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Husky Bowl Rules - East Los Angeles College

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Husky Bowl Rules Husky Bowl is subject to the privacy policy and website terms and conditions of the East Los Angeles College Associated Student Union (ASU). The following rules shall apply, together with any instructions or rules specific to any current competition activity. By entering any of our competitions, you are deemed to have accepted the following: Competitions are open to all current paid ELAC ASU members, except for ELAC employees and their relatives, and anyone professionally connected with the prize offered in this competition. ASU reserves the right to verify the eligibility of all entrants. To qualify for and be entered into any of our competitions, you must be an ELAC ASU Club or ELAC Safety Cadet. ASU Husky Bowl Judges reserve the right to disqualify your entry if it is incomplete or if there are reasonable grounds to believe that you have breached any of these rules. ASU reserves the right to substitute prizes of equal or greater value at any time. Failure to claim a prize within the time or in the manner specified may result in disqualification and the selection of an alternative winner. ASU reserves the right to alter, amend or close the competition as necessary. In the case of any disputes regarding these rules, or the rules or instructions of a specific competition, the decision of the ASU Vice President will be final and binding, and no correspondence will be entered into. The competition and these rules are governed by English Law. Each competition shall have separate rules and a judge to administer those rules. I. TUG-O-WAR A. This a team contest consisting of 4 members to each club team and one coach (member of club). The coach will encourage the team to pull as and when required dependant on the opposing teams actions. The coach must be very alert to keep his team fully aware of the moves intended or to just hold awaiting the correct time to make a move. The competition will commence with the command from the judge `Pick up the rope`, thereupon the two teams move back until the rope is taught and the judge inserts the marker flag opposite the central marker on the rope. The teams thump their feet into the ground for firm hold and then lean back on the rope and the judge gives the command ` Pull` whereupon the two teams then pull with all their strength. The object is to pull with nearly straight arms and legs from as low a position as possible with all members of the team in unison. The length of the pull may vary but officially should be 12 feet which is measured by two markers on the rope each six feet from the centre. When either mark passes the stick placed in the ground by the judge at the central point of the rope when starting competition, the other side has won that pull. i. Teams to consist of 4 members and one coach if required ii. No spiked footwear. Raised heels up to a maximum of ¼ inch (7mm) allowed on footwear (to be inspected) iii. Gloves may be worn iv. Overall pull to be 12 feet and winner is the team to pull their opposition 6 feet from the starting mark. v. No hand over hand pulling allowed. Team members must go back with rope when pulling. vi. Anchorman to loop rope around one shoulder to secure rope. No knot is permitted on the rope end. vii. All team members to remain on their feet at all times, no hands are persistently allowed on the ground apart from the anchorman who is permitted to use one hand on the ground. viii. Teams through coaches or captains will be reminded of the rules prior to commencement of competition. Only coaches can consult with the judge and the judge’s decision is final. ix. A team member is permitted to pull for only one team during a competition. x. Direction of pull will be decided by toss of coin. xi. Prior to commencement of pull, judge will ask coaches if they are ready, then give the command `take the strain`, at this point team members may heel in, when teams are balanced, order to `pull`, is given and the tie has commenced. xii. Teams will leave area of competition during ties in which they are not involved. xiii. Two warnings for infringements of the rules or inappropriate behavior, including foul language, will be given. A further warning will result in disqualification. II. Egg Toss A. People pair-off and face each other at a starting line. each pair is given one egg. An official blows a whistles (or shouts some appropriate term), and each person takes a large step backwards. The person in each pair with the egg tosses it to the person without. When all couples have completed their toss, the official signals for a second round and the process repeats (large step backward, toss, pause, etc, etc). If a couple does not successfully complete its toss, and the egg has not broken, they return to the starting line. If it breaks, they're out. The couple that's left in the end (presumably far away from the starting line) wins. III. Egg Race People pair-off at a starting line. Each pair is given one egg and two spoons. An official blows a whistle signaling the start of the relay. Each person with a spoon and egg must carry the egg on the spoon to and from a designated spot. As soon as the player returns to the line, he or she passes the egg on to the next person in line. The Race must be completed without dropping the egg. If it breaks, they're out. The team with the fastest time will be declared 1st place. The second fastest time will be the 2nd place and the third fastest time will be 3rd place. In the event of a tie we will have a second round Egg Race in order to establish a 1st, 2nd and 3ed Place between those who have tied. IV. Basketball Shootout A. Two opponents face off in a game of Basketball Shootout. Basketball Shootout will be played: Highest score wins after participant makes the most Basketball Shots. Game will start with the blow of a whistle. 1. Players will have 1 minute to make the most points as possible. Each basket will be counted as 1 point. 2. Time will not be stopped if the ball has gone out of the shooting area. The player will have to run to get the ball and resume playing. In the event of a tie we will have a second round Basketball Shootout in order to establish a 1st, 2nd and 3ed Place between those who have tied. IV. Inflatable Cash Vault Two opponents face off in a game of speed .You must go through the obstacle course either bare footed or with socks on. NO SHOES allowed. The player with the fastest time will be declared 1st place. The second fastest time will be the 2nd place and the third fastest time will be 3rd place. i. In the event of a tie we will have a second round Obstacle race in order to establish a 1st, 2nd and 3ed Place between those who have tied. V. Dunk Tank A. Dunk Tank consists of a person who will get 3 opportunities to dunk a pre appointed volunteer. Participants must throw a ball from a designated marked area (with blue tape). Pushing the designated area to dunk with anything other than the designated ball will not be accepted. The number of dunks determines the amount of points available in this section of the games. i. One person will represent one club. VI. Jousting Match A. The arena is a FRIENDLY competition. Rules are as follows 1. Two participants per session. 2. Maximum weight: 240 lb. per participant 3. NO SHOES. SOCKS are preferred. 4. No running or pushing. 5. Helmets are required. 6. Jousts “hits” must be below the neck. 7. No flips or diving off of pedestals. 8. Exit by crawling over side, No jumping off of side. Winner of the match is the last participant left standing. Only two club participants can compete at one time. ****************************************************************************** ****************************************************************************** **************************************************** Husky Bowl Points and Winner Each event gives points to clubs. The event points are as follows: 1. Tug-o-war 1st Place Club earns 3 pts 2nd Place Club earns 2 pts 3rd Place Club earns 1 pts 2. Egg Toss 1st Place Club earns 3 pts 2nd Place Club earns 2 pts 3rd Place Club earns 1 pts 3. Basketball Shootout 1st Place Club earns 3 pts 2nd Place Club earns 2 pts 3rd Place Club earns 1 pts 4. Obstacle Course Race 1st Place Club earns 3 pts 2nd Place Club earns 2 pts 3rd Place Club earns 1 pts 5. Dunk Tank 1st Place Club earns 3 pts 2nd Place Club earns 2 pts 3rd Place Club earns 1 pts 6. Jousting Match 1st Place Club earns 3 pts 2nd Place Club earns 2 pts 3rd Place Club earns 1 pts 7. Egg Race 1st Place Club earns 3 pts 2nd Place Club earns 2 pts 3rd Place Club earns 1 pts The Club that earns the most points wins. In the case of a tie the clubs will face off in a second round of a designated section. The winning club will take first place and the prize and the second runner up will take second prize. First prize takes the Husky Bowl trophy (theirs to keep only for the next semester until the next Husky Bowl), their name engraved on the trophy, their name engraved on the ASU Husky Bowl plaque, and the prize money ($ 1,000). Second prize takes prize money of ($500). Third prize takes prize money of ($250).