BETTER TOGETHER GAMES DATES:
PROGRAMME:
08:30 – Team Assembly
09:00 – Formalities and Speeches
09:15 – Grand March
09:30 – Start of the Fun Run/Fun Walk/Cycle
10:15 – Games begin
15:00 – Games finish
15:15 – Presentation of Trophies and Vote of Appreciation
15:30 – Departure
Region Date Venue
Eden/Central Karoo 02 October
2015
De Jager Sport
Complex, Oudtshoorn
West Coast 09 October
2015
Vredenburg Sport
Complex
Cape
Winelands/Overberg
16 October
2015
Boland Park, Worcester
Cape Metropole 23 October
2015
Stellenbosch University,
Stellenbosch
TABLE OF CONTENTS:
Foreword ............................................................................................................ 1
Purpose of Document ...................................................................................... 2
Administration ................................................................................................... 2
Organisation of the Sports Days ..................................................................... 3
Ceremonies ....................................................................................................... 4
Nerve centre ..................................................................................................... 4
Catering ............................................................................................................. 4
Accreditation .................................................................................................... 4
Medical .............................................................................................................. 4
Protocol .............................................................................................................. 5
Equipment ......................................................................................................... 5
Facilities .............................................................................................................. 5
Honoraria ........................................................................................................... 6
Fixtures ................................................................................................................ 6
Rules and playing conditions .......................................................................... 6
Sporting Codes ................................................................................................. 6
Eligibility of athletes .......................................................................................... 7
Protests, misconduct and enquiries ............................................................... 7
Prizes and awards ............................................................................................. 8
Accreditation .................................................................................................... 9
Fun walk and Fun run ....................................................................................... 9
Games Rules: ................................................................................................... 10
Athletics................................................................................................. 10
Boccia ................................................................................................... 14
Chess ..................................................................................................... 16
Cycling .................................................................................................. 19
Dance Sport ......................................................................................... 22
Darts ....................................................................................................... 24
Dominoes .............................................................................................. 26
Golf ........................................................................................................ 27
Indigenous Games .............................................................................. 30
Klawerjas ............................................................................................... 34
Mini – Cricket ........................................................................................ 37
Mini - Football ....................................................................................... 39
Netball ................................................................................................... 41
Eight ball Pool ....................................................................................... 43
Table Tennis .......................................................................................... 45
Tennis .................................................................................................... 47
Touch Rugby ........................................................................................ 48
Tug of War ............................................................................................. 51
Volleyball .............................................................................................. 53
1
FOREWORD
Welcome to the 2015 edition of the Better Together Games
(formerly called “Provincial Sport Days”) which have been hosted
in the Western Cape since 1998. This has, over the years,
engendered a spirit of healthy competition in the public service.
The 2015 Better Together Games will see competition in 20 codes
of sport and recreation. This is expected to contribute to building
the Western Cape Government’s capacity to ensure effective
and efficient service delivery by enhancing the lives of public
officials and promoting their well-being.
Partnerships forged with Old Mutual, Nedbank and Peninsula
Beverages for these Games bodes well for the future. We applaud
our sponsors for contributing towards a common goal and
empowering others. Congratulations to the Inter-Departmental
Local Organising Committee of the Games for making this event
possible.
We have no doubt that the outcome will be an enhanced sense
of us being “Better Together”.
Let us conduct these games in the spirit of fair play, fun and
camaraderie.
LET THE GAMES BEGIN!
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1. Purpose of the document
The purpose of the document is to serve as baseline for the
mode, format and playing conditions regarding the inter-
departmental sports days which will take place on an annual
basis.
The sports days are held to build social inclusiveness between
and amongst all spheres of government.
Government is proud to present this document, which will
guide the preparation, administration, management and
control of the technical side of the sports days.
2. Administration and management
The key performance areas for the sports days will be to:
Liaise with participants.
Define responsibilities to all stakeholders.
Allocate responsibilities to all stakeholders.
Set deadlines for performance of responsibilities by
stakeholders.
Ensure registration of teams of participants.
Ensure availability of the codes of conduct for all
participating codes of sport.
Prepare an information booklet for the sports days.
Hold regular meetings with co-ordinators and
stakeholders to ensure that the sports days are run
efficiently.
3
Keep proper records and handle correspondence
pertaining to the sports days.
