RULES AND
REGULATIONS NATIONAL DENTAL
INTERVARSITY SPORTS
CARNIVAL 2016
PENANG INTERNATIONAL DENTAL COLLEGE
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 2
RULES AND REGULATION
NDISC 2016 GAMES
CONTENT PAGE
1. General Rules 2 - 10
2. Basketball 11-16
3. Futsal 17-22
4. Volleyball 23-25
5. Netball ( BOLA JARING ) 26-30
6. Swimming 31-33
7. Badminton 34-38
8. Table Tennis 38-42
9. Carom 43-45
10. Track and Field 46-47
11. Frisbee 47-74
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 3
GENERAL RULES
1. INTRODUCTION
National Dental Intervarsity Sports Carnival (NDISC) is a yearly sports event organized for Dental Students amongst
the Local Universities in Malaysia. For this year, Penang International Dental College was given the honour to host
this year's NDISC. The main aim is to maintain friendly interaction amongst dental students from various universities,
to instill organization skills, professionalism and a healthy competition. Not forgetting to maintain a good relationship,
interaction and friendliness amongst fellow students.
2. ORGANIZER
NDISC is organized by Penang International Dental College (PIDC) in collaboration with Universiti Sains Malaysia,
Penang Sports Faculty, and Malaysian Dental Student Association (MDSA).
3. RULE OF CONDUCT 3.1 Rule of conduct for each games will be stated in this guide and is the official rule of the game unless stated
in the respective rule of the game.
3.2 Penang International Dental College in collaboration with Universiti Sains Malaysia, Penang Sports
Faculty are responsible for any organizing committee, game referee or a specialized board that is established.
3.3 It is the responsibility of the organizing committee to explain clearly and in-detail the rule of conduct
for each NDISC games to all participating universities and any individual who are involved in the game including
the referee.
4. DATE OF COMMENCEMENT AND CONFIRMATION OF REGISTRATION
NDISC Games will commence on 2nd April 2016. All participants are required to submit their confirmed registration
to the organizers of NDISC 30 days before the start of the NDISC event.
5. QUALIFICATION
5.1 All Universities with Dental Faculty.
5.2 Participants that join any NDISC events are students of DENTAL FACULTY ONLY.
6. STUDENT IDENTIFICATION CARD
6.1 Every participants are required to bring their Student Identification Card during registration.
6.2 Organizing committee are responsible in ensuring the validity of each participant's Student
Identification Card. Failure to produce valid Student Identification Card when required would result in
disqualification of the participant.
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 4
7. PARTICIPANTS
7.1 Participants will represent the following universities :
7.1.1 Penang International Dental College (A)
7.1.2 SEGI University (B)
7.1.3 International Medical University (C)
7.1.4 Melaka Manipal Medical College (D)
7.1.5 Lincoln University College (E)
7.1.6 AIMST University (F)
7.1.7 MAHSA University (G)
7.1.8 Universiti Malaya (H)
7.1.9 Universiti Islam Antarabangsa Malaysia (I )
7.1.10 Universiti Sains Islam Malaysia (J)
7.1.11 Universiti Teknologi MARA (K)
7.1.12 Universiti Sains Malaysia (L)
7.1.13 Universiti Kebangsaan Malaysia (M)
7.2 Participants may be allowed to represent 1 UNIVERSITY ONLY.
7.3 Team Events
7.3.1 Each event will be carried out if there are at least 4 universities participating in the event. (Less than
4 universities participating would result in cancellation of the event)
7.4 Individual Events
7.4.1 Each event will be carried out if there are at least 3 universities participating in the event. (Event
will still continue even with less than 3 universities participating but the medal tally would not be considered
into the overall scoring)
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 5
8. REGISTRATION
8.1 Type of sports, total athletes and location of sporting event.
UNIVERSITY
STUDENT ID
NAME OF PARTICIPANT
AGE
GENDER
CONTACT NO
EMAIL ADDRESS
JERSEY SIZE (XS/S/M/L/XL/XXL/XXXL)
FOOD OF CHOICE ( Veg / Non Veg)
PARTICIPATING SPORTS Optional, can choose more than 1 sports
SWIMMING
BASKETBALL
NETBALL
FUTSAL
VOLLEYBALL
BADMINTON
TABLE TENNIS
TRACK AND FIELD
CARROM
FRISBEE
No.
Type of Sport
Men
Women
Total Athlete
1
2
3
4
5
6
7
8
9
8.2 Additional Information
8.2.1 Stated above is the maximum number of athlete for each sporting event. This will not be an
issue if the university send a lesser number of athlete provided a complete team is present.
8.2.2 For Table Tennis, any university that wishes to take part in a team event is
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 6
required to send each participant which consist of men’s double, women’s double and mixed double.
8.2.3 For Badminton, university that wishes to take part in team event is required to send each participant
which consist of men’s single, men’s doubles and women’s double
8.2.4 For Badminton, university may still compete with or without substitute player.
9. REGISTRATION SYSTEM
9.1 It is compulsory for all team to utilize the registration system provided by the organizer to register and
validate competing athlete.
9.2 1. Participants are required to log on to the official website for online registration. ( attach online link)
9.3 Only participant that has been registered in the registration system is allowed to take part in the sporting
event.
9.4 3. During online registration, participants are required to complete the form which includes: Jersey
size, food choice, student I.D number etc. 9.5 Exchange of participant is allowed during briefing session with team managers. However
they would need to inform to organizers/referee officially. 9.6 Exchange of injured participant is allowed during briefing session with team managers.
10. COMPETITION SYSTEM
10.1 First Method 10.1.1 If there is Four (4), Five (5) teams or Four (4), Five (5) individual taking part, the tournament
would run as One Group League.
10.1.2 Team with the highest score would be counted as First Place. Team with the second highest score
would be counted as Second Place and so on.
10.1.3 If there are less than 3 participants for team/single/individual event, the event would be cancelled.
10.2 Format for the league system as follow:-
Total Team
Total Teams in a Group
Group
Format
3,4,5
One Group League
League
6
2
3,3
7
2
3,4
8
2
4,4
9
3
3,3,3
10
4
3,3,2,2
11
4
3,3,3,2
12
4
3,3,3,3
13
4
3,3,3,4
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 7
10.3 Score allocation - Winner - 3, Draw - 1, Lose - 0 ( Please refer to respective Sports Regulations for detailed
information )
10.4 Team that forfeits (without a reasonable ground) during competition WOULD be fined for referee
fees for the current match and will NOT be allowed to continue with the next event.
10.5 Team that forfeits (with reasonable ground) during competition WOULD NOT be fined for referee
fees for the current match and will be allowed to continue with the next event.
10.6 Team that throws away the match will be fined for referee fee for the match. The team is allowed to
continue with the next match.
11. DRESS CODE
11.1 Every players/team are required to wear appropriate attire that are allowed as stated in the rules and
regulation of each sporting event.
11.2 If there are two teams wearing the same colour of attire, team with their name stated in the tournament
schedule first must change their attire to a different colour.
11.3 For participants who are of Islamic Faith are required to close their "aurat" without fail during competition
and throughout the Sports Carnival event.
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 8
12. OBJECTION COMMITTEE
12.1 Objection Committee
Chairman : Assoc. Prof. Dr. Kamaraj Loganathan
Clinical Coordinator of PIDC
Secretary : Dr. Gopuchandran Lenin P
Organizing Teacher Advisor
Members :Referee of the involved game
:In-Charge Organizer of the involved game
:3 team managers/representatives that are not involved in the
protest of result
12.2 Appeal Committee
Chairman :Assoc. Prof Dr.Ajay Telang
Academic Coordinator of PIDC
Secretary : Dr. Gopuchandran Lenin
Organizing Teacher Advisor
Members : Dr. Pradeep Kumar Bholla
Dr. P.V. Kalyan Chakravarthy
Dr. Nagendran Jayavel Pandiyan
A Quorum of 12.1 and 12.2 are two-thirds of total members.
12.3 Arbitrary Committee
Chairman : Prof. Dr. Sabarinathan
Dean of PIDC
Secretary : Assoc. Prof. Dr. Raghunandanan P.P Menon
Dean of PIDC
Members : Dr. Nagendran Jayavel Pandiyan
:3 team managers/representatives that are not involved in the protest of result
13. MEDALS
13.1 Prizes are provided solely for FIRST, SECOND AND THIRD PLACE only FOR ALL SPORTING EVENTS EXCEPT FOR BADMINTON (first and second place only)
13.2 OVERALL CHAMPION
Champion will be determined as follows :
13.2.1 Team with the highest WINNING.
13.2.2 If there is a draw, the team with the most SECOND PLACE wins.
13.2.3 If there is still a draw, the team with the most THIRD PLACE wins.
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 9
14. BEVERAGES
During competition, organizer will prepare drinks and all participants are advised to bring their own drinks such as
glucose drinks.
15. RELATION OFFICER
Every contingent are required to name a contingent representative as Contingent Relation Officer to the Secretariat to
be reached during the tournament.
16. OBJECTION
All objection must be done in writing (With a total of RM200.00 objection money) signed by the Team Manager and
must be handed to the Chairman of the Executive Committee of the NDISC at the latest within 30 minutes after the
match.
16.1 The deposit is not returned if the protest is rejected by Appeal Committee.
16.2 If the objections are received by the Committee , the security deposit of RM200.00 will be returned.
16.3 All protests must be written in Bahasa Malaysia or English only.
16.4 All evidence regarding the objection must be submitted by the objecting parties to the Objection
Committee.
17. GAME SUSPENSION
If in the opinion of the referee that the situation is not conducive to play, the match shall be fixed at a different date
and time with consultation between the Executive Committee of the NDISC and the two teams in question.
18. ENFORCEMENT
NDISC Executive Committee is authorized to address any matters not mentioned in these rules and the decision is
final.
19. COOPERATION
Every team must be present on the field of play 15 minutes before the time set for the competition to start. Failure to
report on time would results in cancellation of the game and a walk over would be given.
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 10
NATIONAL DENTAL INTERVARSITY SPORTS CARNIVAL 2016
RULES AND REGULATIONS
1. Basketball
2. Futsal
3. Volleyball
4. Netball
5. Swimming
6. Badminton
7. Table Tennis
8. Carom
9. Track and Field
10. Frisbee
Outdoor Games
Basketball
Futsal
Volleyball
Netball
Swimming
Track and field
Frisbee
Indoor Games
Badminton
Table Tennis
Carom
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 11
BASKETBALL
DATE : 2nd April, 2016
TIME : 8.30am – 6.45pm
VENUE : Basketball Court, Persiaran Sains, USM
NO. PLAYERS : 10 PLAYERS (5 PLAYERS + 5 SUBS)
R & R :
Team
1. Each team shall consist of not more than ten (10) team members entitled to play, including a captain.
2. Five (5) players from each team shall be on the playing court during playing time and may be substituted.
3. The captain (CAP) is a player to represent his team on the playing court. He may communicate in a
courteous manner with the officials during the game to obtain information, however, only when the ball
becomes dead and the game clock is stopped.
Uniforms
1. The uniform of the team members shall consist of shirts and shorts of the same dominant colour front and
back.
All players must tuck their shirts into their playing shorts.
2. Each team member shall wear a shirt numbered on the front and back with plain numbers, of a solid
colour contrasting with the colour of the shirt. The numbers shall be clearly visible.
Playing regulations
1. The game shall consist of two (2) periods of ten (10) minutes. There shall be a half-time interval of play
of two (2) minutes.
2. If the score is tied at the end of playing time for the second half, the game shall continue with as many
extra periods of five (5) minutes as is necessary to break the tie.
3. If a foul is committed when or just before the game clock signal sounds for the end of playing time, any
eventual free throw(s) shall be administered after the end of playing time.
4. The first half begins when the ball leaves the hand(s) of the referee on the jump ball.
5. The second half begin when the ball is at the disposal of the player taking the throw-in.
6. Before the first and second halves, teams are entitled to warm-up in the half of the playing court.
7. Teams shall exchange baskets for the second half.
8. In all extra periods the teams shall continue to play towards the same baskets as in the second half.
9. Three seconds:
• A player shall not remain in the opponents' restricted area for more than three (3) consecutive seconds
while his team is in control of a live ball in the front court and the game clock is running.
• To establish himself outside the restricted area, the player must place both feet on the floor outside
the restricted area.
10. Eight seconds:
• Whenever a player gains control of a live ball in his backcourt or on a throw-in, the ball touches or is
legally touched by any player in the backcourt and the team of that player taking the throw-in remains
in control of the ball in its backcourt, that team must cause the ball to go into its frontcourt within
eight (8) seconds.
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 12
• The eight (8) second period will continue with any time remaining when the same team that
previously had control of the ball is awarded a throw-in in the backcourt, as a result of:
• A ball having gone out-of-bounds.
• A player of the same team having been injured.
• A jump ball situation.
