Summit 2017 AwanaGames Rule Book Summit

Summit 2017 AwanaGames Rule Book Summit
Summit 2017 AwanaGames™ Rule Book
™
Summit AwanaGames
Official Rules and Regulations
2015 Awana
1 East Bode Road, Streamwood, IL 60107 U.S.A.
All rights reserved. Printed in U.S.A. No material from this publication may be reproduced or translated without written
permission from the publisher. Awana and the Awana logo are Registered Trademarks of Awana Clubs International.
INTRODUCTION
This manual is designed for team coaches, circle
directors, and judges who will participate in
Summit Games.
ORGANIZATION OF AWANAGAMES MEETS
A team consists of a minimum of 10 players (five
guys and five girls) and a maximum of 14 players
(seven guys and seven girls). Three teams will
compete on each circle. The number of circles will
depend on the number of teams competing.
QUALIFICATIONS OF TEAM MEMBERS
1. All Journey students in 9th through 12th grades
prior to the meet may participate. They cannot
have reached their 19th birthday by September
1st prior to the meet.
2. Students need to complete current Faiths
Foundations.
3. Summit is for current 9-12 grade only.
(For extenuating circumstances, please contact
Summit AwanaGames coordinators)
GOOD SPORTSMANSHIP
An important aspect of Awana Youth Ministries is
teaching good sportsmanship. Whether we win or
lose is not as important as putting forth our best
effort. Maintaining a friendly attitude at all times
demonstrates that Christ can give peace and
victory in every circumstance. No coach or
participant should destroy a Christian testimony by
even one moment’s display of poor
sportsmanship.
Being a winner for the Lord is more important than
winning Summit AwanaGames. We encourage all
team coaches to enthusiastically motivate their
team. However, one should not mistake
enthusiasm for unsportsmanlike outbursts.
Officials in all sports make “wrong calls,” but our
officials are trained, devoted, impartial, born-again
people who do their best to officiate according to
Summit AwanaGames rules.
Summit AwanaGames afford teens an opportunity
to display a charitable spirit under the pressure of
competition. Hundreds of unsaved people may be
observing. We need to watch our actions, and all
coaches should remind themselves and their team
that our testimony for Christ is of utmost
importance.
Each team is awarded two sportsmanship
points per event. For unsportsmanlike
conduct, sportsmanship points will not be
given.
AWANAGAMES RECORDS
Officials will keep accurate time records to the
hundredth of a second for each of the timed
events. Times kept by fewer than two timers will
not be considered official. Summit records are
kept by the National Summit Committee.
GENERAL RULES/DEFINITIONS
Arranged alphabetically for quick reference
ADHERENTS
No adherents are permitted on gym shoes,
including everything from professional adherents
to wet cloths. No cloths will be allowed on the gym
floor. Violators may be disqualified. The best
safety measure is a good pair of gym shoes with a
clean tread.
BALLOONS
Nine to 11-inch balloons are inflated to about eight
inches in diameter.
BASKETBALLS
Basketballs are provided by Summit; however,
each team may bring one men's regulation-size
basketball to use in events where one is needed.
CIRCLE PINS
All circle pins must be passed with both feet
outside the circle in all running events. No jumping
of pins is allowed. If a pin has fallen, that point on
the circle normally marked by the pin must be
passed with both feet outside the circle as if the
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pin were in its proper place. (Players may cut
inside the circle between circle pins, but they must
be outside the circle at each pin.) A player
knocking over a circle pin during a game
disqualifies his/her team for that event or heat.
DISQUALIFICATION
A team may be disqualified by the circle director
and/or judges at any time during an event for one
or more of the following reasons:
1. After one warning for poor conduct or
unnecessary roughness.
2. Knocking over a circle pin
3. Causing interference to other participants.
Player participation in more than the
prescribed number of events (See Participation)
5. Breaking other game rules not listed here
but described elsewhere in this manual
6. Play that is not according to the spirit of
the game (See Spirit of the Game) Teams are
not disqualified if a player steps outside of
the game square or game triangle during a
running event.