Identify tasks that need specialist attention and
recommend outsourcing of such tasks e.g. marketing,
medical.
Prepare for and co-ordinate daily events for the duration
of the sports days.
Prepare map and signage to competition venues during
the sports days.
Take team photos of all participating teams in all
participating codes of sport.
Arrange briefing and updating sessions with officials of
the participating teams e.g. team managers.
Ensure that there is a letterhead and emblem for the
sports days.
Compile a list emergency numbers.
Arrange meeting rooms during the sports days.
Design and produce proper results/team sheets.
Co-ordinate volunteers.
3. Organisation of the sports days
The Department of Cultural Affairs and Sport is the custodian
of the sports days. The committee shall consist of
representatives of various provincial, national and local
governments departments.
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4. Ceremonies
An opening and closing ceremony shall be organised for the
sports days. Victory ceremonies will be held at the respective
playing venues. Winners will wear the colours of their
respective departments.
5. Nerve centre
There must be a nerve centre at the competition venue for
each participating code, which will then report to the
technical information centre.
6. Catering
The LOC will be responsible for catering of technical and
administration officials ONLY during the event.
7. Accreditation
Accreditation of players, officials, VIP’s and suppliers with
different colour coding for identification purposes shall be
arranged.
Accreditation of guests will be issued only to VIP’s (SMS
Members and invited guests).
8. Medical
All medical matters shall be handled by a medical
committee:
5
Identification of role players and relevant stakeholder’s e.g.
local hospital staff is required, since first-aid paramedics and
medical practitioners will be on standby.
Sufficient ice and water will have to be made available by
the respective Departments at all their competing venues.
9. Protocol
A protocol committee shall be established with the following
responsibilities:
Gathering of information on trends set by previous organising
committees in maintaining the status quo of the protocol as
basis to build on.
To consolidate a list of all stakeholders who qualify to be on
the VIP list.
To liaise with the protocol officers of various departments to
ensure that all matters relating to protocol are observed.
10. Equipment
DCAS will provide all equipment according to international
standards.
11. Facilities
The LOC shall inspect facilities and in consultation with codes,
make recommendations to the centre in respect of playing
surfaces.
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12. Honoraria
Honoraria to technical officials shall be standardised at all
levels for all sports codes.
This will be communicated to all federations, who in turn shall
submit names of suitable officials.
13. Fixtures
Draws shall take place prior to the provincial sports day.
14. Rules and playing conditions
Rules for each code shall be provided by the sport
coordinating committee.
Such rules shall be applicable for the duration of the event
and may not be deviated from without the approval of the
sport coordinating committee.
The Sport Coordinating Committee shall comprise of one
person (convenor) of each participating sport code.
15. Sporting codes
Athletics
Boccia
Chess
Cycling
Dance Sport (Hip – Hop)
Darts
Dominoes
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Golf
Indigenous Games
o Drie Stokkies
o Jukskei
Klawerjas
Mini – Cricket
Mini – Football
Netball
Pool (8 ball)
Table Tennis
Touch Rugby
Tennis
Tug of War
Volleyball
16. Eligibility of athletes
Participants should be employees of government institutions.
17. Protests, Misconduct and Enquiries (PME)
The spirit of the Olympic Charter shall govern the
organisation of the sports days.
The LOC by virtue of its being the supreme authority of
the sports days is to settle all non-technical disputes and
will also serve as the appeals committee.
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The protest, misconduct and enquiries (PME) committee
set up by the LOC shall deal with all code technical
disputes. The PME can disqualify any competitor who
violates the set rules and regulations and who shall
forfeit all rights and prizes won previously.
18. Prizes, awards and certificates for participants
Prizes will be awarded as follows;
1st place (Team Trophy & Gold Medal/s).
2nd Place (Silver Medal/s).
3rd Place (Bronze Medal/s).
Each player or member of the team shall be awarded
the prizes referred to above.
Fun walk and fun run participants will only receive
medals should they be able to produce a registration
number upon completion of the walk/run.
The overall winning department will be awarded the
floating trophy on the basis of total points received.
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19. Accreditation
Accreditation of players, officials, VIP’s, the LOC and
suppliers shall be the responsibility of the LOC.
20. Fun Run and Fun Walk
Race numbers for both the fun run and walk will be available
from DCAS office (Region specific) two weeks up until the
date of the Better Together Games.