11. Twenty-four seconds:
• The ball must leave the player's hand(s) before the twenty-four (24) second clock signal sounds, and
after the ball has left the player's hand(s), the ball must touch the ring or enter the basket.
• When a shot for a field goal is attempted near the end of the twenty-four (24) second period and the
twenty-four (24) second clock signal sounds while the ball is in the air:
• If the ball enters the basket, no violation has occurred, the signal shall be disregarded and the goal
shall count.
• If the ball touches the ring but does not enter the basket, no violation has occurred, the signal shall be
disregarded and the game shall continue.
• If the ball misses the ring, a violation has occurred. However, if the opponents have gained
immediate and clear control of the ball, the signal shall be disregarded and the game shall continue.
Jump ball
1. Each jumper shall stand with both feet inside the half of the centre circle nearest to his team’s own basket
with one foot close to the centre line.
2. The ball must be tapped with the hand(s) of at least one of the jumpers after it reaches its highest point.
3. Neither jumper may catch the ball or tap it more than twice until it has touched one of the non-jumpers or
the floor.
4. If the ball is not tapped by at least one of the jumpers, the jump ball shall be repeated.
5. No part of a non-jumper's body may be on or over the circle line (cylinder) before the ball has been
tapped.
6. A jump ball situation occurs when:
• A held ball is called.
• The ball goes out-of-bounds and the officials are in doubt or disagree about which of the opponents
last touched the ball.
• A live ball lodges between the ring and the backboard (except between free throws).
Throw-in
1. An official must hand or place the ball at the disposal of the player taking the throw-in. The player taking
the throw-in must be at the correct place as designated by the official.
2. The player taking the throw-in shall not:
• Take more than five (5) seconds to release the ball.
• Step into the playing court while having the ball in his hand(s).
• Cause the ball to touch out-of-bounds, after it has been released on the throw-in.
• Touch the ball on the playing court before it has touched another player.
• Cause the ball to enter the basket directly
• Pass to a in-court player directly behind the backboard
3. Any violations will cause the ball to be awarded to the opponents for a throw-in at the place of the
original throw-in.
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 13
Time-out
1. A time-out can only be requested by CAPTAIN of the team.
2. Each time-out shall last one (1) minute.
3. A time-out may be granted during a time-out opportunity:
• For both teams, the ball becomes dead, the game clock is stopped
• For both teams, the ball becomes dead following a successful last or only free
• throw.
• For the non-scoring team, a field goal is scored.
4. Only one (1) time-out is granted to each team at each halves.
5. Unused time-outs may not be carried over to the next half or extra period.
6. All players should be back to the court when the official blows his whistle.
Substitution
1. A team may substitute player(s) whenever:
• For both teams, the ball becomes dead, the game clock is stopped.
• For both teams, the ball becomes dead following a successful last or only free throw.
2. Only the captain and a substitute has the right to request a substitution. He shall go to the scorer’s table
and ask clearly for a substitution, making the proper conventional sign with his hands, or sit on the
substitution chair. He must be ready to play immediately.
3. The substitute shall remain outside the boundary line until the official blows his whistle, gives the
substitution signal and beckons him to enter the playing court.
4. The player being substituted is permitted to go directly to his team bench without reporting either to the
scorer or the official.
5. Substitutions shall be completed as quickly as possible. A player who has committed his five (5) fouls or
has been disqualified must be substituted immediately.
6. If a substitution is requested during a time-out or during an interval of play other than the half-time
interval, the substitute must report to the scorer before entering the game.
Violations
1. If the game is stopped by an official:
• For a foul or violation (not for the ball having gone out-of-bounds) by the team not in control of the ball,
• For any valid reason by the team not in control of the ball,
• For any valid reason not connected with either team, possession of the ball shall be awarded to the same
team that previously had control of the ball.
2. If the throw-in is administered in the backcourt, the twenty-four (24) second clock shall be reset to
twenty-four (24) seconds.
3. If the throw-in is administered in the frontcourt, the twenty-four (24) second clock
shall be reset as follows:
• If fourteen (14) seconds or more is displayed on the twenty-four (24) second
clock at the time when the game was stopped, the twenty-four (24) second
clock shall not be reset, but shall continue from the time it was stopped.
• If thirteen (13) seconds or less is displayed on the twenty-four (24) second clock
at the time when the game was stopped, the twenty-four (24) second clock shall
be reset to fourteen (14) seconds.
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 14
4. Any offensive rebound that has gotten by the team will cause the clock to be reset to only 14 seconds.
5. A player whose team is in control of a live ball in their front court may not cause the
ball to be illegally returned to his backcourt.
6. There is no limit to the number of steps a player may take when the ball is not in contact with his hand
while dribbling. A player who accidentally loses and then regains control of a live ball on the playing court
is considered to be fumbling the ball.
7. The following are not dribbles:
• Successive shots for a field goal.
• Fumbling the ball at the beginning or at the end of a dribble.
• Attempts to gain control of the ball by tapping it from the vicinity of other
players.
• Tapping the ball from the control of another player.
• Deflecting a pass and gaining control of the ball.
• Tossing the ball from hand to hand and allowing it to come to rest in one or both hands before touching the
floor, provided that no travelling violation is committed.
8. Walking or running in any direction, while holding a live ball on the playing court is considered as
travelling. Deliberately kick or block it with any part of the leg or strike it with the fist are not allowed.
FOULS
Screening: Legal and illegal
1. Legal screening is when the player who is screening an opponent:
• Was stationary (inside his cylinder) when contact occurs.
• Had both feet on the floor when contact occurs.
2. Illegal screening is when the player who is screening an opponent:
• Was moving when contact occurred.
• Did not give sufficient distance in setting a screen outside the field of vision of a stationary opponent when
contact occurred.
3. A player who is legally screened is responsible for any contact with the player who has set the screen.
Charging
1. Charging is illegal personal contact, with or without the ball, by pushing or moving into an opponent’s
torso.
Blocking
1. Blocking is illegal personal contact which impedes the progress of an opponent with or without the ball.
2. A player who is attempting to screen is committing a blocking foul if contact occurs when he is moving
and his opponent is stationary or retreating from him.
Personal foul
1. A player shall not hold, block, push, charge, trip or impede the progress of an opponent by extending his
hand, arm, elbow, shoulder, hip, leg, knee or foot, nor shall he indulge in any rough or violent play.
2. If the foul is committed on a player not in the act of shooting:
• The game shall be resumed with a throw-in by the non-offending team at the
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 15
place nearest to the infraction.
3. If the foul is committed on a player in the act of shooting, that player shall be
awarded a number of free throw(s) as follows:
• If the shot from the field goal area is successful, the goal shall count and, in
addition, one (1) free throw.
• If the shot from the two-point field goal area is unsuccessful, two (2) free
throws.
• If the shot from the three-point field goal area is unsuccessful, three (3) free
throws.
• If the player is fouled as, or just before, the game clock signal sounds for the
end of the period or as, or just before, the twenty-four (24) second clock signal
sounds, while the ball is still in the player's hand(s) and the field goal is
successful, the goal shall not count and two (2) or three (3) free throws will be
awarded.
Technical foul
1. Any deliberate or repeated non-cooperation or non-compliance with the spirit and intent of this rule shall
be considered as a technical foul.
2. Any players who are guilty of flagrant acts of aggression against
opponents or officials shall be disqualified.
3. A technical foul is a player non-contact foul of a behavioural nature including, but
not limited to:
• Disregarding warnings given by officials.
• Disrespectfully touching the officials, the commissioner, the table officials or
the team bench personnel.
• Disrespectfully communicating with the officials, the commissioner, the table
officials or the opponents.
• Using language or gestures likely to offend or incite the spectators.
• Baiting an opponent or obstructing his vision by waving his hands near his
eyes.
• Excessive swinging of elbows.
• Delaying the game by deliberately touching the ball after it passes through the
basket or by preventing a throw-in from being taken promptly.
• Falling down to fake a foul.
4. If a technical foul is committed by a player, a technical foul shall be charged against him as a player foul
and shall count as one of the team fouls.
4. Two (2) free throws shall be awarded to the opponents, followed by:
• A throw-in at the centre line extended, opposite the scorer’s table.
• A jump ball in the centre circle to start the first period.
Five fouls by a player
A player who has committed five (5) fouls, personal and/or technical, shall be informed thereof by an
official and must leave the game immediately. He must be substituted immediately.
Team fouls
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 16
1. A team is in a team foul penalty situation when it has committed five (5) team fouls in a half.
2. All team fouls committed in an extra period shall be considered as being committed in the second half.
3. When a team is in a team foul penalty situation, all subsequent player personal fouls committed on a
player not in the act of shooting shall be penalised by two (2) free throws, instead of a throw-in.
The officials have the power to make decisions on any point not specifically covered by these rules.
Decisions made by the officials are final and cannot be contested or disregarded.
Fixtures & Schedule
• Tournament will start with qualifying group stage and proceed with an elimination round to
determine the champion.
• For qualifying group stage, there will be a total of 5 groups ( group A, B, C, D and E)
• Group A, B, and C consists of three teams whereas Group D and Group E consists of 2 teams.
• 4 teams will be seeded according to previous year results: MAHSA, USM, UKM, AIMST and
together with PIDC.
• Each seeded team will be first allocated to 5 separate groups base upon drawing lot on that day.
• The remaining teams will then be allocated the groups base upon drawing lot on that day.
• For each win, a team will be awarded 2 points.
• For a loss, a team will be awarded 1 point.
• Once all the matches are completed the teams will be ranked accordingly to the total accumulated
points.
• The winner and the runner up in the table shall proceed to elimination round
• If 2 teams have the same point, head to head results will be used to determine the ranking.
Qualifying Group Stage
A B C D E
— —
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 17
ELIMINATION ROUND
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 18
FUTSAL
DATE : 2nd April, 2016
TIME : 8.30am – 6.45pm
VENUE : Futsal Court, Jalan Stadium, USM
NO. PLAYERS : 8 PLAYERS (5 PLAYERS + 3 SUBS)
R & R :
Number of Players
• Minimum Number of Players to Start Match: 5, one of whom shall be a goalkeeper
• Minimum Number of Players to Finish Match: 3
• Maximum Number of Substitutes: 3
• Substitution Limit: None
• Substitution Method : substitutions can only be made when the ball is out of play and with a
referee's consent
Players' Equipment
• Usual Equipment :
� Numbered shirts � Shorts or track bottom
� Socks � Appropriate footwear
Duration of the Game
• Duration:
� Two equal periods of 7 minutes.
� Total duration per game excluding stoppage time is 14 min. � Half-time: Maximum of 3 minutes
The Start of Play
• Procedure:
� Coin toss followed by kickoff
� Opposing team waits outside center circle
� Ball deemed in play once it has been touched
� The kicker shall not touch the ball before someone else touches it
� Ensuing kick-offs taken after goals scored and at start of second half.
Ball in and out of Play
• Ball out of play:
� When it has wholly crossed the goal line or touchline;
� when the game has been stopped by a referee;
• Lines: Touchlines and goal lines are considered inside the playing area.
Method of Scoring
• When the whole of the ball has passed over the goal line, between the goal posts and under the crossbar
(except by illegal means).
Fouls and Misconduct
• Direct free kick awarded when a player intentionally commits any of the following 11 offenses
(penalty kick awarded when infringement takes place in penalty area)
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 19
� 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 goalkeeper)
• Indirect free kick awarded when any of the following 8 offenses is committed (kick taken from the 6-
meter line when infringement takes
place in penalty area):
� dangerous play (e.g. attempting to kick ball held by goalkeeper)
� obstruction
� charging the goalkeeper in the penalty area (i.e., goalkeeper charge)
� goalkeeper throws ball directly over the halfway-line (without it first touching his own side of
the pitch or any player)
� goalkeeper picks up or touches with his hands a back pass
� goalkeeper picks up or touches with his hands a kick-in from a teammate
� goalkeeper controls the ball with any part of his body for more than 4 seconds
• Players shall be cautioned (i.e., shown yellow card) when: � he persistently infringes the Laws of the Game
� he shows dissent with any decision of the referee � he is guilty of ungentlemanly conduct
• Players shall be sent off (i.e., shown the red card) for: � serious foul play
� violent conduct
� foul or abusive language
� second instance of cautionable offense (i.e., second yellow card)
� intentionally impeding a clear goal opportunity (e.g. through a "professional foul")
� intentionally impeding a clear goal opportunity in the penalty area by handling the ball
• Rules of Expulsion: � The player sent off (shown a red card) is out for the rest of the game.
� The team of the player sent off can substitute for that player after 2 minutes of playing time or after the opposing team scores --
whichever comes first.
� The 2-minute punishment shall be checked by the timekeeper (or by the assistant referee, if there is
no timekeeper).
� The substitute cannot come on until the ball is out of play and he has a referee's consent.
Free Kick
• Types: Direct free kicks and indirect free kicks
• Wall: At least 5 meters away until the ball is in play
• Ball in Play: After it has traveled the distance of its own circumference
• Time Limit: Kick must be taken within 4 seconds
• Restriction: Kicker cannot touch the ball again until it has been touched by another player
Penalty Kick
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 20
� To be taken from the penalty mark.
