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AASC Athletics Guidelines Updated 02 2022

The document provides guidelines for athletic competition at the All Africa Student Convention (AASC). It states that the AASC is not intended for determining championships but rather broadening students' talents. It outlines rules for conduct, dress code, medical support, track and field events, and relays. Specific event rules are given for high jump. Schools are responsible for their own first aid supplies while AASC provides on-site medical support.

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0% found this document useful (0 votes)
39 views

AASC Athletics Guidelines Updated 02 2022

The document provides guidelines for athletic competition at the All Africa Student Convention (AASC). It states that the AASC is not intended for determining championships but rather broadening students' talents. It outlines rules for conduct, dress code, medical support, track and field events, and relays. Specific event rules are given for high jump. Schools are responsible for their own first aid supplies while AASC provides on-site medical support.

Uploaded by

ayebazibwe621
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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All Africa Student Convention

Section 6
Athletics
General Guidelines for all Athletic
Competition
The All Africa Student Conventions is not intended to be a tournament to
determine provincial and national championships. Schools that enter regional
competition solely to compete in sports are missing a tremendous opportunity
for their students to broaden their talents and abilities in other areas.

AASC may refuse to accept teams or individuals:


1. Who are only interested in sports competition
2. Whose coaches or players have demonstrated disrespect for AASC
leadership, officials, and/or other teams and coaches.
3. Who have repeatedly displayed a negative attitude.

UNSPORTSMAN-LIKE CONDUCT PENALTY – DISQUALIFICATION


Any participant, player (on the court or on the sidelines), or coach who
conveys and/or displays any attitude of disrespect, disgust, and/or
disagreement could be disqualified from athletic competition.

ATHLETIC DRESS CHECK


The athletic judges will conduct dress check each day before every athletic
event. Students will not be allowed to compete unless the dress code is
complied with (see Appearance section in General Guidelines).

FIRST AID
The AASC will provide an ER24 paramedic, or similar, at the sporting ground
of the Six-a-side Soccer, Netball, Volleyball and at the Track and Field
Athletics.

However, each school is responsible for providing their own first-aid supplies
for athletic competition. Schools are responsible for helping their students as
much as possible before consulting the medical/first-aid team.

Track and Field (Male & Female)


PERFORMANCE EVENTS

Female field events can only be entered at the AASC. They are not offered at
the ISC; therefore, no ISC nominations can be earned for these events.

GENERAL GUIDELINES FOR TRACK AND FIELD


1. Appropriate athletic clothing must be worn. (See athletic dress code in
Section I of these guidelines.)
2. A contestant may enter no more than four events in Track and Field.
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3. It is the responsibility of the contestant to be present when his event is run.
He will be disqualified if he misses his event.
4. Substitutions in relay teams are allowed only in cases of sickness or family
emergency.
5. All substitutions must be approved by the Athletic Director.
6. In all field events, it is the contestant's responsibility to check in with the
Chief Judge before competition begins.
7. Any contestant performing in both field events and track events must
immediately report to the starting place for his race when his running event
is announced over the P.A. system. However, he must tell the field event
Chief Judge of his whereabouts and report back to the same judge when
his track event is completed; each contestant shall resume field
competition where he left off.
8. Qualifiers for the final heats will be the eight contestants or teams with the
fastest qualifying times. Eighteen contestants qualify for fastest times for
the 1600-Meter Run and twelve for the 800-Meter Run.
9. A heat shall consist of up to eight runners with each runner assigned his
own lane.
10. Winners of heats shall be placed in lanes accordingly:
a. Fastest time Lane 4
b. Second fastest time Lane 5
c. Third fastest time Lane 3
d. Fourth fastest time Lane 6
e. Fifth fastest time Lane 2
f. Sixth fastest time Lane 7
g. Seventh fastest time Lane 1
h. Eighth fastest time Lane 8
11. Depending on entry numbers, the athletic director may decide that no
finals will be run for certain events. Times from heats will be used to
determine placings.
12. In the 100-Meter Dash, the 200-Meter Dash, the 400-Meter Dash, the 400-
Meter Relay, and the first lap of the 1600-Meter Relay, a runner shall run
within his assigned lane and shall not step over his lane line for three or
more consecutive steps with either or both feet.
13. In the 800-Meter Run, the 1600-Meter Run, and the second lap of the
1600-Meter Relay, a runner must be one full stride ahead of another
runner before he can cut over to the latter's course.
14. All field measurements are to be recorded to the nearest 0.5cm except in
the high jump where the measurements will be recorded, by the judges, to
the nearest 1cm. Times are to be recorded to the nearest 1/10 second.
15. Starting blocks may be used for any race. It is the responsibility of a fellow
teammate to remove the blocks immediately after the race has begun.
16. In all events that involve measuring (except high jump), ties by identical
measurements shall be separated by the second-best performance of the
tying contestants. If a tie still exists, it shall be decided by the third
performance.
17. Spectators and coaches are not allowed on the track field.
18. Contestants may wear watches during competition.
19. IMPORTANT: The AASC may choose to request qualifying times in order
to allow students to participate.