The general rule of no number no medal will apply for both
the fun run and walk. To qualify for a medal, the participant
should complete the race they have entered.
The fun run will have a cut off of 45 minutes after the start of
the race.
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GAMES RULES:
General Rule:
A MINIMUM OF 5 PARTICIPANTS (DEPARTMENTS) CONSTITUTE A
COMPETITION, SHOULD THERE BE LESS THE CODE WILL BE SCRAPPED.
Athletics:
Fun Run/Fun Walk
1. Participants must obey the instructions of the
marshals/traffic officers.
2. The cut-off time for the fun run and fun walk is 45 minutes.
3. Fun walk and fun run participants will only receive medals
should they be able to produce a registration number upon
completion of the walk/run.
4. Registration numbers queries can be submitted as of two
weeks before the Better Together Games.
5. Registration numbers can be collected from DCAS office
(Region specific) two weeks before the Better Together
Games. Normal working hours (up to 16h00) will apply.
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6. The 45 Minutes cut off will be strictly observed
Relay
7. The competition requires the baton to be exchanged within
a 20-metres changeover zone. Exchanges made outside the
zone – based on the position of the baton, not of either foot
of the runners – result in disqualification. Passers must remain
in their lanes after the pass to avoid blocking other runners.
8. The baton must be carried by hand.
9. A team may be disqualified from a relay for:
• losing the baton (dropping the baton);
• doing an improper baton exchange;
• false starting (usually once but sometimes twice);
• improperly overtaking another competitor;
• preventing another competitor from passing;
• wilfully impeding, improperly crossing the course, or in
any other way interfering with another competitor.
The start
10. The number of preliminary rounds (heats) held before the
finals will depend on the number of entries.
11. Starting blocks will be allowed but will not be compulsory.
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12. The starter will announce, “On your marks,” and then, “Set.”
At the “set” command runners must have knees off the
ground and both feet in the starting blocks. Both their hands
must be behind the starting line.
13. The race begins at the sound of the starting gun.
14. Any false starting athlete now receives one warning,
thereafter disqualification will occur.
The race
15. The 100-metre race is run on a straightaway (track) and all
runners must remain in their lanes throughout the race. Any
athlete crossing lanes receives immediate disqualification.
16. The 1st and 2nd placed athletes in each race will
automatically advance to the following round.
The finish
17. The race ends when a runner’s torso (not the head, arm or
leg) crosses the finish line.
18. Athletes should remain in their lanes at the finish. This will help
officials to determine quickly and accurately each race
result (finishing positions of athletes).
General
19. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
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20. Any dispute will be settled by the Code Convener
21. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME
at a cost of R200, 00. The decision of the PME shall be final
and binding.
22. Where doubt exists in terms of the interpretation of the rules,
the Athletics South Africa rules relevant to the competition
are to be consulted.
23. A prize-giving will take place at the venue of competition.
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Boccia:
1. The mode of competition will be a knockout basis .
2. Two teams compete. Each team consists of 1 or 2 players.
You can choose to add the rule that players have to be
seated when playing the balls.
3. Team 1 uses the red balls and Team 2 uses the blue ones.
4. The game begins: Team 1 throws the white target ball onto
the court.
5. Team 1 now throws a red ball - and tries to get as close to
the target ball as possible.
6. Now Team 2 throws one or more blue balls. When a blue
ball is closest to the target ball, then it's Team 1's turn to
throw.
7. The game continues in this way until all balls are thrown.
8. Finally, points are counted: The team that has a ball closest
to the target ball gets points. 1 point is given for each ball
that is better placed than the opponent's best ball. There
are maximum 6 points in each game.
9. In the next game, the Team 2 starts by throwing the target
ball onto the court.
10. A match comprises 4 games.
11. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
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15. Any dispute will be settled by the Code Convener
16. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME
at a cost of R200, 00. The decision of the PME shall be final
and binding.
17. Where there doubt exists in terms of the interpretation of the
rules, the South Africa Sports Association for Physically
Disabled rules relevant to the competition is consulted.
18. A prize-giving will take place at the venue of competition
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Chess:
1. The mode of competition will be on a Swiss basis or round
robin depending on the number of competitors.
2. Rapid play rules will be used.
3. A ‘rapid play’ game is one where either all the moves must
be made in a fixed time of at least 15 minutes but less than
60 minutes for each player; or the time allotted + 60 times
any increment is at least 15 minutes, but less than 60 minutes
for each player.