� All players must be out of the penalty area � The kicker shall not play the ball a second time until it has been touched by another player.
Kick-in
• To be taken in place of the throw-in.
• The ball is placed on the touch line before kicking.
• The kicker's foot not kicking the ball must be outside or at least on the touchline; if it crosses the
touchline all of the way, into the pitch, the kick-in is given to the opposing team.
• The kick-in must be taken within 4 seconds; if it is not, the kick-in is given to the opposing team.
• The kicker cannot play the ball a second time until it has been played by another player; infringement of
this rule entail an indirect free kick to the opposing from the point of infringement.
• Players on opposing team must be at least 5 m away from point of kick-in.
• Cannot score directly from a kick-in.
Goal Clearance
• To be taken in place of goal kick.
• From inside the penalty area, the goalkeeper throws the ball into play.
• The ball is not in play until it has passed outside of the penalty area. If the goal clearance is received
inside of the penalty area,
the goal clearance shall be taken over.
Corner Kick
• Ball placed on the corner (no corner-kick arc). If ball is misplaced, the corner kick is taken over.
• Must be taken within 4 seconds (counting starts only when the ball is placed down on the field, but
intentional time delaying is not allowed) ; failure to do so entails indirect free kick to the opposing team from the corner mark.
• The kicker cannot play the ball a second time until it has been played by another player; infringement of this rule entail an indirect free kick to the opposing from the point of infringement.
• Players on opposing team must be at least 5 m away from point of the corner kick.
• Can score goal directly from a corner kick.
Penalty Kick Shoot-out
• Main referee decides goal to be used.
• Coin tossed to decide order.
• Five kicks to be taken by 5 different players. Captain of each team announces these 5 to the main referee before the kicks are taken.
• If two teams are still tied after 5 kicks, the additional kicks will be taken on a sudden-death basis by the rest of the players who have not kicked yet.
• Players sent off during the match are not eligible to take these kicks.
• Any eligible player may change places with his goalkeeper.
• While the penalty shoot-out is in progress, players will remain on the opposite half of the pitch. The
assistant referee shall control this area.
FIXTURES & SCHEDULE
• Tournament will be held first in a qualifying group stage and then an elimination round to determine the champion.
• There will be a total of 4 groups ( group A, B, C, and D)
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 21
• Group A, B, and C consists of three teams whereas Group D consists of 4 teams.
• 4 teams will be seeded according to previous year result.
� Male : UITM, MMMC, MAHSA, PIDC
� Female : PIDC, AIMST, USM, UITM
• Each seeded team will be first allocated to 4 separate group base on drawing lot on that day.
• The remaining teams will then be allocated the groups base on drawing lot on that day.
Qualifying Group Stage
A B C D
Seeded 1 Seeded 2 Seeded 3 Seeded 4
- - -
• For each win, a team will be awarded 3 points.
• For a draw, a team will be awarded 1 point.
• No point will be given for a loss.
• Once all the matches are completed the teams will be ranked according to the total accumulated
points.
• The top 2 teams in the table proceed to elimination round
• If 2 teams have the same points, the team with the better goal difference will be ranked higher.
• If 2 teams have the same point and goal difference, head to head results will be used to determine the ranking.
• In any case where a team is unable to provide sufficient players for a match (min 3 players) a
walkover will be given to the opposing team with a 3-0 win.
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 22
Elimination Round
Group A 1st
Group B 1st
Group A 2nd
Group B 2nd
Group C 1st
Group D 2nd
Group D 1st
Group C 2nd
Semi Final
Final
Semi Final
Semi Final Semi Final
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 23
VOLLEYBALL
DATE : 2nd April, 2016
TIME : 8.30am – 6.45pm
VENUE : Volleyball Court, Jalan Stadium, USM
NO. PLAYERS : 10 PLAYERS (6 PLAYERS + 4 SUBS)
R & R :
Volleyball Basic Rules
Service
• A serve must be made after the end line of the court.
• The serve must be made within 8 seconds after the whistle is blown.
• The ball must clearly thrown off the hand and must visible to the referee and the opponents.
• The ball must be thrown up during service.
• Only One throw is allowed for each service. Once the ball leaves the hand after whistle is blown, it is
consider a throw.
• No blocking or attacking a serve.
• The ball may graze the net and drop to the opponent side.
• Service can be done by overhand or underhand.
Scoring
• A team scores a point :
- By successfully grounding the ball on the opponent’s court.
- When the opponent commits a fault
- When the opponent team receives a penalty
• Game will be played to 25 pts, 2 games best out of 3.
• For final will be 2 games best out of 3.
• The game must be win by minimum lead of 2 points.
Rotation
• Team will rotate each time they win the serve.
• Players shall rotate in a clockwise manner.
• At the start of each game, players must be at designed place.
• Each player must be within the court after whistle is blown for a serve.
Playing the game
• Maximum of 3 hits per side after serving.
• Player may not hit the ball twice in succession unless the contacts take place simultaneously.
• A block is not considered a hit.
• A ball touching a boundary line is considered ‘ in ‘
• If 2 or more players contact the ball simultaneously, it is considered one play and the players
involved may not participate in the next play.
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 24
• Switching positions is only allowed after the serve.
• Every part of the body is allowed to contact with the ball to make a hit.
• Stepping on the attacking line during a back line attack is considering a fault.
• The ball can only be touch by the opponent after the ball has crossed the net fully or more than half.
• The ball is kept on playing until the referee blown the whistle which indicates a stop.
• Reaching a ball under the net is allowed if it does not interfere the opponent.
Timed out
• Each team has 2 timed out per set of a game.
• Each timed out is 30 seconds.
• Captain may request timed out directly to the referee.
• Referee have to approved the timed out.
Substitutions
• Each team can substitute 3 players per set of a game.
• Total of 6 times substitution is allowed per set of a game.
• Captain will have to request for substitutions from the referee.
Attire
• Players must wear own house jersey with number printed on it.
• Proper attire should be worn.
• Only sports shoe is allowed in the court.
Basic Violations
• Stepping on the end line during a service.
• Hitting the ball illegally ( Holding, Throwing.. etc)
• Double contact of the ball while hitting the ball.
• Touch the upper tape of the net while committing a hit is not allowed.
• Crossing a centre line ( when a foot / feet of the player is fully on the opponents court, upper body
part is allowed if it does not interfere the opposing player)
• Interfering the opposing players.
• Rotational fault.
Players should show good sportsmanship.
Referee’s decision is final.
All rules stated in FIVB official volleyball rules (2013-2016) are applied.
The rules above are subjected to change prior to the competition.
Fixtures & Schedule
• Tournament will be held first in a qualifying group stage and then an elimination round to
determine the champion.
• There will be a total of 4 groups ( group A, B, C, and D)
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 25
• Group A, B, and C consists of three teams whereas Group D consists of 4 teams.
• 4 teams will be seeded according to previous year result.
� Male : PIDC, USM, UKM
� Female : IIUM, UM, UITM
• Each seeded team will be first allocated to 4 separate group base on drawing lot on that day.
• The remaining teams will then be allocated the groups base on drawing lot on that day.
Qualifying Group Stage
A B C D
Seeded 1 Seeded 2 Seeded 3 Seeded 4
• Once all the matches are completed the teams will be ranked according to the total accumulated
points.
• The top 2 teams in the table proceed to elimination round
• If 2 teams have the same points, the team with the better goal difference will be ranked higher.
• If 2 teams have the same point and goal difference, head to head results will be used to determine the ranking.
• In any case where a team is unable to provide sufficient players for a match, walkover will be given
to the opposing team with a 2-0 win.
Elimination Round
Group A 1st
Group B 2nd
Semi Final Semi Final
Final
Semi Final Semi Final
Group C 1st
Group D 2nd
Group B 1st
Group A 2nd
Group D 1st
Group C 2nd
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 26
BOLA JARING
DATE : 2hb April, 2016
TIME : 8.30am – 6.45pm
VENUE : Gelangang Bola Jaring, Jalan Stadium, USM
NO. PLAYERS : 10 PLAYERS (7 PLAYERS + 3 SUBS)
R & R :
1. AM
Pertandingan ini dinamakan PERTANDINGAN BOLA JARING NDIVG 2016.
2. UNDANG - UNDANG
Permainan pertandingan ini dijalankan mengikut Undang-undang Gabungan - Persekutuan Bola Jaring
Wanita Antarabangsa dan Peraturan Am NDISC 2016.
3. PENDAFTARAN 3.1 Setiap pasukan dikehendaki mendaftar tidak melebihi sepuluh (10) orang pemain wanita termasuk
7 orang pemain dan 3 orang pemain simpanan menggunakan borang online seperti yang disediakan.
3.2 Pemain-pemain didaftarkan, sila rujuk Peraturan Am NDIVG.
3.3 Senarai nama pendaftaran pemain perlawanan hendaklah diserahkan kepada Pengadil Bertugas 15
minit sebelum sesuatu perlawanan dimulakan.
3.4 Hanya pemain yang berdaftar dalam Sistem Pendaftaran Manual sahaja dibenarkan bermain dalam
pertandingan ini.
3.5 Pemain tidak dibenarkan bermain pertandigan yang lain kecuali ohlaraga dan Frisbee pada hari
kedua.
4. TARIKH DAN TEMPAT PERTANDINGAN
Tarikh dan tempat pertandingan adalah seperti dicatitkan oleh penganjur.
5. PERATURAN PERTANDINGAN
5.1 Masa permainan adalah 15 minit (7 minit setiap separuh masa dan 1 minit rehat). Perlawanan
terakhir adalah 23 minit ( 10 minit setiap separuh masa dan 3 minit rehat).
5.2 Pasukan yang akan bertanding hendaklah berada di gelanggang tujuh (7) minit sebelum
perlawanan dimulakan. Sekiranya mana-mana pasukan yang gagal berada di gelanggang selepas
satu (1) minit dari masa sesuatu perlawanan sepatutnya dimulakan, maka kemenangan percuma
akan diberikan kepada pasukan lawan.
5.3 Permainan akan diadili 2 orang pengadil
5.4 Memulakan permainan
5.4.1 Permainan dimulakan dengan hantaran tengah
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 27
5.4.2 Hantaran tengah diambil secara bergilir – gilir selepas setiap jaringan gol
5.5 Hantaran ke dalam diberikan kepada pasukan lawan apabila bola keluar gelanggang
5.6 Pemain tidak dibenarkan mengheret atau mengerakkan kaki mendarat.
5.7 Bola tidak boleh dihantar lebih daripada keseluruhan satu kawasan tanpa disentuh atau ditangkap
terlebih dahulu oleh mana-mana pemain yang dibenarkan.
5.8 Pemain dengan atau tanpa bola dianggap keluar kawasan jika memasuki mana-mana kawasan selain daripada kawasan bermainnya.
5.9 Pemain tidak dibenarkan menghalang pihak lawan yang memegang bola kurang daripada 0.9 meter
(3 kaki). Jarak dikira daripada kaki mendarat.
5.10 Pemain tidak dibenarkan sama sekali melakukan sentuhan dengan pemain lawan, sama ada
secara.
5.11 Pasukan/Penukaran Pemain
5.11.1 Bila seorang pemain mendapat cedera atau sakit dan tidak dapat menyambung
permainannya, permainan bolehlah diberhentikan selama dua (2) minit untuk menentukan
samada pemain itu boleh menyambung permainannya. Keputusan akan dibuat oleh
pegawai-pegawai pasukan itu. Hanya dua (2) pegawai yang dibenarkan untuk ke
gelanggang pada masa itu.
5.11.2 Pemain yang sakit atau cedera boleh diganti dan boleh bermain semula selepas waktu rehat
separuh masa.
5.11.3 Pemain yang lewat sampai tidak dibenarkan mengambil tempat seorang pemain yang telah mengambil kedudukan lewat itu.
5.11.4 Pemain hanya boleh diganti selepas permainan diberhentikan kerana kecederaan atau
kesakitan dan pertukaran pemain boleh dibuat selepas waktu rehat separuh masa.