Coaches should instruct team players to go all the
way into the center for each event – no matter
how hopeless it may seem – because the
apparent winners may have been disqualified.
DRESS CODE
Coaches are responsible to be sure that uniforms
are respectable and in keeping with Christian
standards of dress. At Summit all team players
should wear sweatpants or warm-ups for
competition. No Shorts are allowed by players
or coaches. Non-marking athletic shoes must
be worn by everyone on the playing floor. This
includes coaches, judges, circle directors, and
team players.
FALSE START
The circle director and judges will call a “false
start” when any action in an event is started in an
event before the starting signal. The event in that
circle is brought to a halt as rapidly as possible
and then restarted by the circle director. Two false
starts in one event or heat by a single team
disqualifies that team from that event or heat. The
remaining teams will be restarted.
FLOOR MARKINGS
Lines are marked on the floor with tape. The width
of the tape provides a margin for error in games
that use tape boundaries. If any player’s foot
protrudes beyond the tape in these games, his/her
team will be disqualified from that event or heat.
(See Diagram on back page).
INTERFERENCE
The circle director and judges may declare
“interference” if, in the opinion of these officials, a
team’s fair chance of winning is impaired by
something other than normal breaks and hazards
of the game. This includes hampering of teams’ or
players’ progress by someone other than players
participating in a particular event or heat, such as
officials, spectators, coaches and nonparticipating players of opposing teams. When a
player or coach causes interference, his/her team
will be disqualified from that event.
Interference may also be called when a player’s
progress is hindered by foreign matter or water on
the floor. When interference is called, the circle
director may declare a rerun.
PARTICIPATION
All players are limited to five events in addition to
the first and tenth events. All players must play in
a minimum of two events and no more than seven
events. See each event for additional
requirements.
PASSING RULE
This rule applies to all running events except the
three-legged race. (See individual events.) If a player
is touched by a hand (not by baton), he/she must
move to the right to allow the faster team to pass.
Failure to move when tagged may result in
disqualification. Players are allowed one team
zone or 1/3 of the circle to move.
PASSING ZONE
(See the Passing Zone Diagram)
In all relays, the baton must be passed within that
section of the circle contained within the team
zone assigned to each team. Passing the baton in
any other zone — including passing it over a
starting diagonal — disqualifies that team for that
event. Only the position of the baton will be
considered, not the position of the players’ bodies.
PRACTICES
In preparing for the Summit Games, practices are
recommended. Each team is allowed an unlimited
number of practices in preparing for the Summit
Games meet. No practicing is allowed once a
team is checked in and on the game floor.
RERUN
A rerun of an event or heat will be held for
interference calls. A rerun is also in order when, in
the opinion of the circle director and judges, the
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awarding of points cannot be determined fairly. A
team will not be allowed to participate in the rerun
if:
1. Any of its players were the cause of an
interference call or
2. The team had already been disqualified for
a violation previous to an interference call or
other situation requiring a rerun (See
Interference). In the rerun of the Marathon
Race, new players may participate.
Scoring
The scoring for each event is stated in the game
rules. The circle director determines who the
winners are and reports to the scorekeepers.
Players should not leave the circle until the Circle
Director has determined their team standings.
SCORING PINS
Game pins set at the five-foot marks are to be
touched, tipped or knocked down by players'
hand(s) only.
SPIRIT OF THE GAME
When a team deliberately stretches existing rules
to play a game differently from that planned by the
National Event Committee, the spirit of the game
has been violated. The circle director and judges
will declare the team disqualified from that event
or heat even though the team may have followed
the letter of the rules as written.
STARTING DIAGONAL (See Diagram on back page)
Events which are run around the circle will be
started with the player outside the circle and
behind the starting diagonal for his/her team color.
All running events are run in a counterclockwise
direction.
STARTING SIGNAL
When each team is ready, the judge on that line
signals the circle director. When all judges in a
circle have indicated their teams are ready, the
circle director signals the official starter. When all
circle directors have signaled, the official starter
will start the event.
The colored lines on the triangle mark the team
lines. Team players not participating in an event
must stay seated behind these lines.