4. Players do not need to record the moves made.
5. Where there is adequate supervision of play (for example
one arbiter for at most three games), the Competition Rules
shall apply.
6. Where supervision is inadequate the Competition Rules shall
apply, except where they are overridden by the following
Laws of Rapid play:
7. Once each player has completed three moves, no claim
can be made regarding incorrect piece placement,
orientation of the chessboard or clock setting.
8. In case of reverse king and queen placement, castling with
this king is not allowed.
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9. The arbiter shall make a ruling according to Article Four (the
act of moving the pieces), only if requested to do so by one
or both players.
10. An illegal move is completed once the opponent's clock
has been started. The opponent is then entitled to claim
that the player completed an illegal move before the
claimant has made his move. Only after such a claim, shall
the arbiter make a ruling. However, if both Kings are in
check or the promotion of a pawn is not completed, the
arbiter shall intervene, if possible.
11. The flag is considered to have fallen when a player has
made a valid claim to that effect. The arbiter shall refrain
from signalling a flag fall, but he may do so if both flags
have fallen.
12. To claim a win on time, the claimant must stop both clocks
and notify the arbiter. For the claim to be successful the
claimant’s flag must remain up and his opponent’s flag
down after the clocks have been stopped.
13. If both flags have fallen as described in (11) and (12), the
arbiter shall declare the game drawn.
14. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
15. Any dispute will be settled by the Code Convener
16. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME
18
at a cost of R200, 00. The decision of the PME shall be final
and binding.
17. Where there doubt exists in terms of the interpretation of the
rules, the Chess South Africa rules relevant to the
competition are consulted.
18. A prize-giving will take place at the venue of competition.
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Cycling:
1. Every cyclist shall ride carefully and with due regard to the
safety of other cyclists and other road users.
2. Every cyclist shall wear a bicycle helmet with the strap
securely fastened under his/her chin.
3. Every cyclist shall comply with all road traffic regulations
except under the following circumstances:
When it would be dangerous to do so;
When directed otherwise by a course marshal or
traffic officer;
A cyclist shall stop at traffic lights and stop streets
and yield at yield signs unless directed otherwise by
a course marshal or traffic officer;
4. Every cyclist shall immediately comply with the instructions
of marshals and traffic officers.
5. Every cyclist shall provide any information requested by any
marshal immediately.
6. Every cyclist shall keep as far to the left of the road surface
as is safe having regard to the circumstances and
conditions, including the need to take a lane when
appropriate.
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7. A cyclist shall not cross the median (whether the median is
marked or not) of any road unless the road is closed to other
traffic.
8. A cyclist shall not unnecessarily impede the flow of traffic.
9. Every cyclist shall at all-time display his or her race number
legibly on his or her back as well as display other
identification to indicate participation in the fun ride.
10. Every cyclist shall ride the full course entered for and shall
not cross the timing mats if he or she failed to ride the full
course.
11. A cyclist may not use a personal music system or a radio
communication device, including a cellular phone.
12. A cyclist shall not receive any assistance from a seconding
motor vehicle on the course and shall not arrange for a
seconding motor vehicle to follow the course.
13. The finishing time of a cyclist shall not be adjusted due to
any action or inaction of any person involved in the
organisation of the race, another cyclist or any other
person.
14. A cyclist shall not use foul language.
15. No cyclist shall dispose of any litter along the course except
in refuse bins
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16. No cyclist shall smoke at the start chutes or whilst riding.
17. Every cyclist shall provide reasonable assistance to any
other cyclist involved in an accident.
18. Every cyclist shall be responsible to other cyclists for the
proper control of his or her bicycle.
19. Every cyclist entering fun ride consents to his name and/or
number being publicly displayed and publicised (including
on the internet) in the event that he or she is disqualified.
20. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
21. The umpires’ decision is final.
22. Any dispute will be settled by the Code Convener.
23. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200, 00. The decision of the PME shall be final and
binding.
24. Where doubt exists in terms of the interpretation of the rules,
the Cycling South Africa rules relevant to the competition are
to be consulted.
25. A prize-giving will take place at the venue of competition.
22
Dance Sport:
Hip – Hop: (Freestyle)
1. 1-on-1 battle where each dancer will be challenged to
dance to a song provided by them.
2. Each round will consist of 2 solo dancers who will battle one
another facing each other.