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 28
6. SISTEM PERTANDIGAN
6.1 Pasukan pilihan berdasarkan kejohanan tahun lepas dan penganjur : a. PIDC ( Penganjur )
b. MAHSA c. UM
d. USM
6.2 Pertandingan Kalah Mati
KUMPULAN A
KUMPULAN PIDC KUM. E KUM. F JUM. MATA KEDUDUKAN
PIDC
KUM. E
KUM. F
JOHAN : A1
NAIB JOHAN : A2
KUMPULAN B
KUMPULAN MAHSA KUM. G KUM. H JUM. MATA KEDUDUKAN
MAHSA
KUM. G
KUM. H
JOHAN : B1
NAIB JOHAN :B2
KUMPULAN C
KUMPULAN UM KUM. I KUM. J JUM. MATA KEDUDUKAN
UM
KUM. I
KUM. J
JOHAN : C1 NAIB JOHAN :C2
KUMPULAN D
KUMPULAN USM KUM. K KUM. L KUM. M JUM. MATA KEDUDUKAN
USM
KUM. K
KUM. L
KUM. M
JOHAN : D1 NAIB JOHAN : D2
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 29
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 30
7. CARA MEMUTUSKAN KEPUTUSAN
Penentuan Kemenangan Setiap kemenangan akan diberi tiga (3) mata, seri satu (1) mata dan kekalahan kosong (0) mata. Jika berlaku lebih dari satu pasukan mendapat mata yang sama, maka kaedah di
bawah digunakan untuk mencari pemenang:
A. Pasukan yang mendapat perbezaan gol terbanyak dikira pemenang. B. Sekiranya masih seri, pasukan yang menjaringkan gol terbanyak dikira pemenang.
C. Sekiranya masih seri, pasukan yang pernah mengalahkan lawannya di peringkat awal dikira pemenang.
8. PAKAIAN
8.1 Pakaian yang digunakan oleh setiap pasukan bertanding hendaklah seragam iaitu mempunyai
corak, bentuk dan warna yang sama. Pakaian tersebut hendaklah dipakai setiap kali bermain
sepanjang pertandingan ini.
8.2 Pemain hendaklah memakai baju/jersi dan seluar ‘track/tight’ panjang/pendek.
8.3 Setiap pasukan digalakkan menyediakan dua (2) set ‘bibs’ yang berlainan warna. Sekiranya kedua-
dua pasukan mempunyai ‘bibs’ yang sama warna maka pasukan yang mempunyai 2 set ’bibs’
adalah dikehendaki menukar ’bibs’ manakala pasukan yang hanya mempunyai satu (1) set ’bibs’
akan kekal menggunakan ’bibs’ mereka.
8.4 Dua set bibs/tampalan berhuruf menunjukkan posisi permainan seperti berikut:
GK - Goal Keeper
GD - Goal Defence
WD - Wing Defence
C - Centre
WA - Wing Attack
GA - Goal Attack GS - Goal Shooter
9. PENGADILAN
Jawatankuasa pengelola akan menyediakan pengadil-pengadil yang bertauliah di sepanjang pertandingan. Segala keputusan pengadil berkaitan undang-undang permainan adalah MUKTAMAD.
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
12000 BUTTERWORTH, PENANG, MALAYSIA. TEL: +604-3325050
NDISC 2016 Page 31
SWIMMING
DATE : 2nd April, 2016
TIME : 8.30 am
VENUE : Swimming Pool, Jalan University, USM
R & R :
Rules and Regulation
1. All contestants must wear their own swimming attire, failure to do so may result in disqualification.
2. No goggles will be provided by the organiser, swimmers should bring their own goggles.
3. No fins and hand paddles are allowed during the event.
Individual Events and Relay
The Start
A. At the commencement of each heat, the Starter shall signal to the swimmers indicating that they
should take and maintain their positions on the starting platform, the deck, or in the water. When the
swimmers and officials are ready, the Starter shall signal with an outstretched arm to the Timers that
the particular event is about to begin.
B. On the Starter’s command “take your mark”, the swimmers shall immediately assume their starting
position, in the forward start, with at least one foot at the front of the starting platform or the deck.
Swimmers starting in the water must have at least one hand in contact with the wall or starting
platform. When all swimmers are stationary, the Starter shall give the starting signal which is a
whisel blow lasting for approximately 2 seconds.
False Starts
A. Any swimmer starting before the starting signal is given shall be disqualified if the Starter
independently observes and confirms that a violation occurred. Swimmers remaining on the starting
blocks shall be relieved from their starting positions with the "stand up" command and may step off
the blocks.
B. If the starting signal has been given before the disqualification is declared, the race shall continue
without recall. If the Starter independently observes that a violation occurred, the swimmer or
swimmers who have false started shall be disqualified upon completion of the race.
C. A swimmer who would otherwise be charged with a false start may be relieved of the charge if the
false start was caused by the swimmer’s reaction to the “stand up” command.
Deliberate Delay
A. The Referee shall disqualify a swimmer who fails to appear at the starting platform ready to swim in
time for the initial start of his/her heat.
Breastroke
1. Start — the forward start shall be used.
PENANG INTERNATIONAL DENTAL COLLEGE
STUDENT CLUB OF PIDC
LEVEL 19-21, NB TOWER, 5050, JALAN BAGAN LUAR,
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NDISC 2016 Page 32
2. Stroke — only breaststroke is allowed throughout the event. Throughout the race the stroke cycle
must be one arm stroke and one leg kick in that order. The head of the swimmer must break the
water in between every stroke.
Kick — after the start and each turn, at any time prior to the first breaststroke kick a single butterfly
kick is permitted.
3. Finish — at each turn and at the finish of the race, the touch shall be made with both hands separated
and simultaneously at, above, or below the water level.
Freestyle
1. Start — the forward start shall be used. .
2. Stroke — in an event designated freestyle, the swimmer may swim any style. Some part of the
swimmer must break the surface of the water throughout the race, except it shall be permissible for
the swimmer to be completely submerged during the turn and for a distance of not more than 15
meters after the start and each turn. By that point the head must have broken the surface.
3. Finish — the swimmer shall have finished the race when any part of his person touches the wall after
completing the prescribed distance.
Relay
1. Freestyle Relay — four swimmers on each team, each to swim one-fourth of the prescribed distance
using any desired stroke(s). Freestyle finish rules apply.
2. 3 Mixed Gender Relays — must consist of two (3) males and two (3) females. .
3. 4 Rules Pertaining to Relay Races:
a. No swimmer shall swim more than one leg in any relay event.
b. When automatic relay take-off judging is used, each swimmer must touch the end of the lane
in his/her lane at the end of the course to have finished his/her leg of the relay race.
c. In relay races a swimmer other than the first swimmer shall not start until his/her teammate
has concluded his/her leg.
d. Any relay team member and his/her relay team shall be disqualified from a race if a team
member other than the swimmer designated to swim that leg enters the pool in the area where
the race is being conducted before all swimmers of all teams have finished the race.
Exception: When an in-the-water start is required or such start is approved by the Starter.
e. Each relay team member shall leave the water immediately upon finishing his/her leg, except
the last member.
f. In relay races the team of a swimmer whose feet have lost touch with the starting platform
(ground or deck) before his/her preceding teammate touches the wall shall be disqualified.
g. In relay races involving in-the-water starts, the team of a swimmer who has lost touch with
the end of the course before his/her preceding teammate touches the wall shall be
disqualified, unless the swimmer in default returns to the original starting point at the wall.
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Events
Breaststroke 50m - (M) - 2 swimmers
- (F) – 2 swimmers
Freestyle 50m - (M) - 2 swimmers
- (F) – 2 swimmers
Breaststroke 50m relay- (M) - 4 swimmers
- (F) – 4 swimmers
Freestyle 50m relay – (M) - 4 swimmers
- (F) – 4 swimmers
Mixed 50m relay – (3M & 3F) – any style can be used
P/S:
1. Events are subjected to change upon organisers’ discretion.
2. Oganizers reserve the rights to make any amendments without prior notice.
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BADMINTON
DATE : 2nd April, 2016
TIME : 1.30pm – 6.45pm
VENUE : Badminton Court, Jalan Stadium, USM
NO. PLAYERS : 7 PLAYERS [5 PLAYERS (3 MALES + 2 FEMALES )] + 2 SUBS
R & R :
NDISC Badminton -Tournament fixture and schedule
Events:
Men’s single
Men’s double
Women’s double
*No repetition of player for any event, i.e. player who take part in men’s single is prohibited
for playing in men’s double.
*Team captain is required to submit their team roster at least 20 minutes before every game starts.
* Players are not allowed to be substituted in during the course of a match in whatever
circumstances.
Scoring system
For qualifying group stage and quarter finals- Only one game of 30 points is played
for each match , with players scoring a point whenever they win a rally. There is no deuce,
which means the first to reach 30 points will win the game. (eg. a game may end with 29-30)
For semi finals and finals- Each game is played with 21 points, with players scoring a point
whenever they win a rally. A match is the best of three games.
Service-basics
At the start of the rally, the server and receiver stand in diagonally opposite service courts. The
server hits the shuttlecock so that it would land in the receiver’s service court. When the
serving side loses a rally, the serve passes to their opponent(s) (unlike the old system, there is
no ‘second serve’ in doubles.)In singles, the server stands in his right service court when his
score is even, and in his left service court when his score is odd.
In doubles, if the serving side wins a rally, the same player continues to serve, but he changes
service courts so that he serves to each opponent in turn. If the opponents win the rally and
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their new score is even, the player in the right service court serves; if odd, the player in the left
service court serves. The players’ service courts are determined by their positions at the start of
the previous rally, not by where they were standing at the end of the rally. A consequence of
this system is that, each time a side regains the service, the server will be the player who did
not serve last time.
Referee’s decision is final and not to be argued.
Service-Details
When the server serves, the shuttlecock must pass over the short service line on the opponents’
court or it will count as a fault.
At the start of the match, a coin is tossed. The winners of the coin toss may choose whether to
serve or receive first, or they may choose which end of the court they wish to occupy. Their
opponents make the remaining choice. In less formal settings, the coin toss is often replaced by
hitting a shuttlecock into the air: whichever side the corked end points will be the side that
serves first.
In subsequent games, the winners of the previous game serve first. These can also be called
rubbers. If one team wins a game they play once more and if they win again they win that
match, but if they lose they play one more match to find the winning team.
For the first rally of any doubles game, the serving pair may decide who serves and the
receiving pair may decide who receives. The players change ends at the start of the second
game; if the match reaches a third game, they change ends both at the start of the game and
when the leading pair’s scores reaches 11 points.
The server and receiver must remain within their service courts, without touching the boundary
lines, until the server strikes the shuttlecock. The other two players may stand wherever they
wish, as long as they do not unsight the opposing server or receiver.
Faults
Players win a rally by striking the shuttlecock over the net and onto the floor within the
boundaries of their opponents’ court. Players also win a rally if their opponents commit a fault.
The most common fault in badminton is when the player fail to return the shuttlecock so that it
passes over the net and lands inside their opponents’ court, but there are also other ways that
players may be faulted.
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Several faults pertain specifically to service. A serving player shall be faulted if the shuttlecock
is above his waist at point of contact, or if his racket’s head is not pointing downwards at the
moment of impact. This particular law was modified in 2006: previously, the server’s racket had
to be pointing downwards to the extent that the racket head was below the hand holding the
racket; and now, any angle below the horizontal is acceptable.
Neither the server nor the receiver may lift a foot until the server has struck the shuttlecock.
The server must also initially hit the base (cork) of the shuttlecock, although he may afterwards
also hit the feathers as part of the same stroke. Each side may only strike the shuttlecock once
before it passes back over the net; but during a single stroke movement, a player can not
contact a shuttlecock twice (this happens in some sliced shots). A player may not, however, hit
the shuttlecock once and then hit it with a new movement, nor may he carry and sling the
shuttlecock on his racket.
It is a fault if the shuttlecock hits the ceiling.
If a player deliberately distracts an opponent by any action such as shouting or making gestures,
it is considered a fault.
Lets
If a let is called, the rally is stopped and replayed with no change to the score. Lets may occur
due to some unexpected disturbance such as a shuttlecock landing on court (having been hit
there by players on an adjacent court) or in small halls the shuttle may touch an overhead rail
which can be classed as a let.
If the receiver is not ready when the service is delivered, a let shall be called; yet, if the receiver
attempts to return the shuttlecock, he shall be judged to have been ready. There is no let if the
shuttlecock hits the tape (even on service).
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Group A
Team Match 1 Match 2 Match 3 Total
1st seed-USM
2
3
Group B
Team Match 1 Match 2 Match 3 Total
2nd seed-MAHSA
2
3
Group C
Team Match 1 Match 2 Match 3 Total
3rd seed- UKM
2
3
Group D
Team Match 1 Match 2 Match 3 Total
4th seed-PIDC
2
3
4
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Elimination round
- Each game is played with 21 points. A match is the best of three games.
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TABLE TENNIS
DATE : 2nd April, 2016
TIME : 1.30pm – 6.45pm
VENUE : Jalan Stadium, USM
NO. PLAYERS : 8 PLAYERS (6 PLAYERS + 2 SUBS)
R & R :
1.0 General Rules
1.1 Each participating university is required to send a team consisting of eight (8) players, four (4) males and
four (4) females.
Events: 1. Men’s Doubles
2.Women’s Doubles
3.Mix Doubles
1.2 Each player will be allowed to take part in maximum of two (2) events only in a single tie.
1.3 Every player need to be in SAME COLOURED JERSEYS and NO WHITE OR ORANGE
COLOURED JERSEY is allowed as either white or orange ball will be used. Any player who fail do so will
not be allowed to play.