In case of a conflict of rules with other athletic rules, the AASC guidelines have
precedence.
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Relays (400-,1600-Meter) (Male and Female)
PERFORMANCE EVENT

1. Each relay team must consist of four members.


2. Each member must run at least one, and no more than one, leg of the
relay.
3. A baton must be carried and passed, not thrown, in succession to each
runner.
4. In each relay, a runner must pass the baton to the next runner inside the
20-meter passing zone. Passing of the baton before the baton reaches the
zone or after it goes beyond the zone, disqualifies that team.
5. After passing the baton, runners must continue in their lane so as not to
interfere with others.
6. The baton must be carried by hand.
7. If any member of a relay team runs any part of the race without a baton,
his team shall be disqualified.
8. A dropped baton must be recovered by the runner who dropped it, without
interfering with other runners. If a baton is dropped in the passing zone,
either runner of the same team in the zone may recover the baton.
Disqualification occurs for interfering with another runner.
9. A member of a relay team may not run outside the passing zone to take
the baton from a fallen member.
10. A runner who is to receive the baton may start his running no more than 10
meters outside the 20-meter passing zone. A runner may also start his
running anywhere inside the 20-meter passing zone.
11. In the 400-Meter Relay, the runners must remain within their lanes
throughout the race.
12. A 400-Meter Relay team shall consist of 4 runners, each running
approximately 100 meters.
13. A 1600-Meter Relay team shall consist of 4 runners, each running
approximately 400 meters.
14. In the 1600-Meter Relay, one lap must be completed before any runner
may move to an inside lane. The curve judge of the final leg of the race
shall arrange the runners from the inside lane out according to the order of
the upcoming runners as they round the curve.

Contestants should select events carefully so they will not be


competing in a back-to-back situation; i.e., 400-Meter Relay
followed by 1600-Meter Relay.

High-Jump (Male & Female at AASC; Male only at ISC)


PERFORMANCE EVENT

1. Before competition, each contestant may take one trial jump at the starting
height (1.2m) for all contestants. Each contestant is allowed three (3)
attempts at each height to clear that height. A third failed attempt
eliminates the contestant.
2. A successful jump is one in which a jumper clears the crossbar without
knocking the crossbar off the uprights. An unsuccessful attempt is one in
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which the contestant knocks the crossbar off with any part of his body or
clothing.
3. A legal jump is one in which the jumper takes off or jumps from one foot.
4. Contestants reporting late will have to begin jumping at the present bar
height.
5. A high jump crossbar shall be raised 5 cm at a time until the height of
1.45m is reached. From then on, the height shall be raised 2.5 cm at a
time until six contestants remain. At that point, the height shall be raised 1
cm at a time.
6. A contestant may pass at any height. Once he has begun his jumping at
any height, he may not pass that height.
7. A record of failures and successes shall be marked for all contestants. A
zero will stand for a miss, an X will stand for a successful attempt, and a P
will stand for a pass. (See example below.)
Example: 1.2m 1.25m 1.3m 1.35m
Michael Kindhart X OOX P OOO
8. A try at a height shall be scored when a contestant touches the crossbar,
upright supports, or landing area on any official run.
9. The winner shall be the person who has made the highest jump. In the
case of a tie, the person with the least number of misses shall be declared
the winner. If any contestants still remain tied, a jump-off shall occur and
be judged again on fewest misses or highest height.
10. After all other contestants have failed, the one contestant left has the right
to continue jumping until he has three consecutive misses.

Running Long Jump


(Male & Female at AASC; Male only at ISC)
PERFORMANCE EVENT

1. Each contestant is allowed three jumps.


2. Before competition starts, each contestant is allowed two practice jumps.
3. A foul jump occurs when the take-off extends past the scratch line. The
edge of the take-off board nearest the landing pit shall be the scratch or
foul line.
4. A foul jump occurs if the contestant touches any area outside the landing
pit during his jump or if he runs through or past the pit after having begun
his approach.
5. Measurements shall be made at right angles to the scratch line from the
nearest break in the landing pit made by the contestant's feet, hands,
body, or clothing.
6. The landing pit must be raked smooth by an official following each jump.
7. All jumps are to be recorded by the Chief Judge.