3. During the preliminary round, each of the 2 dancers will only
dance to one song.
4. Each dancer in the preliminary round will have the
opportunity to dance for ~ 1 minute.
5. There will be 32 open slots for this battle for the dancers to
sign-up for (16 battles in the first round). A qualifying round
may become necessary.
6. Judges will choose 1 dancer from each round to advance
to the next round until the battle progresses to 2 final
dancers.
7. The final 2 dancers will have 2 songs each to impress the
judges.
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8. Each dancer will be judged on his/her ARTISTIC CREATIVITY,
his/her MUSICALITY, and his/her ABILITY to ENTERTAIN the
JUDGES.
9. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
10. Any dispute will be settled by the Code Convener.
11. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME
at a cost of R200, 00. The decision of the PME shall be final
and binding.
12. Where doubt exists in terms of the interpretation of the rules,
Hip Hop South Africa rules relevant to the competition are to
be consulted.
13. A prize-giving will take place at the venue of competition.
24
Darts:
Singles format:
1. The mode of competition will be a knockout basis
2. The format will be best out of three games of 501.
3. The first player to reach two games wins the match.
Team format:
4. Matches shall be played on a knock-out basis.
5. 45 minutes will be allowed for a match to be completed
6. A player will be cup tied to the team in which he/she played
in his/her first match. No players shall be allowed to play for
another team after being eliminated.
7. A team will consist of four players plus two reserves.
8. Substitution can take place any time during the match
(after completion of a point).
9. Throwing away will alternate (straight start).
10. Each match shall be played on a seven-point system made
up of two doubles of 401, four straight singles of 301 and a
leg of 601 if required.
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11. The order of play will be as follows:
Two x doubles of 401.
Four x singles of 301.
One x leg of 601 (if required)
12. Matches from quarter finals onwards will be played over two
boards
13. All players are to report on time, otherwise they will be
disqualified.
14. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
15. Any dispute will be settled by the Code Convener.
16. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200, 00. The decision of the PME shall be final and
binding.
17. Where doubt exists in terms of the interpretation of the rules,
the Darts South Africa rules relevant to the competition are to
be consulted.
18. A prize-giving will take place at the venue of competition.
26
Dominoes:
1. The mode of competition will be a knockout basis.
2. Normal rules of dominoes apply.
3. Players are to enter as a two person team.
4. The format will be best out of three "boems".
5. The first team to win two "boems" progresses to the next
round.
6. No players under the obvious influence of an intoxicating
substance be permitted participate.
7. Any dispute will be settled by the Code Convener.
8. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200.00. The decision of the PME shall be final and
binding.
9. Where doubt exists in terms of the interpretation of the rules,
the WP Domino Union rules relevant to the competition are to
be consulted.
10. A prize-giving will take place at the venue of competition.
27
Golf:
1. This competition will take the format of a Single Stableford.
2. Spectators should not move, talk or stand close to a player
making a stroke;
3. Players should not play until the group in front is out of the
way;
4. A player should always play without delay, and then leave
the putting green as soon as all players in his or her group
have holed out;
5. Players should invite faster groups to play through;
6. Players should replace divots and smooth footprints left in
bunkers.
7. Players should not step in the line of another player's putt.
8. Players should not drop clubs on the putting green.
9. Players should replace each flagstick carefully.
10. Dress code
No pants with elastic bands are to be worn.
No jeans, tracksuit pants are to be worn.
Only soft spikes are allowed.
28
No crew-neck tee shirts are to be worn; only golf tee
shirts are allowed.
No sharing of golf clubs is permitted.
11. Handicaps
Players with official handicaps will play off those
handicaps up to 20 for gentlemen and 30 for ladies;
Players without official handicaps will play off 12 for
gentlemen and 24 for ladies
12. SCORE CARDS ARE TO BE HANDED IN AT THE PRO SHOP AFTER
COMPLETION OF THE ROUND
13. PLEASE READ THE LOCAL RULES ON THE BACK OF THE SCORE
CARD
14. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
15. Any dispute will be settled by the Code Convener.
16. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200,00. The decision of the PME shall be final and
binding.
17. Where doubt exists in terms of the interpretation of the rules,
the SA Golf Association rules relevant to the competition are
to be consulted.
