • If the athlete takes-off before the take-off mat or board, then the jump shall be measured from the break in the sand, in a perpendicular line, to the back edge of the take-off area
  • The tape is straightened and laid over and in contact with imprint made by take-off foot in the take-off area or back of take-off area as applicable

Note- One participant per college.

Coordinator:
Shubham Gupta : 9950310063

Rule:

Number of players in a team: 5, one of whom shall be a goalkeeper

Number of substitutes: 2

Substitution limit: 3

Duration: Two equal periods of 10 minutes each; clock will be stopped whenever ball is out of play. Time can be
prolonged only to take a penalty kick.

Half-time: Maximum of 5 minutes

Fouls

Direct free kick awarded or punishment given by referee when a player intentionally commits any of the following offences:-

  • Kicking or attempting to kick an opponent
  • Tripping an opponent
  • Jumping at an opponent
  • Charging an opponent in a violent or dangerous manner
  • Charging an opponent from behind
  • Striking, attempting to strike, or spitting at an opponent
  • Holding an opponent
  • Pushing an opponent
  • Charging an opponent with shoulder (i.e., shoulder charge)
  • Sliding at an opponent (i.e., sliding tackle)
  • Handling the ball (except the goalkeeper)
  • Dangerous play (e.g. attempting to kick ball held by goalkeeper)
  • Obstruction
  • Charging the goalkeeper in the penalty area (i.e., goalkeeper charge)
  • A substituting player enters the pitch from an incorrect position or before the player he is substituting has entirely left the pitch
  • Player persistently infringes the Laws of the Game
  • Player shows dissent with any decision of the referee
  • Players found guilty of ungentlemanly conduct

Note :-

  • If a player is found 2 times with offenses then he will be debarred from the remaining game and the game will continue with remaining players.
  • Passing the full time of game and both teams are on equal score then penalty kick shoot-out will be introduced in the game (3-3 chance will be given to both teams).
  • Final decision will be taken by match Referee.
  • Maximum 16 teams will be considered by Jaipuria Institute of Management for the tournament (on Basis of First come basis)

Coordinator:
Ashish Gupta : 91660 71842
Pitamber : 95092 26345

  • The white player makes the first move
  • Touch-move
  • If a player touches one of their own pieces they must move that piece as long as it is a legal move. (of course you can’t “touch” a piece
    online, so this is a tournament rule which does not matter on our website). If a player touches an opponent’s piece, they must capture that
    piece. A player who wishes to touch a piece only to adjust it on the board must first announce what they are doing, usually by saying “adjust”
  • Special moves like castling & en-passant are in the game
  • The replacement piece in the special pawn rule is to be placed on the same square in the last row where the pawn was

Coordinator:
S. K. Asif : 8276957416
Vartika Shukla : 9129113405
Sonu Kumar : 8112210586

  • One participant per college
  • Each participant can attempt 3 times & the maximum height will be taken into consideration
  • High jumper’s shoes can have a maximum thickness of 13 mm in the sole and 19 mm in the heel
  • Competitors jump unaided and take off from one foot over a 4m-long horizontal bar
  • They seek to clear the greatest height without knocking the bar to the ground

Coordinator:
Shreekant : 9799206005

For the qualifying game
Each game is divided into sections of two halves, 10 min.
each.

For the final game
The game will have two halves, twenty min each. Every half is
further divided into two parts of 10 min. each.
A team should have 5 on court players with two extras at the
sideline. The swap with extras can be made twice, once in
each half.
Rs. 1000/- entry fee for each team and only one team/
institute, maximum number of teams for the tournament-16.

Fouls and Violation

Fouls

Personal fouls: They can be any type of illegal physical
contact.

• Hitting • Pushing • Slapping • Holding •Illegal pick/
screen – when the opposition player is moving. When an
opposition player physically obstructs a defender to block his
path.

Personal foul penalties: If a player is being obstructed, while
shooting, then he is awarded two free throws if his shot
doesn’t go in, but will be only one if his shot does go in.

  • Three free throws are awarded if the player is fouled while
    shooting for a three-point goal and they miss. If a player is
    fouled while shooting a three-point shot and makes it anyway,
    he is awarded one free throw, making him score four points
    on the play.
  • Inbounds: If fouled while not shooting, the ball is given to the
    team the foul was committed upon. They get the ball at the
    nearest side or baseline, out of bounds, and have 5 seconds
    to pass the ball onto the court.
  • One & one: If a team commits seven or more fouls, then the
    fouled player is awarded one free throw. If he makes his first
    shot, then another is awarded.
  • Ten or more fouls: If a team commits ten or more fouls, then
    the fouled player is awarded two free throws.

Charging: An offensive foul that is committed when a player
pushes or runs over a defensive player. The ball is handed to
the opposite team.

Blocking: Blocking is an illegal personal contact, resulting from
a defender not establishing position in time to prevent an
opponent’s drive to the basket.

Flagrant foul: Violent contact with an opponent. This includes
hitting, kicking, and punching, resulting in free throws plus
the offense retaining possession of the ball after the free
throws.

Intentional foul: When a player makes physical contact with
another player with no reasonable effort to steal the ball. It is a judgment call for the officials.

Technical foul: A player or a coach can commit it which does not
involve player contact or the ball but is instead about the
‘manners’ of the game. Foul language, obscenity, obscene
gestures, and even arguing can be considered a technical
foul, as can technical details regarding filling in the
scorebook improperly or dunking during warm-ups.

VIOLATIONS

Walking/Traveling: Taking more than ‘a step and a half’
without dribbling the ball is traveling. Moving your pivot foot
once you’ve stopped dribbling is traveling.

Carrying/palming: When a player dribbles the ball with his
hand too far to the side of, or sometimes, even under the ball.
Double Dribble: Dribbling the ball with both hands at the same
time or picking up the dribble and then dribbling again is a
double dribble.

Held ball: Occasionally, two or more opposing players will gain
possession of the ball at the same time. In order to avoid a
prolonged and/or violent tussle, the referee stops the action
and awards the ball to one team or the other on a rotating
basis.

Goal tending: If a defensive player interferes with a shot while
it’s on the way down towards the basket, after having touched
the backboard, or while it’s in the cylinder above the rim, it’s
goaltending and the shot counts. If committed by an
offensive player, it’s a violation and the ball is handed to the
opposing team for a throw-in.

Backcourt violation: Once the offense has brought the ball
across the mid-court line, they cannot go back across the line
during possession. If they do, the ball is awarded to the other
team.

Time restrictions: A player passing the ball inbounds has five
seconds to pass the ball. If he does not, then the ball is
handed to the other team. Other time restrictions include – a
player cannot have the ball for more than five seconds, when
being closely guarded and in some states and levels, shot-
clock restrictions requiring a team to attempt a shot within a
given time frame.

Coordinator:
Kaushal Soni : 9782145817
Dheeraj Mohan : 9783996363

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