1.4 This event will be run by round-robin system.
1.5 Four(4) seeded teams are selected based on NDISC 2015 table tennis results and placed in 4 different
groups. Other teams will take turn to draw lots and assigned to a particular group.
Group A : PIDC
Group B : UM
Group C : AIMST
Group D : IMU
1.6 Each team is allowed to strategize their line-up for each tie before the start of the game, but any changes
upon submission of line will be ignored.
1.7 Each team is required to submit the line-up for each tie and submit to the event organizer 15 minutes
before the start of the game.
1.8 No substitution of player is allowed in the middle of game, any injuries during the game will be
considered a walk-over for the opponent team.
1.9 No changing of table tennis bat is allowed in the middle of the game except it is considered broken.
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2.0 The Serve
2.1 Service shall start with the ball resting freely on the open palm of the server's stationary free hand.
2.2 Two (2) serves for each players alternatively.
2.3 Legal service :
2.3.1 The ball must rest on an open hand palm and must be tossed up AT LEAST 16cm and as the ball is
falling the server shall struck so the ball first bounces one the server’s side and then the opponent’s side. If
any player fails to do so, the opponent will score one (1) point.
2.3.2 From the start of service until it is struck, the ball shall be above the level of the playing surface and
behind the server's end line, and it shall not be hidden from the receiver by the server or his or her doubles
partner or by anything they wear or carry.
2.3.3 Exceptionally, the umpire may relax the requirements for a correct service where he or she is satisfied
that compliance is prevented by physical disability.
2.4 Let Serve
The rally shall be a let
2.4.1 if in service the ball touches the net assembly, provided the service is otherwise correct or the ball is
obstructed by the receiver or his or her partner;
2.4.2 if the service is delivered when the receiving player or pair is not ready, provided that neither the
receiver nor his or her partner attempts to strike the ball;
2.4.3 if failure to make a service or a return or otherwise to comply with the Laws is due to a disturbance
outside the control of the player;
2.4.4 if play is interrupted by the umpire or assistant umpire
Let serves are not scored and are reserved.
2.5 The order of servicing and receiving
2.5.1 The right to choose the initial order of servicing, receiving and ends shall be decided by choosing one
side of a coin and the winner may choose to serve or to receive first to start at a particular end.
2.5.2 When one player or pair has chosen to serve or to receive first or to start at a particular end, the other
player or pair shall have the other choice.
2.5.3 In doubles, the first service shall be delivered by the selected partner of the pair who has the right to
do so and shall be received by the appropriate partner of the opponent.
2.5.4 After each 2 points have been scored the receiving player or pair shall become the serving player or
pair and so on until the end of the game, unless both players or pairs score 10 points or the expedite system
is in operation, when the sequences of serving and receiving shall be the same but each player shall serve for
only 1 point in turn.
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2.5.5 In doubles, at each change of service, the previous receiver shall become the server and the partner of
the previous server shall become the receiver.
3.0 The Game
A game shall be won by the player or pair first scoring 11 points unless both players or pairs score 10 points,
when the game shall be won by the first player or pair subsequently gaining a lead of 2 points.
4.0 The Match
A match shall consist of the best of any odd number of games.
Best of three (3) systems will be taken account for preliminary match. Best of four (4) systems will be taken
account for both semi final and final.
5.0 Time-out
Each pair is allowed a 45 SECONDS time-out in each match.
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CAROM
DATE : 2nd April, 2016
TIME : 1.30pm – 6.45pm
VENUE : Jalan Stadium, USM
NO. PLAYERS : 6 PLAYERS (4 PLAYERS + 2 SUBS)
R & R :
Striking • 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.
• A striker within the baseline must touch both the front line and the rear line.
• The striker may not "cut the moon" - be placed partially within the baseline and partially within the
circle.
• The player must flick the striker with one finger so that it crosses the front baseline .It is not
permitted to flick backwards or horizontally.
• A piece that is on or behind the front baseline must not be struck by the striker until the
striker has crossed the front baseline. • In striking, the player's hand or arm must not cross the diagonal foul lines at either end of the
baseline.
Basic rules • For the very first turn, the player is allowed three attempts to "break" i.e. disturb the central group of
counters.
• It doesn't matter which piece the striker hits first and it doesn't matter if the striker hits no
pieces. • If the striker pockets the Queen and/or one or more pieces, the player retrieves the striker and takes
another strike. • If the player pockets no pieces or commits a foul, the turn finishes.
Covering the Queen • A player may only pocket and cover the Queen if that player has already pocketed at least one seed.
• 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. • If while shooting for the queen you also sink one seed in the same shot, the queen is automatically
covered, no matter which went first.
• When a player pockets the Queen but does not cover it, the Queen is returned as near as possible to
the centre circle by the opponent.
Other Rules • Pieces returned to the centre can be placed on top of other pieces within the main circle. If pieces
come to rest standing on their edge or overlapping another piece, they are left as they are until moved again in the normal course of play.
• If the striker comes to rest under another piece, the striker should be removed with as little
disturbance to the covering piece as possible.
• If a piece jumps off the board, it is placed on the center spot.
• If the center spot is partially covered when replacing the queen or a jumped piece, the piece should
cover as much red as possible
Fouls When a player commits a foul, the turn comes to an end immediately and a penalty is incurred. The penalty
is that the opponent misses a turn except when a striker is pocketed, for which the penalty is a pocketed
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piece is returned to the centre. Any other pieces requiring to be returned to the board are also placed within
the main circle by the opponent. It is normal for pieces to be positioned in order to confer an advantage for the opponent.
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. • Deliberate time wasting
. TOURNAMENT REFEREES 12.1 PLAYER RESPONSIBILITY: It is the responsibility of each member to be aware of all rules,
regulations, and schedules relating to his/her competition. Tournament officials will make every
reasonable effort to make the information readily available to all players. However the ultimate
responsibility rests with each individual player. There is no recourse if a player does not obtain correct
or complete information.
NOTE: Players may always call for rules clarification during play.
QUESTIONABLE SHOT: If there is a shot that could be a questionable hit or foul, the player is
responsible for calling for a tournament official to watch the hit before the opponent shoots. Once notified, the player at the table must then wait for an official to watch the shot. Likewise, if a player is uncertain
whether some rule has been broken, he/she is responsible for seeking immediate clarification from league officials or the rulebook before play continues. After play continues, it is unlikely that a problem can be
remedied.
Game Format:
By Point system: • Black—1 point: White---2 points: Red/Queen---5 points (POINT SYSTEM) Players can
sink any of the seeds according to their preferences. • Players who collected the most points win the game.
• Game ends when you reach 17points or when you reach 16points with the red seed pocketed. • Total time for one round is 20minutes
• At the end of 20 minutes the player with the higher points will be considered the winner.
Where a penalty is incurred due to pocketing the striker but no pocketed pieces exist to return, the penalty is
"owed" until a piece becomes available. If a penalty is owed, when a piece becomes available due to being pocketed, the piece is returned to the centre by the opponent at the end of the turn. Should the opponent
forget to do this before the start of the next turn, any owed penalties are lost. The organizer reserves the rights to change the rules & regulation in case of any complication or emergency
that occurs.
Team consists of:
1. Male Singles (best of 3 games) 2. Female Singles (best of 3 games)
3. Mixed Doubles (best of 3 game)
ROUND ROBIN
• A victory will be counted as 1 point and a lost is 0 points.
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• The tournament will use a single Round Robin format whereby each team will face each
other once, and the team with the most points wins.
-The team who wins the most categories in a round will gain 1 point while the losing team will get 0 point.
(eg: Team A wins Team B 3-2, Team A gets 1 point)
-The teams will be divided into two groups. Top two teams will be proceed to the final. Since the game is
new there will be no seeded teams and groups will be decided by drawing lots.
-In any situation where there is a tie in the points, the winning team will be decided by the difference in total
individual categories won and lost. (Match difference) - If there is still a tie in Match difference score, then the winner of the head to head between the two teams
will be considered champions. - Each team consist of 3 male and 3 female players. One of each will be reserve and can be substituted in
case of emergency or at the start of a new game but players cannot be repeated.
TEAM LIST
No Name IC No
1
2
3
4
5 (R)
6 (R)
ROUND ROBIN
Teams Played Win Lose Points
Team A
Team B
Team C
Team D
Team E
Team F
Team G
Teams Played Win Lose Points
Team H
Team I
Team J
Team K
Team L
Team M
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TRACK AND FIELD
DATE : 3rd April, 2016
TIME : 7.30am – 12.00pm
VENUE : Athletics Stadium, Jalan Stadium, USM
R & R :
General rules :
1. All runners must wear the respective team’s jersey when participating in this event .
2. Runners have the freedom to choose to wear spikes , normal shoes or be run barefooted .
3. Runners must report to the reporting station 30 minutes before the start of every event or risk being
disqualified .
4. No last minute changes can be done to the name list of runners except for special circumstances and
approval from the track and field committee .
5. In any event of dispute on the results of any event , the final decision is made by the chairman of the track
and field event , with visual recording aids .
6. Decisions of any dispute that is made by the chairman is final .
7. Runners must not exit from their lane after crossing the finishing line , if so and if the runner obstructs
other runners , the said runner is therefore disqualified .
8. Batons cannot be thrown on the floor on purpose .
9. Any runners having an early start will be given a warning . Two warnings will warrant disqualification
from the event .
10. Runners must run in their own lane only , cutting into other runner’s lane is not permitted .
11. If there is more than 8 runners for a single event, heat will be carried out.
12.If there is less than or 8 runners for a single event, no heat will be carried out. It will be considered as
final.
13. The maximum event a runner can participate is as follows :
Individual : 2 events
Team events : no limit
100m ,200m , 400 m Rules
1. Runners must run in their respective lane only . No cutting into other runner’s lane .
2. Runners must cross the finish line completely , stopping on the finishing line will not be counted until the
runner crosses it .
800 , 1500m
1. Runners must be in their respective lanes before the signal to start running is given . After the signal is
given , the runners can cut into any lane .
2. Runners must listen to the bell to determine how many laps are remaining to complete .
4x100 m , 4x400 m Rules
1. Runners must remain in their own lane throughout the event .
2. Baton exchange must be done within the allocated space which is 5 m before and after the marked
standing position . Failure to do so will result in disqualification .
3. Baton exchange must be done by passing , no throwing of baton is allowed .
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4. If the baton falls , it can be picked up again and passed on providing it is in the baton exchange space.
EVENT SCHEDULE
1. 1500 M ( Male)
2. 1500 M ( Female )
3. 100 M ( Male)
4. 100 M ( Female )
5. 200 M ( Male )
6. 200 M ( Female )
7. 800 M ( Male )
8. 800 M ( Female)
9. 400 M ( Male )
10. 400 M ( Female)
11. 4x100 ( Male )
12. 4x100 ( Female )
13. 4x400 ( Male )
14. 4x400 ( Female )
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ULTIMATE FRISBEE
DATE : 3rd April, 2016
TIME : 8.00 am
VENUE : tbc
NO. PLAYERS : 12 PLAYERS (6 PLAYERS + 6 SUBS)
R & R :
RULES OF ULTIMATE: BASIC RULES
THE AIM OF THE GAME
Ultimate is a non-contact, self-refereed team sport played with a flying disc (or Frisbee™).
Two teams of seven players compete on a playing field about the same length as a football field, but
narrower. At each end of the playing field there is an end zone. Each team defends one endzone. They score
a goal if one of their players catches the disc in the opposite end zone.
The player with the disc is called the thrower. The thrower may not run with the disc. Instead they move the
disc by passing to team-mates in any direction.
The defensive team gets possession of the disc if an offensive team’s throw is not caught by a player of the
same team. Then the defensive team becomes the offensive team and can try to score in the opposite end
zone.
Brick Zone
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THE BASIC RULES
The Pull Each point starts with a throw-off from the goal line (“pull”). All players must remain in their end
zone until the pull is thrown. At the start of the game a toss decides which team throws the first pull.
After a goal is scored, play stops. The team that scored stays in that end zone and throws the pull and
becomes the defensive team. So, teams change their direction of attack after each point.
If the pull lands outside the playing field the thrower can either start play from the side line where the disc
left the field, or from the “brick” mark closest to their end zone. The thrower indicates they are choosing the
brick option by raising their hand and calling “brick”.
In-bounds and out-of-bounds
A disc is in-bounds when the receiving player is inside the playing field when they catch the disc. If you
catch the disc after jumping in the air, your first point of contact must land inside the field. The side lines are
not part of the playing field. If you catch the disc in-bounds, and then momentum takes you out-of-bounds,
you must return to where you left the field before you can throw the disc.
You are allowed to throw the disc so that it flies outside the playing field and then comes back in, as long as
it does not touch anything out-of-bounds and is caught inside the field.
If the disc goes out-of-bounds, it is a turnover. It does not matter which team last touched the disc. Play
continues from the spot where the disc left the field.