TEAM ZONE (See the Team Zone Diagram) The
area bounded by the team line and two
diagonal lines forms the team zone.
TIE GAME EVENTS OR TIE HEATS
When two teams, in the decision of the circle
director touch the scoring pin at the same instant
(or have equal units at the completion of the
Beanbag Grab), a tie is declared. Available points
are divided equally between the tied teams. If it is
a tie for first place in a game having second place,
first- and second-place points are added together
and split, eliminating second place. If it is a tie for
second place, full second-place points are
awarded to both teams that tied for second.
(Example: If first place is four points and second
place is one point and two teams tied for second,
the two tied teams would both be awarded one
point.
TIE SCORE
When two or more teams are tied after the end of
the 10th event, the tie is resolved by the best two
out of three heats of the Basketball Relay. No
second-place points.
WINNER OF AN EVENT
The circle director declares the winner(s) of each
event. He may consult with the judges to
determine the winner. (If the player touching or
tipping the color pin has been disqualified, the
second-place player receives first-place points. If
the second-place player is disqualified, the circle
director will award second place to the third-place
player). When it is not possible for the circle
director to determine the winner, he/she may call
for a rerun.
TAG RULE
When one player gains on another and is able to
touch or “tag” him/her, or if a player is passed
even without being tagged, the one passed or
tagged must quickly drop out of the race.
(Unnecessary pushing of another player will result
in team disqualification, although the tagged
player is also disqualified.) In dropping out of the
race, tagged players should leave to the right,
away from the circle—never to the center. For
Summit this rule only applies to the three-legged
race.
TEAM LINES
(See Diagram on back page)
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SUMMIT GAME EVENTS
EVENT 1 – BASKETBALL RELAY
10 players; three heats
1st heat - five girls
2nd heat - five guys
3rd heat - five girls and five guys
Scoring
1st place – three points each heat
2nd place – one point each heat
Equipment: Three circle pins, three scoring pins
and one men's regulation-size basketball per team
One player, standing with both feet on the floor
and with both feet in the game leader triangle (see
Diagram), acts as the game leader. He/she may
stand or move about anywhere in this triangle, but
he/she must have both feet in the triangle when
throwing or catching the basketball. In the first
heat, one girl is positioned in the middle triangle
with four girls on the circle.
In the second heat, one guy is positioned in the
middle triangle with four guys on the circle.
In the third heat, 10 players (five girls/five guys)
are involved. One guy is positioned in the middle
triangle. Remaining players are positioned on the
circle (alternating girl, guy, etc., with girl last).
In all heats, players on the circle must stand with
both feet outside the circle and must maintain
position, but may turn their bodies to accept the
pass. (See Diagram). If any part of player’s body
touches the floor inside the circle, the entire team
is disqualified.
A strip of tape four feet to the right of each circle
pin marks an area that must be kept clear for the
game leader of the neighboring team when he/she
runs into the center. Interference will be called if a
neighboring team gets in the way of a game
leader running into the center.
At the starting signal, the game leader throws a
basketball chest pass to the player on his/her left
(nearest team starting diagonal). Player #1
catches the ball and throws (chest pass) it back to
the game leader who throws it to player #2. Play
continues until all players on the circle have
caught the basketball and returned to the game
leader. (The ball must be caught with 2 hands and
passed – no batting or slapping).
On receiving the basketball from the last player,
the game leader immediately bounce-passes the
basketball back to the last player again, who
bounce-passes the basketball back to the game
leader. Play continues back down the line with
each player throwing a bounce pass. (No batting
or slapping – 2 hands.)
On completion of bounce pass to and from player
#1, game leader runs out of the circle with
possession of the ball, around his/her circle pin
and towards the center (see diagram), touching
their scoring pin with hand(s) to finish. First player
to touch, tip or knock down their scoring pin with
his/her hand(s) wins that heat. While going around
the pin, the game leader may touch the floor with
their hand but must not touch or be touched by a
teammate. Game leader must retain possession
of basketball while scoring. If any player on the
circle line drops the basketball, it can be retrieved
by any of the players on the circle line, providing
player not step inside the circle or outside his/her
team zone. The ball, however, must be thrown to
the game leader by the player who missed or
dropped it. The team is disqualified if his/her foot
passes through the imaginary planes extending
vertically from the circle lines. The team is
disqualified for knocking over scoring pin prior to
the completion of the event.
