About OJASVAT 2k17!

OJASVAT is the annual “SPORTS FEST” of SHARDA UNIVERSITY, Greater Noida. Sharda University is a leading Educational Institution based out of Greater Noida, Delhi NCR. A venture of the renowned SGI group, the University has established itself as a high quality education provider with prime focus on holistic learning and in being competitive abilities in students. The University is approved by UGC and prides itself in being the only multi-discipline campus in the NCR, spread over 63 acres and equipped with world class facilities and boasts the very best infrastructure that an Institute campus can aspire to have.

OJASVAT attracts a wide spectrum of the youth of the country with a footfall of over 8000 of student per day in the university campus during the 4 days of the fest. The fest incorporates a wide range of outdoor as well as indoor sports activities like cricket, badminton, volleyball, basketball, football, chess, athletics and tug of war. A competition encompassing these tournaments with a vision to create synergy is the intent of the fest.

Last year many universities and colleges from all over India had participated including, GRAPHIC ERA-DEHRADUN, GITM-GURGOAN,  AMITY, GBU, ANSAL UNIVERSITY etc. Every year it is our ardent desire to make the fest bigger and better and with the same vision the 4 days Fest is scheduled to kick start from 13th April 2017.

The countdown to OJASVAT 2K17

Day(s)

:

Hour(s)

:

Minute(s)

:

Second(s)

FOOTBALL
CRICKET
BASKETBALL
VOLLEYBALL
BADMINTON

ATHLETICS

TUG OF WAR

Rules for the games

The below mentioned rules are to be followed very meticulously in all the events.

FOOTBALL
  • 16 Players per team.
  • All Players should be in proper kit.
  • FIFA rules will be followed.
  • All the players should have their college I-cards/bonafide certificate with them. I-cards/ bonafide certificate will be checked at the time of match.
  • There will be three referees in the match.
  • The team should register first at the desk then only their entry will be made in the fixtures.
  • In case of same color of jersey of both the teams, one will have to wear the Bibs provided by the organisers.
  • The teams are requested to report half an hour before their match.

BASKETBALL

  • 12 Players per team.
  • All should be in proper kit.
  • FIBA rules will be followed.
  • All the players should have their college I-cards/bonafide certificate with them. I-cards/ bonafide certificate will be checked at the time of match.
  • There will be two/three referees in the match.
  • The team should register first at the desk then only their entry will be made in the fixtures.
  • In case of same color of jersey of both the teams, one will have to wear the Bibs provided by the organisers.
  • The teams are requested to report half an hour before their match.

BADMINTON

 

Toss

The rules of badminton states that a toss shall be conducted before a game starts. If you win, you can choose between serving first or to start play at either end of the court. Your opponent can then exercise the remaining choice.

Scoring system

The rules of badminton states that a badminton match shall consist of the best of 3 games. In doubles and men’s singles, the first side to score 15 points wins the game. In women’s singles, the first side to score 11 points wins the game.

If the score becomes 14-all (10-all in women’s singles), the side which first scored 14 (10) shall exercise the choice to continue the game to 15 (11) points or to ‘set’ the game to 17 (13) points.

The side winning a game serves first in the next game. Only the serving side can add a point to its score.

Recently BWF have been testing a new scoring format of 21 points per game on all major Badminton competition and decided to replace the old format permanently.

Change of ends

The rules of badminton states that you have to change ends with your opponent after finishing the first game. If a third game was to be played, you shall change ends when the leading score reaches 6 in a game of 11 points or 8 in a game of 15 points.

Rules of Badminton – Singles

Serving and receiving courts

You shall serve from, and receive in, the right service court when you or your opponent has scored an even number of points in that game.

You shall serve from, and receive in, the left service court when you or your opponent has scored an odd number of points in that game.

You and your opponent will hit the shuttle alternately until a ‘fault’ is made or the shuttle ceases to be in play.

Scoring and serving

You score a point and serve again from the alternate service court when your opponent makes a ‘fault’ or the shuttle ceases to be in play because it touches the surface of your opponent’s side of court.

No points will be scored when you make a ‘fault’ or the shuttles ceases to be in play because it touches the surface of your side of court. The serving right will then be transferred to your opponent.

Rules of Badminton – Doubles

At the start of the game, and each time a side gains the right to serve, the service shall be delivered from the right service court. Only your opponent standing diagonally opposite of you shall return the service.