No running with the disc
You are not allowed to run while you have possession of the disc (“travel”). After catching the disc while
running, you must stop as quickly as possible. Once you stop, you must keep one foot still, but you are
allowed to move the other foot: this is called pivoting.
The 10-second rule
The thrower has 10 seconds to throw the disc. A defender can stand in front of you (remember: no contact!)
and count aloud to ten in one second intervals. If the disc is still in your hand at the “t” of “ten”, the other
team gets possession of the disc.
Turnovers
The defensive team takes possession of the disc (a “turnover”) if the offence fails to catch a pass, if they
catch it out-of-bounds, or if it is intercepted or knocked down by a defensive player.
Turnovers also occur when:
• the marker reaches “ten” before the disc was thrown
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• the disc is handed from one player to another without being thrown
• the thrower catches their own throw without the disc being touched by anyone else
• the offensive team tries to catch the pull, but drops it
After an in-bounds turnover the other team may immediately resume play at the point where the disc was
caught or stopped.
Fouls, Violations and Infractions
• Ultimate is a non-contact sport. Physical contact should always be avoided.
• Contact that is dangerous or affects the outcome of the play is a Foul.
• The thrower may not be defended by more than one player at the same time (“double team”).
• The marker may not come closer than one disc diameter to the thrower (“disc space”).
• The marker may not hit or grab the disc out of the hand of the thrower. They may however try to block the
disc with their hands or feet after it is thrown.
• If opposing players catch the disc at the same time, the offensive player gets possession of the disc.
• Players are not allowed to create shepherds, picks or screens to obstruct the path of defensive players
(“pick”).
Making a Call
If you believe you have been fouled by an opposing player, you can call “foul”. If the disc is in the air play
continues until possession is established (a catch or a turnover). If your team gets possession, then play
continues, otherwise, play stops immediately.
After play stops, you explain what the foul was and discuss this with the other player involved. If the
opponent disagrees that there was a foul, they may call “contest” and the disc is returned to the previous
thrower. If they agree that there was a foul, they call “uncontested” and, generally, you take possession of
the disc. Play is resumed with a “check”: the marker touches the disc in the thrower’s hand and calls “disc
in”.
Scoring
You score a goal if you catch the disc in the endzone that you are attacking. If you are in the air, your first
point of contact must be in the endzone. If your foot touches the goal line it is not a goal. After a goal, play
stops and teams swap which end zone they are defending. The first team to 15 goals wins, with a time cap of
90 minutes, but this can change depending on the level of play.
Substitution of players
After each point you may substitute as many players as you want. During a point a player may only be
substituted due to an injury. After an injury, play stops and the other team may also substitute a player, if
they wish.
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SPIRIT OF THE GAME
Ultimate relies upon a Spirit of the Game that places the responsibility for fair play on every player. There
are no referees; the players are solely responsible for following and enforcing the rules, even at World
Championship. Competitive play is encouraged, but never at the expense of respect between players,
adherence to the rules, and the basic joy of play. This sheet provides an outline of the rules only. If you want
to participate in official competitions, you should become familiar with the official WFDF rules, which you
can find on the WFDF website (wfdf.org). In addition, experienced players will gladly teach players the
rules and good spirit, so don’t be scared to ask.
Group A Uni A Uni B Uni C
Uni A
Uni B
Uni C
Group B Uni D Uni E Uni F
Uni D
Uni E
Uni F
Group C Uni G Uni H Uni I
Uni G
Uni H
Uni I
Group D Uni J Uni K Uni L Uni M
Uni J
Uni K
Uni L
Uni M
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Score allocation
• Winner – 3
• Draw – 1
• Lose – 0
Ranking Group A Points
1
2
Ranking Group B Points
1
2
Ranking Group C Points
1
2
Ranking Group D Points
1
2
University/College with top 2 highest score will proceed to quarter final.
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Gametime
• For Group Stage – 16 minutes
• For Quarter and Semi Final – 20 minutes
• For Final and 3rd/4th Placing – 25 minutes
WFDF Rules of Ultimate 2013 Official Version effective 2013-01-01
Group A 1st
Group A 2nd
Group C 2nd
Group D 1st
Group C 1st
Group B 2nd
Group B 1st
Group D 2nd
Semi Final Semi Final
Semi Final Semi Final
Final 3rd/4th Placing
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Produced by the WFDF Ultimate Rules Committee Contents
Introduction ...............................................................................................................
1. Spirit of the Game ............................................................................................
2. Field ....................................................................................................................
3. Equipment .........................................................................................................
4. Point, Goal and Game ......................................................................................
5. Teams.................................................................................................................
6. Starting a Game................................................................................................
7. The Pull ..............................................................................................................
8. Status of the Disc ..............................................................................................
9. Stall Count .........................................................................................................
10. The Check..........................................................................................................
11. Out-of-Bounds ...................................................................................................
12. Receivers and Positioning.................................................................................
13. Turnovers..........................................................................................................
14. Scoring................................................................................................................
15. Calling Fouls, Infractions and Violations.........................................................
16. Continuation after a Foul or Violation Call....................................................
17. Fouls .................................................................................................................
18. Infractions and Violations...............................................................................
19. Stoppages.........................................................................................................
20. Time-Outs........................................................................................................
Definitions ...............................................................................................................
Introduction
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Ultimate is a seven-a-side team sport played with a flying disc. It is played on a rectangular field, about half
the width of a football field, with an end zone at each end. The object of each team is to score a goal by
having a player catch a pass in the end zone that they are attacking. A thrower may not run with the disc, but
may pass the disc in any direction to any team-mate. Any time a pass is incomplete, a turnover occurs, and
the other team may take the disc to score in the opposite end zone. The Spirit of the Game guides how
players referee the game and conduct themselves on the field.
1. Spirit of the Game
1.1. Ultimate is a non-contact, self-refereed sport. All players are responsible for administering and adhering
to the rules. Ultimate relies upon a Spirit of the Game that places the responsibility for fair play on every
player.
1.2. It is trusted that no player will intentionally break the rules; thus there are no harsh penalties for
breaches, but rather a method for resuming play in a manner which simulates what would most likely have
occurred had there been no breach.
1.3. Players should be mindful of the fact that they are acting as referees in any arbitration between teams.
Players must:
1.3.1. know the rules;
1.3.2. be fair-minded and objective;
1.3.3. be truthful;
1.3.4. explain their viewpoint clearly and briefly;
1.3.5. allow opponents a reasonable chance to speak;
1.3.6. resolve disputes as quickly as possible, using respectful language;
1.3.7. make calls in a consistent manner throughout the game;
1.3.8. only make a call where a breach is significant enough to make a difference to the outcome of
the action.
1.4. Highly competitive play is encouraged, but should never sacrifice the mutual respect between players,
adherence to the agreed-upon rules of the game, or the basic joy of play.
1.5. The following actions are examples of good spirit:
1.5.1. informing a team-mate if they have made a wrong or unnecessary call or caused a foul or
violation;
1.5.2. retracting a call when you no longer believe the call was necessary;
1.5.3. complimenting an opponent for good play or spirit;
1.5.4. introducing yourself to your opponent; and
1.5.5. reacting calmly towards disagreement or provocation.
1.6. The following actions are clear violations of the spirit of the game and must be avoided by all
participants:
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1.6.1. dangerous play and aggressive behaviour;
1.6.2. intentional fouling or other intentional rule violations;
1.6.3. taunting or intimidating opposing players;
1.6.4. disrespectful celebration after scoring;
1.6.5. making calls in retaliation to an opponent’s call; and
1.6.6. calling for a pass from an opposition player.
1.7. Teams are guardians of the Spirit of the Game, and must:
1.7.1. take responsibility for teaching their players the rules and good spirit;
1.7.2. discipline players who display poor spirit; and
1.7.3. provide constructive feedback to other teams about how to improve their adherence to the
Spirit of the Game.
1.8. In the case where a novice player commits an infraction out of ignorance of the rules, experienced
players are obliged to explain the infraction.
1.9. An experienced player, who offers advice on rules and guides on-field arbitration, may supervise games
involving beginners or younger players.
1.10. Rules should be interpreted by the players directly involved in the play, or by players who had the best
perspective on the play. Non-players, apart from the captain, should 3 refrain from getting involved.
However players may seek the perspective of non-players to clarify the rules, and to assist players to make
the appropriate call for “down” calls and line calls.
1.11. Players and captains are solely responsible for making all calls.
1.12. If, after discussion, players cannot agree what occurred in a play, the disc shall be returned to the last
non-disputed thrower.
2. Playing Field
2.1. The playing field is a rectangle area with dimensions and zones as shown on Figure 1.
2.2. The perimeter lines surround the playing field and consist of two (2) sidelines along the length and two
(2) endlines along the width.
2.3. The perimeter lines are not part of the playing field.
2.4. The goal lines are the lines that separate the central zone from the end zones and are part of the central
zone.
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2.5. The brick mark is the intersection of two (2) crossed one (1) metre lines in the central zone set, midway
between the sidelines.
2.6. Eight brightly-coloured, flexible objects (such as plastic cones) mark the corners of the central zone and
the end zones.
2.7. The immediate surroundings of the playing field shall be kept clear of movable objects. If play is
obstructed by non-players or objects within three (3) metres of the perimeter line, any obstructed player or
thrower in possession may call “Violation”.
3. Equipment
3.1. Any flying disc acceptable to both captains may be used.
3.2. WFDF may maintain a list of approved discs recommended for use.
3.3. Each player must wear a uniform that distinguishes their team.
3.4. No player may wear items of clothing or equipment that reasonably could harm the wearer or other
players
4a. Point, Goal and Game (for Group Stage)
4.1. A game consists of a number of points. Each point ends with the scoring of a goal.
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4.2. A game is finished and won by the first team to score eleven (7) goals or after 16minutes, whichever
4.3. A game is separated into two (2) periods of play, called halves. Half time occurs when a team first
scores six (4) goals or after 8 minutes, whichever come first.
4.4. The first point of each half starts when the half starts.
4.5. After a goal is scored, and the game has not been won or half time has not been reached:
4.5.1. the next point starts immediately; and
4.5.2. the teams switch the end zone that they are defending; and
4.5.3. the team that scored becomes defence and pulls next.
4.6. A variation of the basic structure may be used to accommodate special competitions, number of players,
age of players or available space.
4.7 Maximum game time is 16 minutes, 8 minutes per halves.
4b. Point, Goal and Game (for Quarter Final and Semi Final)
4.1. A game consists of a number of points. Each point ends with the scoring of a goal.
4.2. A game is finished and won by the first team to score eleven (9) goals or after 20minutes, whichever
come first.
4.3. A game is separated into two (2) periods of play, called halves. Half time occurs when a team first
scores six (5) goals or after 10 minutes, whichever come first.
4.4. The first point of each half starts when the half starts.
4.5. After a goal is scored, and the game has not been won or half time has not been reached:
4.5.1. the next point starts immediately; and
4.5.2. the teams switch the end zone that they are defending; and
4.5.3. the team that scored becomes defence and pulls next.
4.6. A variation of the basic structure may be used to accommodate special competitions, number of players,
age of players or available space.
4.7 Maximum game time is 20 minutes, 10 minutes per halves.
4b. Point, Goal and Game (for Final and 3rd/4th Placing)
4.1. A game consists of a number of points. Each point ends with the scoring of a goal.
4.2. A game is finished and won by the first team to score eleven (11) goals or after 26minutes, whichever
come first.
4.3. A game is separated into two (2) periods of play, called halves. Half time occurs when a team first
scores six (6) goals or after 13 minutes, whichever come first.
4.4. The first point of each half starts when the half starts.
4.5. After a goal is scored, and the game has not been won or half time has not been reached:
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4.5.1. the next point starts immediately; and
4.5.2. the teams switch the end zone that they are defending; and
4.5.3. the team that scored becomes defence and pulls next.
4.6. A variation of the basic structure may be used to accommodate special competitions, number of players,
age of players or available space.
4.7 Maximum game time is 26 minutes, 13 minutes per halves.
5. Teams
5.1. Each team will put a maximum of six (6) players and a minimum of five (5) players on the field during
each point. Ratio of male:female are 4:2 or 3:3(depending on offending captain’s call)
5.2. A team may make (unlimited) substitutions only after a goal is scored and before the next pull, except
for injury (Section 19).
5.3. Each team will nominate a captain to represent the team.
6. Starting a Game
6.1. The captains of the two teams fairly determine which team first chooses either:
6.1.1. whether to receive or throw the initial pull; or
6.1.2. which end zone they will defend.
6.2. The other team is given the remaining choice.
6.3. At the start of the second half, these initial selections are switched.
7. The Pull
7.1. At the start of the game, after half-time or after a score, play commences with a throwoff, called a pull.
7.1.1. Teams must prepare for the pull without unreasonable delay.
7.2. The pull consists of a defensive player throwing the disc to begin play, after both teams have signalled
their readiness by having at least one player on each team raise a hand above their head.