Balls landing inside the circle and within the team
zone may not be retrieved. The game leader must
remain within the middle triangle. If a team’s
basketball goes out of the team zone, the team is
disqualified. No player should attempt to retrieve a
basketball that lands in a neighboring team zone.
Players must stay in position – no “trailers.” Game
leader must stay in triangle, except when going for
the pin. While standing in the center triangle, the
game leader's hand/s may not touch the floor
outside the center triangle.
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EVENT 2 – SPRINT RELAY
Four players (two laps each); one heat
(1st and 3rd players are guys; 2nd and 4th players
are girls).
Scoring:
1st place - five points each heat
2nd place - three points each heat
Equipment: Three circle pins, one baton per team
and three scoring pins.
The first player—with the baton—starts outside
the circle, just behind the starting diagonal (P1 in
Diagram). The other three players wait inside their
circle within their team zone (P2, P3 and P4) in
Diagram). At starting signal, the first player goes
around the circle two laps and then passes the
baton to the second player. The baton must be
completely passed within the team passing zone
(see “Passing Zone), or the team is disqualified. The
second player runs two laps and passes the baton
to the third player. After the third player runs two
laps, he passes the baton to the fourth player.
When players have completed their laps, they
must leave to the right, away from the circle. The
fourth player runs two laps, runs around his/her
circle pin and towards the center (see diagram),
touching their scoring pin with hand(s) to finish.
First player to touch, tip or knock down their
scoring pin with his/her hand(s) wins that heat.
The winners must retain possession of baton
when they touch their scoring pin with hand(s) to
be awarded points. Players who knock over a
circle pin are disqualified. Dropped batons may be
picked up and play resumed unless the baton has
gone outside the game square.
Scoring:
1st place - four points each heat
2nd place - two points each heat
Equipment: Three circle pins, three scoring pins.
Teams must furnish their own official Awana
Three-legged Race bands (available through the
Awana Ministry Catalog). One or two leg bands
may be used however must be in same location
Behind the team color line the coach must
securely band the right ankle of one player to the
left ankle of another. Each pair starts outside the
circle, behind their starting diagonal. At starting
signal, the two players run as a pair for two full
laps around the circle. Players complete race by
going around their circle pin towards the center,
touching their scoring pin with hand(s) to finish.
First team to touch, tip or knock down their scoring
pin with his/her hand(s) wins that heat.
A team is disqualified for the heat if the pair
knocks over a circle pin or if the ankle band(s)
comes off.
If any player falls to the floor, that team is
disqualified from competition. Once a team enters
the circle after their final lap, they are not
disqualified for falling.
Tag Rule applies. (see Tag Rule)
Passing Rule applies (see Passing Rule).
Sprint Relay contestants may run the Marathon
Race but may not participate in Sprint Race or
Marathon Medley.
EVENT 4 – SPRINT RACE
Two players; two heats
1st heat - one girl – four laps
2nd heat - one guy – four laps
Scoring:
1st place - four points each heat
2nd place - two points each heat
EVENT 3 – THREE-LEGGED RACE
Four players (two laps per pair); two heats
1st heat - two girls
2nd heat - two guys
Equipment: Three circle pins and three scoring
pins.
The Sprint player stands outside the circle, just
behind his/her starting diagonal. At starting signal,
team player runs four entire laps around the circle,
then runs around his/her circle pin and towards
the center, touching their scoring pin with hand(s)
to finish. First player to touch, tip or knock down
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their scoring pin with his/her hand(s) wins that
heat. Players who knock over a circle pin are
disqualified.
EVENT 6 – THREE-WAY TUG
Six players; two heats
1st heat - three girls
Passing Rule applies (see Passing Rule).
Sprint Race players may participate in Marathon
Medley, but may not participate in Sprint Relay or
Marathon Race.