Should your opponent’s partner touched or hit the shuttle, it shall be a ‘fault’ and your side scores a point.

Order of play and position on court

After the service is returned, either you or your partner may hit the shuttle from any position on your side of the net. Then either player from the opposing side may do the same, and so on, until the shuttle ceases to be in play.

Scoring and serving

If you are serving or receiving first at the start of any game, you shall serve or receive in the right service court when your side or your opponent’s side scored an even number of points.

You shall serve from or receive in the left service court when your side or your opponent’s side has scored an odd number of points.

The reverse pattern shall apply to your partner.

In any game, the right to serve passes consecutively from the initial server to the initial receiver, then to that initial’s receiver’s partner, then to the opponent who is due to serve from the right service court, then to that player’s partner, and so on.

You shall not serve out of turn, receive out of turn, or receive two consecutive services in the same game, except as provided in service court errors and ‘lets’.

Service court errors

A service court error has been made when a player has served out of turn, has served from the wrong service or standing on the wrong service court while being prepared to receive the service and it has been delivered.

If a service court error is discovered after the next service had been delivered, the error shall not be corrected. If a service court error is discovered before the next service is delivered, the following rules apply.

If both sides committed an error, it shall be a ‘let’. If one side committed the error and won the rally, it shall be a ‘let’. If one side committed the error and lost the rally, the error shall not be corrected.

If there is a ‘let’ because of a service court error, the rally is replayed with the error corrected. If a service court error is not to be corrected, play in that game shall proceed without changing the player’s new service courts.

Faults

The rules of badminton consider the following as faults:

– If the shuttle lands outside the boundaries of the court, passes through or under the net, fail to pass the net, touches the ceiling or side walls, touches the person or dress of a player or touches any other object or person.

– If the initial point of contact with the shuttle is not on the striker’s side of the net. (The striker may, however, follow the shuttle over the net with the racket in the course of a stroke.)

– If a player touches the net or its supports with racket, person or dress, invades an opponent’s court over the net with racket or person except as permitted.

– If a player invades an opponent’s court under the net with racket or person such that an opponent is obstructed or distracted or obstructs an opponent, that is prevents an opponent from making a legal stroke where the shuttle is followed over the net.

– If a player deliberately distracts an opponent by any action such as shouting or making gestures.

– If the shuttle is caught and held on the racket and then slung during the execution of a stroke.

– If the shuttle is hit twice in succession by the same player with two strokes.

– If the shuttle is hit by a player and the player’s partner successively or touches a player’s racket and continues towards the back of that player’s court.

ATHLETICS

Rules for 100, 200 & 400 meter race (boys & girls)

  • If the number of competitor is more than ten in the event then preliminary heat races are held. The winners or the top sprinters will qualify for the next round.
  • An athlete with three consecutive false start is disqualified from the competition.
  • The records may be made only on the track which is made of such a substance, which allows runner to run with sports shoes.
  • The athlete is not given any credit if he or she does not finish the race.
  • The time of the event has to be measured with a permitted automatic timing device.
  • No athlete is permitted to run inside the inner curve of the track. Even stepping on the inner line of the track is not allowed.
  • Runner should be properly dressed up with t-shirt and shorts along with the sports shoes.

Shot Put (boys/girls)

  • When an athlete’s name is announced he or she will be having only 60 sec to commence the throwing motion.
  • The legal sector is 34.92 degree of the throwing area. The shot should be thrown within that range.
  • An athlete should leave the circle from back.
  • The athlete does not pause before the throwing action within the circle.
  • The athlete goes out of the circle before the landing of the shot will be considered as a foul.
  • The athlete does not move from the rear half of the circle.

Discus throw (boys/girls)

  • The discus can only be thrown by an athlete when he or she will stand inside a circle which has a diameter of 2.5m.
  • An athlete can not touch the ground beyond the circle.
  • If the athlete leaves the circle before the landing of the disc on the ground, then it will be considered as a foul throw.
  • There is a particular boundary of landing of the disc. If the disc lands outside that zone than that throw is considered invalid.

Javelin Throw (boys/girls)

  • Holding the javelin must be done at the grip part and should always be maintain above the shoulder level.
  • For valid throw the javelin must lie before the specified zone and its tip should hit the ground.
  • There is a special marking line on the runway within which the athlete needs to throw.
  • The athlete should not leave the ground until the javelin land on the ground.
  • Once the competition has started, the athletes cannot use the perimeter for the practice purpose.

