Rule Book Outdoor Final

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

Apex Trust Nursing

College, Chunar
[ OUTDOOR GAMES RULE BOOK ]

Mr Sahil George lal | Mr Amit Das


ASST. PROF. PG TUTOR
APEX TRUST NURSING
COLLEGE
OUTDOOR GAMES RULES
Directives and Regulations

CRICKET
[10-overs-a-side]

▪ Each team can bowl a maximum of 10 overs, which results in batsmen attacking right from the first
ball. T10 gives very little time for batsmen to settle down and demands new strategies, and an
aggressive approach in order to get a decent total on the scoreboard, thus adding to the thrill and
excitement.
▪ Each team must complete their quota of 10 overs in 45 minutes.
▪ Two overs per bowler
▪ No bowler can bowl more than two overs in an innings.

KHO-KHO
▪ A runner would not touch any chaser. If he is doing so, he will be given a warning.
▪ Sitting chaser is not allowed to obstruct the runner. If he is doing so, runner will be not out if touched
by the active chaser.
▪ Chaser team will get 1 point for every out of runner. Runner’s sequence cannot be changed during an
inning.
▪ Active chaser will neither touch nor cross the central line.
▪ If a runner crosses the boundaries completely, the runner is given out.
▪ Active chaser will have to run in the same direction. He cannot change the direction. If he goes in
opposite direction, he will be given foul.
▪ The sitting chaser is not allowed to stand up without getting Kho. To give Kho, active chaser will
touch the back side of sitting chaser and speak Kho loud and clear.

1
100 Meter Sprint
International Association of Athletics Federations (IAAF).

▪ Start
Every 100-meter sprinter must begin with a set position. The set position requires the runners to
have both feet in the blocks and adopt a position with the body weight on their hands. On the starter
whistle all runners begin the race.
▪ False Start
A false start is called when the feet of a runner leave the starting blocks before the starter's whistle.
Lanes the width of a lane is specified .75 meter approximately.
Any 100-meter sprinter who leaves her lane or obstructs the path of another sprinter will be
automatically disqualified from the race.

Stepping on the white lines is ruled as having left your lane during the race. In these circumstances,
the race referee can order the race to be run over again if it is deemed necessary.

▪ Finish
The finish is the decisive stage of the race, and is very exciting when sprinters are close to each other
in terms of ability. The IAAF rules state that the time of a runner is recorded when the trunk of the
body crosses the finish line..

Relay Race
[400-Meter]

▪ Equipment
The relay baton is a smooth, hollow, one-piece tube made of wood, metal or another rigid material. It
measures between 28 and 30 centimeters long and between 12 and 13 centimeters in circumference.
The baton must weigh at least 50 grams.
▪ The Start
begin in the starting blocks, which are marked on the track.
The other relay runners begin on their feet when they receive the baton in the passing zone.
In all sprint events, the starter will announce, “On your marks,” and then, “Set.” At the “set” command,
runners must have both hands and at least one knee touching the ground and both feet in the starting
blocks. Their hands must be behind the starting line.
The race begins with the “GO” or Whistle. Runners are permitted only one false start and are
disqualified after a second false start.
▪ Relay Rules
The baton can only be passed within the exchange zone, which is 5 meters long. Exchanges made
outside the zone result in disqualification. Passers must remain in their lanes after the pass to avoid
blocking other runners.

2
The baton must be carried by hand. If it is dropped, the runner can leave the lane to retrieve the
baton as long as the recovery doesn’t lessen his or her total running distance.
Runners cannot wear gloves or place substances on their hands to obtain a better grip on the baton.

Sack Race Rules


▪ Individual Sack Race
▪ To play need one burlap sack for each individual participant.
▪ Participants will run to the sack, put both feet in and begin hopping toward the finish line.
▪ Contestants must keep both feet in sack and at least one hand on the sack at all times.
▪ The sack must remain as close to the waist as possible and should not fall below the knees.
▪ The first racer to the finish line wins.

Tug of War
▪ Put a line of tape around the center of the rope. If you have more than two players, divide the teams
into an even number of players. Stronger and heavier players are at an advantage in Tug of War. Try
to divide up the teams so that there is an equal amount of weight on each side.

Rules

▪ An equal number of players pick up each end of the rope.


▪ The players begin tugging the rope when the referee gives the signal. Direction of the pull will be
decided by toss of coin
▪ Each player pulls backwards as hard as they can.
▪ The teams continue pulling until the center of the rope (tape mark) crosses where the referee is
standing.
▪ The game ends when the referee declares one team has successfully pulled the past the center.
▪ Participants must play bare hands
▪ Must wear shoes

Lemon Race
▪ Competitors Race Individually
▪ If the lemon falls from the spoon then competitors may be required to stop for 10 seconds
▪ No cheating including sticking the lemon to the spoon, or holding onto the lemon with one finger
observed the participant will be disqualified
▪ For an extra challenge, contestants will carry the spoon with their teeth, and hands tied behind their
backs.

3
Skipping

• Only for female participants


• Each pupil holds the 2 handles of the skipping rope with the rope positioned
behind them
• The rope is then swung over the head and under the feet as the pupil jumps
upwards When the rope moves past the starting position; 1 repetition is
counted
• The number of skips in 3 minutes are recorded according as much you can
skip. Based on that 2 finalists will be shortlisted form each club and they
have to skip against each other following one specific skipping style.
Whoever, stays till end will be considered winner

Long jump

• The athlete begins running from his or her starting position and jumps,
landing in a sand pit. There is a foul line, in the run-up area, that the athlete
has to be aware of;
• Jumping from beyond this line results in a 'foul jump'. Jumpers try to get as
close to the foul line as legally possible before initiating their jump.
• No part of the athlete's foot should cross the front edge of the foul line. If, at
the point of take-off, any part of his foot crosses the front edge of the foul
line, then the jump is termed to be illegal or a 'foul jump', and does not
count.
• The long jumper has 2 attempts to register his or her best legal jump
condition applied. A foul jump accounts for an attempt. Only the farthest
legal jump counts.
• The distance or the 'jump' is measured from the front edge of the foul line to
the first landing point of the athlete, from the first point of contact.

You might also like