7.3. Once ready, and until the pull is released, all offensive players must stand with one foot on their
defending goal line without changing position relative to one another.
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7.4. All defensive players must be entirely inside their defending end zone when the pull is released.
7.5. If a team breaches 7.3 or 7.4 the opposing team must call the violation (“offside”) before the receiving
team touches the disc. The pull must be repeated as quickly as possible.
7.6. As soon as the disc is released, all players may move in any direction.
7.7. No player on the defensive team may touch the disc after a pull until a member of the offensive team
contacts the disc or the disc contacts the ground.
7.8. If an offensive player, in-bounds or out-of-bounds, touches the disc before it hits the ground, and the
offensive team fails to catch it, that is a turnover (a “dropped pull”).
7.9. If the disc initially contacts the playing field and never becomes out-of-bounds, or is caught in-bounds,
the thrower establishes the pivot where the disc stops.
7.10. If the disc initially contacts the playing field and then becomes out-of-bounds without contacting an
offensive player, the thrower establishes the pivot at the point on the central zone closest to where the disc
went out-of-bounds (Section 11.7)
7.11. If the disc initially contacts the playing field and then becomes out-of-bounds after contacting an
offensive player, or an offensive player catches the pull out-of-bounds, the thrower establishes the pivot at
the point on the playing field closest to where the disc became out-of-bounds (Section 11.5).
7.12. If the disc contacts the out-of-bounds area without first touching the playing field or an offensive
player, the thrower may establish the pivot either at the brick mark closest to their defending end zone, or at
the spot on the central zone closest to where the disc went out-of-bounds (Section 11.7). The brick option
must be signalled by the intended thrower before picking up the disc by fully extending one arm above their
head.
8. Status of the Disc
8.1. The disc is dead, and no turnover is possible:
8.1.1. After the start of a point, until the pull is released;
8.1.2. After the pull or after a turnover when the disc must be carried to the location of the correct
pivot point, until a pivot is established; or
8.1.3. After a call which stops the play or any other stoppage, until the disc is checked in.
8.2. A disc that is not dead is live.
8.3. The thrower may not transfer possession of a dead disc to another player.
8.4. Any player may attempt to stop a disc from rolling or sliding after it has hit the ground.
8.5. If, in attempting to stop such a disc, a player significantly alters the disc’s position, the opposition may
request that the pivot be established at the location where the disc was contacted.
8.6. After a turnover, the team that has gained possession of the disc must continue play without delay. The
intended thrower must move at walking pace or faster to directly retrieve the disc and establish a pivot.
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8.6.1. If the offence breaches 8.6 the defence may give a verbal warning (“Delay of Game”) or may
call a “Violation”.
8.6.2. If the intended thrower is within three (3) metres of the pivot point and, after the verbal
warning, continues to breach 8.6 the marker may commence the stall count.
9. Stall Count
9.1. The marker administers a stall count on the thrower by announcing “Stalling” and then counting from
one (1) to ten (10). The interval between the start of each number in the stall count must be at least one (1)
second.
9.2. The stall count must be clearly audible to the thrower.
9.3. The marker may only start and continue a stall count when:
9.3.1. The disc is live (unless specified otherwise);
9.3.2. They are within three (3) metres of the thrower; and
9.3.3. All defenders are legally positioned (Section18.1).
9.4. If the marker moves more than three (3) metres from the thrower, or a different player becomes the
marker, the stall count must be restarted at one (1).
9.5. After play stops the stall count is resumed as follows:
9.5.1. After an uncontested breach by the defence the stall count is reset to one (1).
9.5.2. After an uncontested breach by the offence the stall count restarts at maximum nine (9).
9.5.3. After a contested stall-out the stall count restarts at maximum eight (8).
9.5.4. After all other calls the stall count restarts at maximum six (6).
9.6. To restart a stall count “at maximum n”, where “n” is a number between one (1) and nine (9), means to
announce “stalling” followed by the count at one more than the last number uttered prior to the stoppage, or
by “n” if that value is greater than “n”.
10. The Check
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10.1. Whenever play stops during a point for a time-out, foul, violation, contested turnover, contested goal,
technical stoppage, injury stoppage, or discussion, play must restart as quickly as possible with a check. The
check may only be delayed for the discussion of a call.
10.2. Except in the case of a time-out:
10.2.1. All players must return to the positions they held when the event that caused the stoppage
occurred, unless specified otherwise.
10.2.2. If the event that caused the stoppage occurred after the thrower released the disc, and the disc
is returned to the thrower to restart play, all players must return to the positions they held when the thrower
released the disc, unless specified otherwise.
10.2.3. All players must remain stationary in that position until the disc is checked in.
10.3. Any player may briefly extend a stoppage of play to fix faulty equipment (“equipment”), but active
play may not be stopped for this purpose.
10.4. The person checking the disc in must first verify with the nearest opposition player that their team is
ready.
10.4.1. If there is an unnecessary delay in checking the disc in, the opposition may give a verbal
warning (“Delay of Game”) and, if the delay continues, they may check the disc in by calling “Disc In”,
without verification from the opposition.
10.5. To restart play:
10.5.1. if the disc is within reach of a defender, they must touch the disc and call "Disc In" or
“Stalling”;
10.5.2. if the disc is not within reach of a defender, the thrower must touch the disc to the ground and
call “Disc In”; or
10.5.3. if the disc is not within reach of a defender and there is no thrower, the defender nearest to
the disc must call “Disc In”.
10.6. If the thrower attempts a pass before the check, or a violation of 10.2 is called, the pass does not count
regardless of whether it is complete or incomplete, and possession reverts back to the thrower.
11. Out-of-Bounds
11.1. The entire playing field is in-bounds. The perimeter lines are not part of the playing field and are out-
of-bounds. All non-players are part of the out-of-bounds area.
11.2. The out-of-bounds area consists of the area which is not in-bounds and everything in contact with it,
except for defensive players, who are always considered “in-bounds” for purposes of making a play on the
disc.
11.3. An offensive player who is not out-of-bounds is in-bounds.
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11.3.1. An airborne player retains their in-bounds/out-of-bounds status until that player contacts the
playing field or the out-of-bounds area.
11.3.2. A thrower in possession of the disc, who contacts the playing field and then touches an out-
of-bounds area, is still considered in-bounds.
11.3.2.1. If the thrower leaves the playing field, they must establish the pivot at the spot on the
playing field where they crossed the perimeter line (unless 14.2 is in effect).
11.3.3. Contact between players does not confer the state of being in- or out-of bounds from one to
another.
11.4. A disc is in-bounds once it is live, or when play starts or restarts.
11.5. A disc becomes out-of-bounds when it first contacts the out-of-bounds area or contacts an out-of-
bounds offensive player. A disc in the possession of an offensive player has the same in/out-of-bounds status
as that player. If the disc is simultaneously in the possession of more than one offensive player, one of them
being out-of-bounds, the disc is out-of-bounds.
11.6. The disc may fly outside a perimeter line and return to the playing field, and players may go out-of-
bounds to make a play on the disc.
11.7. The place where a disc went out-of-bounds is the spot where, prior to contacting an out-of-bounds area
or player, the disc was most recently:
11.7.1. partly or wholly over the playing field; or
11.7.2. contacted by in-bounds player.
11.8. If the disc is out-of-bounds and more than three (3) metres from the pivot point, nonplayers may
retrieve the disc. The thrower must carry the disc the last three (3) metres to the playing field.
12. Receivers and Positioning
12.1. A player “catches” the disc by demonstrating sustained control of a non-spinning disc.
12.2. If the player loses control of the disc due to subsequent contact with the ground or a team-mate or a
legitimately positioned opposition player, the catch is deemed to have not occurred.
12.3. The following are out-of-bounds turnovers, and no catch is deemed to have occurred:
12.3.1. an offensive receiver is out-of-bounds when they contact the disc; or
12.3.2. after catching the disc, an offensive receiver’s first contact is out-of-bounds while still in
possession of the disc.
12.4. After a catch, that player becomes the thrower.
12.5. If offensive and defensive players catch the disc simultaneously, the offence retains possession.
12.6. A player in an established position is entitled to remain in that position and should not be contacted by
an opposing player.
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12.7. When a player is making a play on the disc, an opposing player may not move to intentionally impede
that player’s movements, unless they are also making a play on the disc.
12.8. Every player is entitled to occupy any position on the field not occupied by any opposing player,
provided that they do not initiate contact in taking such a position.
12.9. All players must attempt to avoid contact with other players, and there is no situation where a player
may justify initiating contact. “Making a play for the disc” is not a valid excuse for initiating contact with
other players.
12.10.Some incidental contact, not affecting the outcome of the play or safety of players, may occur as two
or more players move towards a single point simultaneously. Incidental contact should be minimized but is
not considered a foul.
12.11.Players may not use their arms or legs to obstruct the movement of opposing players.
12.12.No player may physically assist the movement of another player.
13. Turnovers
13.1. A turnover transfers possession of the disc from one team to the other and occurs when:
13.1.1. the disc contacts the ground while it is not in the possession of an offensive player (a
“down”);
13.1.2. the disc is intentionally transferred from one offensive player to another without ever being
completely untouched by both players (a “hand-over”);
13.1.3. the thrower intentionally deflects a pass to themselves off another player (a “deflection”);
13.1.4. in attempting a pass, the thrower contacts the disc after release prior to the disc being
contacted by another player (a “double touch”);
13.1.5. a pass is caught by a defensive player (an “interception”);
13.1.6. the disc becomes out-of bounds (an “out-of-bounds”);
13.1.7. the thrower has not released the disc before the marker first starts to say the word “ten” in the
stall count (a “stall-out”);
13.1.8. there is an uncontested offensive receiving foul; or
13.1.9. during the pull, the receiving team touches the disc before it contacts the ground, and fails to
catch the disc (a “dropped pull”).
13.2. If a player determines a turnover has occurred they must make the appropriate call immediately. If
either team disagrees they may call "contest". If, after discussion, players cannot agree what occurred in the
play, the disc shall be returned to the last nondisputed thrower.
13.3. If a fast count occurs in such a manner that the offence does not have a reasonable opportunity to call
fast count before a stall-out, the play is treated as a contested stallout (9.5.3).
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13.3.1. If the thrower contests a stall-out but also attempts a pass, and the pass is incomplete, then the
turnover stands and play continues.
13.4. Play must stop and restart with a check after the following turnovers: “hand-over”, “deflection”,
“double touch”, “stall-out” and an uncontested offensive receiving foul.
13.5. Any offensive player may take possession of the disc after a turnover, except:
13.5.1. after an “interception” turnover, in which case the player who made the interception must
maintain possession; and
13.5.2. after an offensive receiving foul, in which case the fouled player must take possession.
13.6. If the player in possession after a turnover intentionally drops the disc, or places the disc on the
ground, they must re-establish possession.
13.7. After a turnover, the turnover location is where:
13.7.1. the disc has come to a stop or is picked up by an offensive player; or
13.7.2. the intercepting player stops; or
13.7.3. the thrower was located, in the case of 13.1.2, 13.1.3, 13.1.4, 13.1.7; or 13.7.4. the
uncontested offensive receiving foul occurred.
13.8. If the turnover location is out-of-bounds, or the disc touched an out-of-bounds area after the turnover
occurred, the thrower must establish a pivot at the spot on the central zone nearest to where the disc went
out-of-bounds (Section 11.7).
13.8.1. If 13.8 does not apply, the pivot shall be established according to 13.9, 13.10, or 13.11.
13.9. If the turnover location is in the central zone, the thrower must establish the pivot at that point.
13.10.If the turnover location is in the offence’s attacking end zone, the thrower must establish the pivot at
the nearest point on the goal line.
13.11.If the turnover location is in the offence’s defending end zone, the thrower may choose where to
establish the pivot:
13.11.1. at the turnover location, by staying at the turnover location or faking a pass; or
13.11.2. at the nearest point on the goal line to the turnover location, by moving from the turnover
location.
13.11.2.1. The intended thrower, before picking up the disc, may signal the goal line option by fully
extending one arm above their head.
3.11.3.Immediate movement, failure to move, or signaling the goal line option determines where to
establish the pivot and cannot be reversed.
13.12.If, after a turnover, play has continued unknowingly, play stops and the disc is returned to the
turnover location, players resume their positions at the time the turnover occurred and play restarts with a
check.
14. Scoring
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14.1. A goal is scored if an in-bounds player catches a legal pass and all of their first simultaneous points of
contact after catching the disc are entirely within their attacking end zone (note 12.1, 12.2). 14.1.1. If a
player believes a goal has been scored they may call “goal” and play shall stop. After a contested or
retracted goal call play must restart with a check.
14.2. If a player in possession of the disc ends up completely behind the attacking goal line without scoring
a goal according to 14.1, the player establishes the pivot at the nearest point of the goal line.
14.3. The time at which a goal is scored is when, after the disc is caught, contact is first made with the end
zone.