CRICKET

These championships are conducted in accordance with the current laws of the Game of the Cricket regulations of Cricket NZ with the following exceptions and competition clarifications:

TEAM SIZE

Each Men’s team shall name a squad not exceeding thirteen (13) players.

Each Women’s team shall name a squad not exceeding thirteen (13) players.

The eleven (11) starting players must be named for each match along with the nominated

12th man.

The minimum number of players that can be fielded without incurring a forfeit is nine (9)  for both men and women.

MATCH DURATION

2.1 Duration: One innings per side, each innings limited to a maximum of 20 overs. A minimum of 5 overs per team shall constitute a match.

2.2 Interval: The interval will normally be of 15 minutes duration. In reduced overs matches, the interval will be cut to 10 minutes.

There are no drinks breaks.

GENERAL RULES AND PLAYING CONDITIONS

3.1 No Ball: Any kind of No Ball will incur a penalty of 2 runs.

3.2 The Free Hit: Should a bowler deliver a no ball by overstepping the popping crease, it will incur the penalty of 2 runs and his next delivery is designated a free-hit. If the delivery for the free hit is not a legitimate delivery (i.e. any kind of no ball or wide), then the next delivery will become a free hit for whichever batsman is facing.

3.2.1 The batsman facing a free hit delivery can only be dismissed through a run out, for hitting the ball twice, obstructing the field or handling the ball, as is the case for the original “no ball”. If the same batsman is facing then fielders must remain in same position. If batsmen change ends, the field can be changed.

3.3 Wasting Time: Appointed Umpires may award 5-run penalty runs to either team at their discretion if they believe either team is wasting time. Umpires are instructed to apply a strict interpretation of time-wasting by the batsman (five-run penalties). For example, batsmen are expected to be ready for the start of a new over as soon as the bowler is ready.

3.4 Slow Over Rate: Fielding teams must complete their allotted 20 overs within 75 minutes. If the fielding team do not start to bowl their 20th over within 75 minutes, the batting side is credited an extra 6 runs for every whole over bowled after the 75 minute mark; the umpire may add more time to this, if he considers the batting team is wasting time.

3.5 Bowling Restrictions: Bowlers may bowl a maximum of only 4 overs per innings. In adelayed or interrupted match, no bowler may bowl more than one fifth of the total overs allowed unless such a number has been exceeded before the interruption.

3.6 Fielding Restrictions: Leg Side; no more than 5 fielders can be on the leg side and a maximum of 2 behind square leg at any time.

3.7 Yard Circle: During the first 6 overs, a maximum of 2 fielders can be outside the 30-yard circle. After the first 6 overs, a maximum of 5 fielders can be outside the fielding circle.

3.8 Yard Circle: During the first 6 overs, two stationary fieldsman (“catchers”) must be within 15 yards of the striker when the ball is delivered. When a fast bowler is bowling these stationary fielders may stand deeper than 15 yards in the leg slip to gully region.

3.9 Batsman Timed Out: The incoming batsman must be in position to take guard or for his partner to be ready to receive the next ball (or for his partner to receive the next ball) within one minute 30 seconds of the fall of the previous wicket.

3.10 Short Pitched Bowling: One short-pitched ball is allowed per over. A short-pitched delivery is defined as one which passes the batsman between his shoulders and he top of his head if he was standing at the popping crease.

3.10.1 Any ball which bounces over the batsman’s head if he was standing at the popping crease shall be deemed a no ball. Furthermore, any ball which carries on the full and would hit the batsman over the waist if he was standing at the popping crease will be deemed a no ball also.

3.11 Reduction of Overs: Teams have one hour 15 minutes to bowl 20 overs. In the first innings, the calculation of the number of overs to be bowled shall be based on one over for every full 3.75 minutes in the total time available for play up to the scheduled close of play. In the second innings of the match, overs shall be reduced at a rate of one over for every full 3.75 minutes lost, unless the first innings finished early / second innings started early in which case no overs are lost until the time that has been gained is subsequently lost.

SOLVING DRAWN SITUATIONS

5.1 The Result: In a match team has the opportunity to play the same number of overs; the result is decided by highest number of runs scored or in the case of a tie – a eliminator over.

