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:
Vikas Palani: 63771 99901
Anubhav Khandelwal: 89520 33597
Akshay Agarwal: 97828 76830
Komal Baid: 81076 30725


  • 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:
Rahul Shekawat: 95215 80118
Abhinav Sogani: 77289 08720
Shashank Singh: 72186 81800

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:
Aditya Bhatnagar : 83686 32992
Chirag Jain: 97829 29769
Sonali Gupta: 97889 29662
Ranu Priya: 72945 91999

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:
Abaan Siddiqui: 82334 04088
Yashodhara Sharma: 70421 45633
Reshma Baghnani: 78228 68858

  • 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:
Nikhil Totla: 98291 72172
Ashi Garg: 9929057757
Purva Rawat: 9929517048
Shubham Rathi: 8005807285
Shubham Kumar: 72779 72702

Kabaddi 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 first come, first serve basis)

Coordinator:
Prashant Lowe: 99292 73279
Himanshu Parashar: 87408 37190
Bhaskar Roy: 91012 42146
Vishal Amarsariya : 83029 50686

  • Total no. of players in each team : 7
  • Over per inning : 6
  • 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 (0n first come, first serve basis)

Coordinator:
Abhay Singh Rathore: 70737 13278
Akash Tyagi: 90585 33846
Prajnan Sharma: 87248 32959
Pooja Tanwar: 81074 60306
Parul Mathur: 70140 55810
Meghna Sharma: 87399 89584
Suvidhi Jain : 96366 87999

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:
Priyansh Jain: 77918 98764
Anand Agarwal: 83029 99137
Manisha Daga: 76158 67438

Rules:

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 first come, first serve basis)

Coordinator:
Dron Kumawat: 85039 69624
Nishant Juneja: 96940 11004

  • 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:
Mukesh Bairwa: 85608 29554
Shubhangi Malviya: 78609 15800
Megha Toshniwal: 73002 22890
Anusha Sood: 91166 88140

  • Two 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:
Shiva Agrawal: 81716 07095
Prateek Singh Dhami: 89486 09107
Manisha Daga: 76158 67438

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:
Rahul Sharma: 79034 49761
Yashodhara Sharma: 70421 45633
Harsh Jain: 94612 54589

  1. Object of The Game
    Eight Ball is a call shot game played with a cue ball and fifteen object balls, numbered 1 through 15. One player must pocket
    balls of the group numbered 1 through 7 (solids), while the other player has 9 through 15 (stripes). THE PLAYER POCKETING HIS GROUP FIRST AND THEN LEGALLY POCKETING THE 8-BALL WINS THE GAME.
  2. Call Shot
    The opening break is not a "called shot." Any player performing a break shot in 8-Ball may continue to shoot his next shot so long as he has legally pocketed any object ball on the break.
  3. Racking The Balls
    The balls are racked in a triangle at the foot of the table with the 8-ball in the centre of the triangle, the first ball of the rack on the foot spot, a stripe ball in one corner of the rack and a solid ball in the other corner.
  4. Alternating Break
    Winner of the lag has the option to break. During individual competition, players will alternate breaking on each subsequent game.
  5. Jump and Masse Shot Foul
    While “cue ball fouls only” is the rule of play when a match is not presided over by a referee
  6. Legal Break Shot
    (Defined) To execute a legal break, the breaker (with the cue ball behind the headstring) must either (1) pocket a ball, or (2) drive at least four numbered balls to the rail. etc.
  7. Object Ball Jump off The Table On The Break
    If a player jumps an object ball off the table on the break shot, it is a foul and the incoming player has the option of (1)
    accepting the table in position and shooting, or (2) taking cue ball in hand behind the head string and shooting.
  8. 8-Ball Pocketed on the Break
    If the 8-ball is pocketed on the break, it will be declared as the win of breaker
  9. Open Table
    (Defined) The table is “open” when the choice of groups (stripes or solids) has not yet been determined. When the table is open, it is legal to hit a solid first to make a stripe or vice-versa.
  10. Choice of Group
    The choice of stripes or solids is not determined on the break even if balls are made from only one or both groups. THE TABLE IS ALWAYS OPEN IMMEDIATELY AFTER THE BREAK SHOT.
  11. Legal Shot
    (Defined) On all shots (except on the break and when the table is open), the shooter must hit one of his group of balls first and (1) pocket a numbered ball, or (2) cause the cue ball or any numbered ball to contact a rail.
    Please Note: It is permissible for the shooter to bank the cue ball off a rail before contacting his object ball; however, after contact with his object ball, an object ball must be pocketed, OR the cue ball or any numbered ball must contact a rail. Failure to meet these requirements is a foul.
  12. “Safety” Shot
    For tactical reasons a player may choose to pocket an obvious object ball and also discontinue his turn at the table by declaring “safety” in advance.
  13. Scoring
    A player is entitled to continue shooting until he fails to legally pocket a ball of his group. After a player has legally pocketed all of his group of balls, he shoots to pocket the 8-ball.
  14. Foul Penalty
    Opposing player gets cue ball in hand. This means that the player can place the cue ball anywhere on the table (does not have to be behind the headstring except on opening break)
  15. Combination Shots
    Combination shots are allowed; however, the 8-ball cannot be used as a first ball in the combination except when the table is open.
  16. Object Balls Jump off The Table
    If any object ball is jumped off the table, it is a foul and loss of turn, unless it is the 8-ball, which is a loss of game. Any jumped object balls are spotted in numerical order according to General Rules for spotting balls.
  17. Playing The 8-Ball
    When shooting at the 8-ball, a scratch or foul is not loss of game if the 8-ball is not pocketed or jumped from the table.
    Incoming player has cue ball in hand. Note: A combination shot can never be used to legally pocket the 8-ball.
  18. Loss of Game
    Player loses the game if he commits any of the following infractions:

    • Fouls when pocketing the 8-ball (exception: see 8-Ball Pocketed On the Break).
    • Pockets the 8-ball on the same stroke as the last of his group of balls.
    • Jumps the 8-ball off the table at any time.
    • Pockets the 8-ball in a pocket other than the one designated.
    • Pockets the 8-ball when it is not the legal object ball.

Coordinator:
Shubham Kumar: 72779 72702

DO NOT MISS FUN GAMES – Biscuit Eating, Sack Race, Lemon Race, Knot a Tie

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