EVENT 5 – BEANBAG BONANZA
10 players; two heats
1st heat - five girls
2nd heat - five guys
Scoring:
1st place - four points each heat
2nd place - two points each heat
Equipment: Three circle pins, three scoring pins,
one colored beanbag and one striped beanbag
per team
The colored beanbag is placed in the center of
each team center triangle. The five players line up
on their circle line. Player #1 holds the striped
beanbag in his/her hand. At the starting signal,
player #1 (the player farthest from the starting
diagonal) runs into the team center triangle,
switches the striped beanbag for the colored
beanbag, runs back to circle line, and hands the
colored bag to player #2. Player #2 runs into the
team center triangle and switches the colored
beanbag back for the striped beanbag, returning
to circle line to hand striped beanbag to player #3,
who repeats the action. Play continues until player
#5 switches the bags. He/she then hands his/her
bag to player #1, and play continues for a second
round.
Each player will run into the circle two times. The
second time player #5 goes in, he/she does not
switch the bags; rather, he/she runs toward the
center, touching their scoring pin with hand(s) to
finish. First player to touch, tip or knock down
their scoring pin with his/her hand(s) wins that
heat.
No player may step over the circle line until he/she
is handed the bag from the previous player. At
Summit if a player steps over the circle line, or
breaks the plane of the circle with his/her foot the
team is disqualified for that heat.
Each time a bag is placed in the triangle, no part
of the bag may be outside the triangle, or the team
will be disqualified, but the placement may be
fixed until the bad is passed to the next player. If
the bag or participant enters another team zone,
that team will be disqualified immediately. When a
player returns from placing the beanbag in the
triangle, he/she must hand the beanbag just
picked up to the next player. No rotating is
allowed.
2nd heat – three guys
Scoring: 1st place only - three points each heat
Equipment: 15' three-way rope (spliced in the
middle for an even pull) and three beanbags, one
of which is placed on 25' mark on each team
diagonal line
Three players per team in each heat, positioned
anywhere outside the center triangle within the
circle, grab hold of the rope with their hands.
(Three-way Tug team members may wear gloves
for this event only.)
No player is allowed to “wrap” the rope around any
part of his/her body. At starting signal, the team
pulls along or down its color diagonal until one
team player picks up its beanbag. The winning
team is the first team to grab the beanbag while
all its players are still holding onto the rope.
While the teams are tugging, judges on the
diagonal line, when signaled, will move the
beanbags 12 inches closer to the center every 15
seconds, a total of six times. If a bag is moved off
the mark on the diagonal line during play, it will be
placed on the proper mark at each 15-second
signal provided that by doing so the team is not
giving up an earned advantage.
When beanbag is moved, it is to be flush with the
top of the tape.
Four players (one lap each); four heats
1st & 2nd heats - one girl each
3rd & 4th heats - one guy each
Scoring:
1st place - three points each heat
2nd place - one point each heat Equipment: Three
circle pins, three scoring pins and three pins
placed on the five-foot marks.
Each player in each heat starts at team starting
line. Players proceed around each circle pin as
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well as the pins positioned on the five-foot mark in
the center of each team zone. (See Diagram). After
completing one lap, players run around his/her
circle pin and towards the center, touching their
scoring pin with hand(s) to finish. The first runner
to touch, tip or knock down their scoring pin with
his/her hand(s) wins that heat. Player who knocks
over any pin is disqualified.
EVENT 9 – MARATHON RACE
Two players; two heats
1st heat - girl, eight laps
2nd heat - guy, eight laps
Scoring:
1st place - four points each heat
2nd place - two points each heat
Equipment: Three circle pins and three scoring
pins.
Marathon player stands outside the circle, just
behind his/her starting diagonal. At starting signal,
player runs eight laps around the circle, then runs
around his/her circle pin and towards the center,
touching their scoring pin with hand(s) to finish.
First player to touch, tip or knock down their
scoring pin with his/her hand(s) wins that heat.
Players who knock over a circle pin are
disqualified.
Passing Rule applies (see Passing Rule).
Passing Rule applies (see Passing Rule).