5.2 If an unequal number of overs is played the team with the highest scoring rate per over shall be declared the winner.

5.3 With regard to 4.2 above if the team batting first was dismissed in less than the maximum permissible overs, their scoring rate shall be calculated by dividing the runs scored by the maximum number of overs permissible, NOT the number of overs actually received.

5.4 Eliminator Over: Each team nominates one bowler to play a one-over per side “mini-match”. In turn, each side bats one over bowled by the one nominated opposition bowler, with their innings over at the end of one legitimate over. The side with the higher score from their over wins. The batting team can use an unlimited amount of batsmen.

5.4.1 The fielding restrictions remain the same as if it was the 20th over bowled in the innings.

5.4.2 If the teams finish tied on runs scored in that one over, the side with the higher number of sixes in its full innings and in the one-over eliminator will be declared the winner. If the teams are still tied, the one with the higher number of fours in both innings will win.

FORFEITS

6.1 A forfeit will be declared ten (10) minutes after the scheduled start of play time where either team is unable to play.

6.2 The forfeit score shall be ‘100 for 0’ for the winning team to ’10 all out’ with zero competition points rewarded to the team that forfeits.

6.3 Penalties for forfeiture of playing commitment are outlined in the USNZ Event Bond Policy.

6.4 If a team is found to have played an unaccredited player any matches this occurred in will be recorded as a forfeit. The forfeit score or actual completed match score will be recorded; whichever is higher.

PRESENTATION AND EVENT POINTS

7.1 At the completion of the championship a trophy (if existing) will be awarded to the university that wins the competition:

Men’s Championship

Women’s Championship

7.2 Event points will be allocated to both divisions as per the USNZ Awards and Points Scoring Policy – Team sports: Points allocation formula

UNIFORM REQUIREMENTS

8.1 General USNZ Uniform Requirements

Each competitor shall wear the uniform of their university.

All required safety and protective equipment for that sport must be worn.

A competitor must not use equipment or wear anything that is dangerous to him/herself or another competitor (including any kind of jewellery).

Long or sharp fingernails are to be trimmed or taped.

8.2 Sport Specific Uniform Standards – The uniform requirements for each sport should be as per the National Sporting Organisations standard’s.

8.2.1 Please note that 8.2 above and with regard to 3.12 there should be no team playing with ‘Red’ shirts.

DUTY REQUIREMENTS (SCOREBENCH)

9.1 The duty requirement for Cricket 20/20 will be:

9.1.1 When each team is batting they must provide two (2) scorekeepers.

9.1.2 Players of both playing teams must be available and assist in removing and putting on covers during all games in the event of rain.

9.2 Penalties for not fulfilling the officiating requirement are outlined in the USNZ Event Bond Policy.

VOLLEYBALL

VOLLEYBALL GAME PLAY

Each team consists of six players. To get play started, a team is chosen to serve by coin toss. A player from the serving team throws the ball into the air and attempts to hit the ball so it passes over the net on a course such that it will land in the opposing team’s court (the serve). The opposing team must use a combination of no more than three contacts with the volleyball to return the ball to the opponent’s side of the net. These contacts usually consist first of the bump or pass so that the ball’s trajectory is aimed towards the player designated as the setter; second of the set(usually an over-hand pass using wrists to push finger-tips at the ball) by the setter so that the ball’s trajectory is aimed towards a spot where one of the players designated as an attacker can hit it, and third by the attacker who spikes (jumping, raising one arm above the head and hitting the ball so it will move quickly down to the ground on the opponent’s court) to return the ball over the net.

LIBERO

 

The libero is a player specialized in defensive skills: the libero must wear a contrasting jersey color  from his teammates and cannot block or attack the ball when it is entirely above net height. When the ball is not in play, the libero can replace any back-row player, without prior notice to the official.

 

BASIC RULES OF THE GAME

·      Don’t let the ball hit the floor on ur side of the net

·      Three contacts/hits per side

·      No player can hit the ball twice

·      A player must not cause the ball to come to rest during contact

·      No part of the player’s body is allowed to touch the net

SUBSTITUTIONS:

There are a set number of substitutions allotted per game. A player may substitute into the game only during dead ball situations. To enter the game, a coach or player must request a substitution from the official, after which substitute must enter the substitution zone and wait for the referee’s approval.

TUG OF WAR

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