15. Calling Fouls, Infractions and Violations
15.1. A breach of the rules due to non-incidental contact between two or more opposing players is a foul.
15.2. A breach of the rules regarding a Marking or Travel breach is an infraction. Infractions do not stop
play.
15.3. Every other breach of the rules is a violation.
15.4. Only the player fouled may claim a foul, by calling “Foul”.
15.5. Only the thrower may claim a marking infraction, by calling the specific name of the infraction. Any
opposing player may claim a travel infraction.
15.6. Any opposing player may claim a violation, by calling the specific name of the violation or
"Violation", unless specified otherwise by the particular rule.
15.7. Calls must be made immediately after the breach occurs.
15.8. If a player stops play incorrectly after mishearing a call or not knowing the rules, then any subsequent
play stands and play restarts with a check from the point where play stopped.
15.9. If a player from the team against which the foul, infraction or violation has been called
disagrees that it occurred, they may call “Contest”.
15.10.If a player making the “Foul”, “Violation” or “Contest” call subsequently determines that their call
was unnecessary, they can retract the call, by calling "Retracted". Play restarts with a check.
16. Continuation after a Foul or Violation Call
16.1. Whenever a foul or violation call is made, play stops immediately and no turn over is possible.
16.2. However, if the foul or violation is called:
16.2.1. against the thrower and the thrower subsequently attempts a pass, or
16.2.2. when the thrower is in the act of throwing, or
16.2.3. when the disc is in the air, then play continues until possession has been established.
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16.2.4. Once possession has been established:
16.2.4.1. If the team that called the foul or violation gains or retains possession as a result of
the pass, play shall continue. Players recognizing this may call “Play on” to indicate that this rule has been
invoked.
16.2.4.2. If the team that called the foul or violation does not gain or retain possession as a
result of the pass, play must be stopped.
16.2.4.2.1. If the team that called the foul or violation believes that possession has been
affected by the foul or violation, the disc will be returned to the thrower for a check (unless the specific rule
says otherwise).
16.3. Regardless of when a call is made, if the players involved from both teams agree that the foul,
violation or call did not affect the outcome, the play stands.
16.3.1. If the play resulted in a goal, the goal stands.
16.3.2. Otherwise the affected players shall make up any positional disadvantage caused by the foul
or violation and restart play with a check.
17. Fouls
17.1. Dangerous Play:
17.1.1. Reckless disregard for the safety of fellow players is considered dangerous play and is to be
treated as a foul, regardless of whether or when contact occurs. This rule is not superseded by any other rule.
17.2. Defensive Receiving (Defender) Fouls:
17.2.1. A Defensive Receiving Foul occurs when a defender initiates contact with a receiver before,
or during, an attempt to catch the disc.
17.2.2. After a defensive receiving foul:
17.2.2.1. if in the central zone or defending end zone, the receiver gains possession at the
point of the infraction;
17.2.2.2. if in the attacking end zone, the receiver gains possession at the nearest point on the
goal line, and the fouling player must mark them there; or
17.2.2.3. if the foul is contested, the disc is returned to the thrower.
17.3. Force-out Fouls:
17.3.1. A Force-out Foul occurs when an airborne receiver catches the disc, and is fouled by a
defensive player before landing, and the contact caused the receiver:
17.3.1.1. to land out-of-bounds instead of in-bounds; or
17.3.1.2. to land in the central zone instead of their attacking end zone.
17.3.2. If the receiver would have landed in their attacking end zone, it is a goal;
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17.3.3. If the force-out foul is contested, the disc is returned to the thrower if the receiver landed out-
of-bounds, otherwise the disc stays with the receiver.
17.4. Defensive Throwing (Marking) Fouls:
17.4.1. A Defensive Throwing Foul occurs when:
17.4.1.1. A defensive player is illegally positioned (Section 18.1), and there is contact with
the thrower;
17.4.1.2. A defensive player initiates contact with the thrower, or a part of their body was
moving and contacted the thrower, prior to the release.
17.5. Strip Fouls:
17.5.1. A Strip Foul occurs when a defensive foul causes the receiver or thrower to drop the disc
after they have gained possession.
17.5.2. If the reception would have otherwise been a goal, and the foul is uncontested, a goal is
awarded.
17.6. Offensive Receiving Fouls:
17.6.1. An Offensive Receiving Foul occurs when a receiver initiates contact with a defensive player
before, or during, an attempt to catch the disc.
17.6.2. If the foul is uncontested, the result is a turnover, with the disc at the location where the foul
occurred.
17.6.3. If the pass is complete and the foul is contested, the disc returns to the thrower.
17.7. Offensive Throwing (Thrower) Fouls:
17.7.1. An Offensive Throwing Foul occurs when the thrower initiates contact with a defensive
player who is in a legal position.
17.7.2. Incidental contact occurring during the thrower's follow through is not sufficient grounds for
a foul, but should be avoided.
17.8. Blocking Fouls:
17.8.1. A Blocking Foul occurs when a player takes a position that a moving opponent will be unable
to avoid and contact results. ‘
17.9. Indirect Fouls:
17.9.1. An Indirect Foul occurs when there is contact between a receiver and a defensive player that
does not directly affect an attempt to catch the disc.
17.9.2. If uncontested the fouled player may make up any positional disadvantage caused by the foul.
17.10.Offsetting Fouls:
17.10.1.If fouls are called by offensive and defensive players on the same play, the disc returns to the
thrower.
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17.10.2.Non incidental contact that occurs as two or more opposing players move towards a single
point simultaneously should be treated as offsetting fouls.
18. Infractions and Violations
18.1. Marking Infractions:
18.1.1. Marking infractions include the following:
18.1.1.1. “Fast Count” – the marker:
18.1.1.1.1. starts the stall count before the disc is live,
18.1.1.1.2. does not start the stall count with the word “Stalling”,
18.1.1.1.3. counts in less than one second intervals,
18.1.1.1.4. does not subtract two (2) seconds from the stall count after the first call of any
marking infraction, or
18.1.1.1.5. does not start the stall count from the correct number.
18.1.1.2. “Straddle” – a line between a defensive player’s feet contains the thrower’s pivot
point.
18.1.1.3. “Disc Space” – any part of a defensive player is less than one disc diameter away
from the torso of the thrower. However, if this situation is caused solely by movement of the thrower, it is
not an infraction.
18.1.1.4. “Wrapping” – a line between a defensive player’s hands contains the thrower’s pivot point.
\
18.1.1.5. "Double Team" –a defensive player other than the marker is within three (3) metres of the
thrower's pivot point without also guarding another offensive player.
18.1.1.6. “Vision” - a defensive player uses any part of their body to intentionally obstruct the
thrower’s vision.
18.1.1.7. "Contact" - a defensive player makes contact with the thrower prior to the thrower
releasing the disc and not during the throwing motion. However, if this contact is caused solely by
movement of the thrower, it is not an infraction.
18.1.2. A marking infraction may be contested by the defence, in which case play stops.
18.1.3. On the first call of a marking infraction that is not contested, the marker must subtract two (2)
from the stall count and continue.
18.1.4. The marker may not restart counting until any illegal positioning has been corrected. To do
otherwise is a subsequent marking infraction.
18.1.5. For any subsequent uncontested marking infraction called during the same throwers
possession, the marker must restart the count at one (1) and continue.
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18.1.6. If, after a marking infraction, the stall count is not corrected, or there is no stall count, a
Violation may be called and play shall stop.
18.1.7. If the thrower attempts a pass and a marking infraction is called during the throwing motion
or when the disc is in the air, the call has no consequences.
18.2. “Travel” Infractions:
18.2.1. The thrower may attempt a pass at any time as long as they are entirely inbounds or have
established an in-bounds pivot.
18.2.2. An in-bounds player who catches a pass while airborne may attempt a pass prior to
contacting the ground.
18.2.3. After catching the disc, and landing in-bounds, the thrower must reduce speed as quickly as
possible, without changing direction, until they have established a pivot point.
18.2.3.1. The thrower may release the disc while reducing speed as long as they maintain
contact with the playing field throughout the throwing motion.
18.2.4. The thrower may change direction (“pivot”) only by establishing a “pivot point”, where one
part of their body remains in constant contact with a certain spot on the playing field, called the “pivot
point”.
18.2.5. A thrower who is lying down or kneeling does not need to establish a pivot.
18.2.5.1. Once stopped, their centre of mass determines their pivot point, and they must not
move away from that point while lying down or kneeling.
18.2.5.2. If they stand up, they must establish their pivot at that point.
18.2.6. A travel infraction occurs if:
18.2.6.1. the thrower establishes the pivot at an incorrect point on the playing field;
18.2.6.2. the thrower changes direction before establishing a pivot or releasing the disc;
18.2.6.3. the thrower fails to reduce their speed as quickly as possible;
18.2.6.4. the thrower fails to keep the established pivot until releasing the disc;
18.2.6.5. the thrower fails to maintain contact with the playing field throughout the throwing motion;
or
18.2.6.6. a receiver purposefully bobbles, fumbles or delays the disc to themselves in order to move
in any direction.
18.2.7. After an uncontested travel infraction, play does not stop.
18.2.7.1. The thrower establishes a pivot at the correct spot, as indicated by the player who called the
travel. This must occur without delay from either player involved.
18.2.7.2. Any stall count is paused, and the thrower may not throw the disc, until the pivot is
established at the correct spot.
18.2.7.3. The marker must say “Stalling” before restarting the stall count.
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18.2.8. If, after a travel infraction but before correcting the pivot, the thrower throws a completed pass, the
defensive team may call a travel violation. Play stops and the disc is returned to the thrower.
18.2.8.1. Prior to the check the thrower must establish a pivot at the correct spot and, if a marker was
present at the time of the throw, the marker may move to mark the thrower.
18.2.9. If, after a travel infraction, the thrower throws an incomplete pass, play shall continue.
18.2.10.After a contested travel infraction where the thrower has not released the disc, play stops.
18.3. “Pick” Violations:
18.3.1. If a defensive player is guarding an offensive player and they are prevented from moving
towards/with that player by another player, that defensive player may call “Pick”.
18.3.2. Once play has stopped, the obstructed player may move to the agreed position they would
have otherwise occupied if the obstruction had not occurred. The disc is returned to the thrower (if the disc
was thrown).
19. Stoppages
19.1. Injury Stoppage
19.1.1. An injury stoppage, “Injury”, may be called by the injured player, or by any player on the
injured player’s team.
19.1.2. If any player has an open or bleeding wound, an injury stoppage must be called and that
player must take an immediate injury substitution and must not rejoin the game until the wound is treated
and sealed.
19.1.3. If the injury is not the result of contact with an opponent, the player may choose to be
substituted, or may choose to charge their own team with a TimeOut.
19.1.4. If the injury is the result of contact with an opponent the player may choose to stay or to be
substituted.
19.1.5. If the injured player leaves the field, the opposing team may also choose to substitute one
player.
19.1.6. If the injured player had caught the disc, and the player has dropped the disc due to the injury,
that player retains possession of the disc.
19.1.7. Substitute players due to an injury stoppage take on the full state (position, possession, stall
count etc) of the player they are substituting.
19.2. Technical Stoppage
19.2.1. Any player who recognises a condition that endangers players may call “technical” to stop
play.
19.2.2. The thrower may call a technical stoppage during play to replace a severely damaged disc.
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19.3. If the disc was in the air when the stoppage was called, play continues until possession of
the disc is determined:
19.3.1. After an injury stoppage that is not the result of a foul, the completion or turnover
stands, and play restarts there.
19.3.2. After a technical stoppage call:
19.3.2.1. If the call or issue did not affect play, the completion or turnover stands, and
play restarts there;
19.3.2.2. If the call or issue did affect the play, the disc goes back to the thrower.
19.4. In timed games, the game clock stops during a stoppage.
20. Time-Outs
20.1. The player calling a time-out must form a "T" with their hands, or with one hand and the disc, and call
"time-out" audibly to opposition players.
20.2. Each team shall have one (1) time-outs per half.
20.3. A time-out may be taken at any moment within a half.
20.4. A time-out lasts two (2) minutes.
20.5. After the start of a point and prior to the ensuing pull, a player from either team may call a time-out.
The time-out extends the time between the start of the point and subsequent pull by two (2) minutes.
20.6. During play only the thrower, with an established pivot point, may call a time-out. After such a time-
out:
20.6.1. Substitutions are not allowed, except for injury.
20.6.2. Play is restarted at the same pivot point.
20.6.3. The thrower remains the same.
20.6.4. All other offensive players may then set up at any point on the playing field.
20.6.5. Once the offensive players have selected positions, defensive players may set up at any point
on the playing field.
20.6.6. The stall count remains the same, unless the marker has been switched.
20.7. If the thrower attempts to call a time-out when their team has no remaining time-outs, play is stopped.
The marker shall add two (2) seconds to the stall count before restarting play with a check. If this results in a
stall count of ten (10) or above, this is a "stall-out" turnover. If there is no current stall count, the defence
may initiate a stall count at three (3).
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