Marathon Race players may participate in the
Sprint Relay, but may not participate in Sprint
Race or Marathon Medley.
EVENT 10 – BALLOON RELAY
10 players; two heats
1st heat - five girls
EVENT 8 – MARATHON MEDLEY
Four players; one heat
Girl, one lap; guy, two laps;
Girl, three laps; guy, four laps
Scoring:
1st place - five points
2nd heat - five guys
Scoring:
1st place - four points each heat
2nd place - two points each heat
2nd place - three points
Equipment: Three circle pins, one baton per team
and three scoring pins.
The Marathon Medley is run basically the same as
Sprint Relay with each runner increasing the
required number laps.
Player 1 (girl) runs one lap and passes the baton
to player 2.
Player 2 (guy) runs two laps and passes baton to
player 3.
Player 3 (girl) runs three laps and passes baton to
player 4.
Player 4 (guy) runs four laps, around his circle pin,
and into center for scoring pin.
First player to touch, tip or knock down their
scoring pin with his/her hand(s) wins. The winner
must have possession of the baton to win. Players
who knock over a circle pin are disqualified.
Players who have completed their laps must leave
to their right, away from the circle.
Passing Rule applies (see Passing Rule).
Marathon Medley players may participate in the
Sprint Race, but may not participate in Sprint
Relay or Marathon Race.
Equipment: One balloon per team and three
scoring pins
Rules: The diagonal line is divided into three
zones. The circle line (15’ from center) divides
Zone 1 and Zone 2; Zone 3 is behind the 25’
mark. Each heat goes as follows: Five players,
straddling the diagonal line, line up and face the
center. (See Diagram). NO BUNCHING. Team
members must be an arm’s length apart
throughout this event. Throughout the event, the
only time a player is not facing the center of the
circle is when he/she is retrieving a balloon that
went astray, or when he/she is running forward to
Zone 1 or to the center of circle at end of heat.
The first player is in Zone 1; the fifth player is in
Zone 3. The first player holds the balloon with
both hands with the balloon touching the back of
his/her neck, while waiting for the starting signal.
At the starting signal, the balloon is passed
through the legs of the first four players to the fifth
player who is in Zone 3. It is not necessary for
each player to touch the balloon.
Only the players in Zones 1 and 3 will be
disqualified for crossing the zone lines when they
are in possession of the balloon.
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When passing the balloon through his/her legs,
the player in Zone 1 must not step over the tape
marker (the circle line) between Zones 1 & 2 and
must be straddling the diagonal line. The player in
Zone 3, when receiving the balloon from Zone 2,
must not step over the 25' line and must be
straddling the diagonal line. (see Floor Markings).
On completion of the pass from Zone 1, players 14 may begin to assume the positions required for
the next cycle. No player may pass the balloon to
him/herself.
When the player in Zone 3 receives the balloon,
he/she runs to the front of the line and takes new
position in Zone 1. When the player who started in
Zone 1 has worked his/her way back to Zone 3
and has received the balloon, he/she runs towards
the center touching their scoring pin with hand(s)
to finish. First player to touch, tip or knock down
their scoring pin with his/her hand(s) wins that
heat. He/she must maintain possession of
unbroken balloon to receive points for this heat. If
a balloon breaks, the team is disqualified for that
heat.
PLAYOFFS-SEMIFINALS
The five playoff events are as follows in the order
they will be played:
BASKETBALL RELAY (all 3 heats)
SPRINT RELAY
BEANBAG BONANZA (two heats), girls and guys
BALLOON RELAY (two heats), girls and guys
THREE-WAY TUG (two heats), girls and guys
Any player may participate in four of the five
Championship Play-off events, but must
participate in a minimum of 2 events. Participants
in the Championship Play-off may be different
from those who competed in those same events
during the 10 Summit AwanaGames™ events.
FINALS
The Final round will be all ten events in the original
order and will decide 1st, 2nd, and 3rd places for
medals.
Official Awana Youth Ministries Three-Way Games Circle
The AwanaGames Circle is 30 feet in diameter. Each team is designated by a color and occupies a
sector.
Starting position of player(s) is indicated with the rules for each event.
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