29
18. A prize-giving will take place at the venue of competition.
30
Indigenous games:
Jukskei:
1. The object of the game is to knock over a peg that is
planted in a sandpit over a distance of between 11 and 16
(depending on age and gender).
2. Team consists of four members each.
3. Each member has two skeis (and thus two turns).
4. The playing field consists of two pits juxtaposed in opposite
directions, so that play can take place in both directions.
5. Each time a team member knocks over the peg, he gets
three points.
6. If the peg wasn’t knocked out, the team lying closest to the
position of the peg, scores as many points as they have skeis
closer to the peg than their opponent's closest skei.
7. The first team to get exactly 23 points first wins the game.
8. If the team gets more than 23 points, they start from 0
9. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
31
10. Any dispute will be settled by the Code Convener.
11. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME
at a cost of R200, 00. The decision of the PME shall be final
and binding.
12. A prize-giving will take place at the venue of competition.
32
Drie Stokkies (Running and Jumping Game)
1. Objectives
To see the last member of the team who will jump the
furthest.
Team
Consists of four players (two men and two women)
2. Equipment
Three sticks (drie stokkies)
3. How the game is played
Four team members line up behind the drie stokkies.
Every team member gets a chance to jump the three
sticks.
At the beginning the drie stokkies are 1 meter apart.
Each player that will jump should land with their left
foot behind the first stick, second landing on the right
foot behind the middle stick and the last jump with
the left foot, as far as possible behind the last stick.
The last stick is moved to where the last player
landed. Then the jumpers will start from the other side
where they landed.
If your foot touch a stick you will be out for the next
round. If you can’t jump over the last stick you are
also out and will lose the round.
The next team from the opposition team jump from
side A and try to jump further than the stick at side B.
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If they can’t jump over the last stick of side B the team
is out.
If the opposition team jump over the last stick, they
will achieve 1 point. If the opposition team can’t
make it, the first team will score 1 point.
Now they will start again from the other side B.
If 1 of the teams achieves the further jump by the last
player, they win the game and score two points.
Best out of three jumps win the game.
4. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
5. Any dispute will be settled by the Code Convener.
6. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME
at a cost of R200,00. The decision of the PME shall be final
and binding.
7. A prize-giving will take place at the venue of competition.
34
Klawerjas:
1. The mode of competition will be a knockout basis.
2. Normal rules of Klawerjas apply.
3. No information shall be sought while the game is in progress
as this is punishable. Inaudible roemte can however be
queried.
4. The trump card may not be picked up and placed with
others in the hand until the second trick is closed, unless it is
played. It may remain open throughout the game.
5. Any player playing before his counter has closed his entire
trick on the table can be punished.
6. Every player must play one of the same suit which is called
for, if he has one, unless he uses a trump.
7. When any delay is caused during play the opposition can,
during a short pause of two seconds, give three delayed taps
of two-second intervals on the table. If no card is played or
points called etc., the opponents can claim points. The
opponents may not tap while the counter is counting unless
the counter delays for more than three seconds. This rule can
be used very effectively. This was another of the laws of the
game that caused many an argument, for one will find four
players sitting around the table, four cards lying face-up on
35
the table nobody makes a move to pick up the trick for both
counters are unsure as to ; whose trick it is. Here everything
depends on the byspeler. A tap on the table will indicate to
his partner, "not to pick-up the trick". The rule is also that you
cannot tap your own partner, which brings us to the tapping
rule. This also alleviated the problem of not knowing whose
play it is. A partnership is unsure of which one must play first,
so naturally they sit, waiting on one another. The opponents
on the other hand is waiting and watching for playing out of
turn, is punishable. In the early years a counter will pick-up, or
open his last trick to see whose play it is, and this was
accepted. Not by everybody though. But generally
accepted. Now the tapping rule and to use it effectively you
tap the player whose not supposed to play and after the
stipulated three taps you punish them. For by tapping the
player whose not supposed to play, his partner normally
relaxes and accepts the fact that it's not his play.
8. Playing more than one card at a time incurs a penalty. Even
if the bottom card isn't visible. There's no such thing as "can
you call that card".
9. Jack of trumps needs not be played when trumps are called
for. Again there is no need that the jack of trump must be
played after three consecutive rounds of trumps have been
asked for.
10. Scoring a “vlag” is worth three points on the boem.
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11. Team throwing in their cards without having a trick in new
play concede a “vlag” which is worth three points.
12. All matches will be played best of three boem.
13. Captains to toss, winning captain will get the cards and
opponents to be seated two minutes before play.
14. Only the winner progresses to the next round.
15. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
16. Any dispute will be settled by the Code Convener.
17. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200, 00. The decision of the PME shall be final and
binding.
18. Where doubt exists in terms of the interpretation of the rules,
the WP Klawerjas Union rules relevant to the competition will
be consulted.
19. A prize-giving will take place at the venue of competition.
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Mini–cricket: (To be used if Action Cricket cannot be played)
1. The mode of competition will be a knockout basis; however,
normal cricket rules apply.
2. Teams entered should be dressed appropriately (uniform)
3. Each team will only bowl five overs. Each over is to be
bowled from one end only.
4. These overs must be bowled within 15 minutes or less; if this
does not happen, the opposing side will be credited with 10
extra runs per over.
5. A bowler can only bowl one over per match. The wicket-
keeper cannot bowl in the match.
6. The wicket-keeper must be fully attired.
7. A bowler may take only three steps before delivery. Taking
more steps will be called a "no-ball."
8. A maximum of 30 seconds is allowed for a change-over
between overs.
9. A maximum of five minutes is allowed between innings.
10. Any team arriving late for its fixture will be disqualified.
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11. The team with the most runs advances to the next round.
12. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
13. The umpires’ decision is final.
14. Any dispute will be settled by the Code Convener.
15. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200, 00. The decision of the PME shall be final and
binding.
16. Where doubt exists in terms of the interpretation of the rules,
the Cricket SA rules relevant to the competition are to be
consulted.
17. A prize-giving will take place at the venue of competition.
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Mini – Football:
1. The mode of competition will be a knockout basis.
2. The game will consist of two halves of 10 minutes each with
no halftime.
3. Normal soccer rules apply, except for no offside.
4. Team will consist of 10 players. (Five on the field and five on
the bench).
5. Rolling substitutions will be allowed.
6. In the event of a draw, sudden death penalties will be kicked
from five metres away.
7. Teams which do not report on, or ahead of time, will forfeit
the game and the opponent’s progress to next round.
8. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
9. Any dispute will be settled by the Code Convener.
10. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200, 00. The decision of the PME shall be final and
binding.
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11. Where doubt exists in terms of the interpretation of the rules,
the SA Football Association rules relevant to the competition
will be consulted.
12. A prize-giving will take place at the venue of competition.
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Netball:
1. The mode of competition will be a knockout basis.
2. Each game will consist of two halves of seven minutes each,
with a one minute break.
3. Normal Netball rules will apply. In the event of a draw, three
extra minutes to be played. Winner progresses.
4. Three substitutions will be allowed per match. Substitutions
can take place during any stoppage of play.
5. Not more than one male will be allowed to participate for a
team at a time.
6. Teams which do not report on, or ahead of time, will forfeit
the game and the opponent’s progress to next round.
7. Players must ensure that they wear netball attire and netball
bibs, which shall include playing position initials, these initials
must be worn at all times.
8. No jewellery shall be worn.
9. Umpires will act as official timekeepers as well as scorers.
10. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
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11. Any dispute will be settled by the Code Convener.
12. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200, 00. The decision of the PME shall be final and
binding.
13. Where doubt exists in terms of the interpretation of the rules,
the Netball South Africa rules relevant to the competition will
be consulted.
14. A prize-giving will take place at the venue of competition.
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Eight ball pool:
1. The mode of competition will be a knockout basis.
2. This will be a singles competition.
3. The round robin format will depend on the number of entries.
4. Normal Blackball rules will apply.
5. The winner will be declared according to the following:
Last 16 – First to win 3 games
Quarter final – First to win four games
Semi-final – First to win five games
Final – First to win six games.
6. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
7. Any dispute will be settled by the Code Convener.
8. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200, 00. The decision of the PME shall be final and
binding.
9. Where doubt exists in terms of the interpretation of the rules,
the National Blackball Association rules relevant to the
competition will be consulted.
44
10. A prize-giving will take place at the venue of competition.
45
Table–tennis:
1. The mode of competition will be a knockout basis.
2. The normal rules of Table Tennis will apply.
3. Each set of players will only be allowed one minute to warm
up.
4. Rolling substitutions will be allowed.
5. Players, who do not report on, or ahead of time, will forfeit
the game and the opponent’s progress to next round.
6. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
7. Any dispute will be settled by the Code Convener.
8. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200, 00. The decision of the PME shall be final and
binding.
9. Where doubt exists in terms of the interpretation of the rules,
the SA Table Tennis Board rules relevant to the competition
will be consulted.
46
10. A prize-giving will take place at the venue of competition.
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Tennis:
1. The mode of competition will be a knockout basis.
2. Normal rules of Tennis apply.
3. Best out of three sets. Whoever reaches two set first, wins the
match.
4. Only the winner progresses to the next round.
5. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
6. Any dispute will be settled by the Code Convener.
7. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200, 00. The decision of the PME shall be final and
binding.
8. Where doubt exists in terms of the interpretation of the rules,
the SA Tennis Association rules relevant to the competition
will be consulted.
9. A prize-giving will take place at the venue of competition.
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Touch–rugby:
1. This competition will be a knockout basis.
2. There will be two games taking place at the same time, each
game will be played in one quarter of half a rugby field. The
playing field will be 50m in length by 25m in width, including
try lines of 5m in length, using white painted lines.
3. This game is 20 minute in duration, two minute break
between two 10 minute halves. The normal one touch rule
will apply. Each team is allowed three phases before the
turn-over ball, but a knock-on, off side or forward pass
immediately results in a turn-over ball. Players must play to
the whistle
4. The defending team must be 10m away from their
opponents at kick-off.
5. Team will consist of ten players, six on the field at all times
and four on the bench.
6. Rolling substitutions will be allowed.
7. The touch rule is eliminated behind the try line, only once the
player enters field of play can they be touched.
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8. Once the ball is turned over the person must tap and pass he
may not run more than 5m without passing. The defending
team must drop 5m.
9. If any rule is not followed correctly there will be a penalty.
Penalty offences: (Grabbing t-shirts, swearing, playing offside
and deliberate knock-on).Procedure for a penalty: Once the
referee confirms the mark, the attacking player must tap and
pass, he may not run more than 5m without passing. The
defending team must drop 10m before a valid touch can be
made. Or they must be behind the try line.
10. In case of a forward pass or a dropped ball, play may
commence where the ball is picked up or stops rolling. The
defending team may not interfere with a rolling ball.
11. You may kick the ball in the air, but the ball may only bounce
once on the ground, before it enters a players hands or it will
be turnover ball for the defending team.
12. Players must wear appropriate togs for their own safety, no
other footwear will be allowed. If togs are not worn, play at
own risk.
13. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
14. Any dispute will be settled by the Code Convener.
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15. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200, 00. The decision of the PME shall be final and
binding.
16. Where doubt exists in terms of the interpretation of the rules,
the SA Touch Association rules relevant to the competition
will be consulted.
17. A prize-giving will take place at the venue of competition.
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Tug–of–war:
1. The mode of competition will be a knockout basis.
2. Each team will consist of six team members.
3. There will be a play-off round before the quarter-finals.
4. Best out of three "Tugs", with the first team winning two "Tugs",
progressing to the next round.
5. Teams to change ends after every "Tug".
6. Supporters are not allowed to touch any participant whilst
"Tug" in progress
7. Teams who arrive late for competition will be disqualified.
8. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
9. Any dispute will be settled by the Code Convener.
10. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200, 00. The decision of the PME shall be final and
binding.
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11. Where doubt exists in terms of the interpretation of the rules,
the SA Tug-of-War Federation rules relevant to the
competition will be consulted.
12. A prize-giving will take place at the venue of competition.
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Volleyball:
1. The mode of competition will be a knockout basis.
2. Normal rules of Volleyball apply.
3. Best out of three sets.
4. First team to win two sets will progress to the next round.
5. The side who reaches 11 points first wins the set. In the event
of a ten all Tie the winner must win by two points.
6. Only the winner progresses to the next round.
7. No players under the obvious influence of an intoxicating
substance will be permitted to participate.
8. Any dispute will be settled by the Code Convener.
9. Should the complainant not be satisfied with the outcome,
the complainant shall have the right to approach the PME at
a cost of R200, 00. The decision of the PME shall be final and
binding.
10. Where doubt exists in terms of the interpretation of the rules,
the Volleyball South Africa rules relevant to the competition
will be consulted.
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11. A prize-giving will take place at the venue of competition.
55