Shot Put (Male & Female at AASC; Male only at ISC)


PERFORMANCE EVENT

Female Shot: 4kg


Male Shot: 6kg

1. AASC will provide the appropriate shot.


2. Before competition starts, each contestant is allowed two practice puts.
3. The contestant with the longest put shall be declared the winner.
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4. Each contestant is allowed three puts. They are to be taken in succession
or in rotation with the other contestants. The contestant may choose one of
these two ways.
5. A legal put must be made with one hand. During the attempt, the shot
must not drop to the shoulder and must be kept in close proximity to the
jaw.
6. A legal put must land in the designated area. The contestant's foot must
not touch the out-of-bounds circle or, if using a stop-board, the top surface
area of such stop board. Any area outside the circle is also illegal until the
put has been marked by the officials.
7. All puts by each contestant are to be recorded.
8. It is not a foul if any part of the contestant swings outside the circle without
touching the ground.
9. Different rules to the above may be implemented on the day based on
what time allows. (e.g., a minimum qualifying first throw may be
implemented). However, these changes will be clearly explained to the
contestants on the day should this apply.

Discus (Male & Female at AASC; Male only at ISC)


PERFORMANCE EVENT

Female Discus: 1kg


Male Discus: 1.75kg

1. AASC will provide the standard size rubber discus.


2. The contestant is allowed two practice throws.
3. The contestant with the longest of three throws will be declared the winner.
4. The contestant may not leave the designated throw circle during his event.
5. Items 6, 7, 8, and 9 under "Shot-Put" as applicable.

Soccer Kick (Male Only)


PERFORMANCE EVENT

Soccer Kick competition will be conducted as an elimination event in a similar


manner as High Jump.

Rules
1. A standard #5 soccer ball must be used by all contestants. The AASC
shall provide a regulation ball and net.
2. The ball must be properly inflated and will be checked by the Event
Director.
3. Athletic shoes are required.
4. A kicking tee must not be used.
5. A successful kick is one that passes into the net without touching the
ground. It must be in flight when it passes over the goal line.
6. Contestants are permitted two "warm-up" kicks.
7. Contestants can take no more than two approach steps.
8. Contact with the ball constitutes a kick.
9. All contestants start at 10 meters.
10. All contestants must report and continue until eliminated. Contestants
reporting late for competition will begin where the ball is currently placed.
11. Each contestant is allowed three tries at that distance. They may pass if
they so desire.
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12. After all contestants have either passed or attempted the kick, the ball is
moved back 5 meters. Rule #11 then applies again.
13. Continue the above process until a winner has been determined.
14. A record of failures and successes shall be marked for all contestants. A
zero will stand for a miss, an X will stand for a successful attempt, and a P
will stand for a pass. (See example below.)
Example: 20m 25m 30m 35m
Racer Loyalton X OOX P OOO
15. The winner shall be the person who has made a successful kick from the
longest distance. In the case of a tie, the person with the fewest misses
shall be declared the winner. If any contestants still remain tied, a kick-off
shall occur and be judged again on fewest misses or longest kick.
16. After all other contestants have failed, the one contestant left has the right
to continue kicking until he has three consecutive misses.

HINTS FROM THE JUDGES


Practice for this event in different weather conditions so that you are
prepared. This event is often played in windy conditions, so ensure you
practice under these conditions.

Physical Fitness (Male Only)


PERFORMANCE EVENT

Pull-Up
1. Standing with the bar adjusted to at least 20cm beyond extended arm,
grasp bar with back of the hand toward the contestant.
2. Flex arms, raise body, touch chin to bar; return to starting position.
3. Move upward and downward with body in extended position.
4. The contestant will be allowed five minutes to perform as many pull-ups as
possible without stopping.

Push-Up
1. Front lying, palms of hands flat on floor and approximately 30cm from ears
directly to side of head.
2. Straighten arms to lift body.
3. Chest must touch floor for each completed movement.
4. Body must remain in a rigid position during the upward push and
downward motion.
5. The contestant will be allowed five minutes to complete as many push-ups
as possible without stopping.

Sit-Up
1. Back lying, legs bent at least 90° angle, feet together flat on floor, arms
folded across the abdomen without holding shirt.
2. Sit up and touch the knees with the folded arms without holding shirt.
3. Keep arms folded, hands on opposite biceps, resting on your chest in the
down position and extended to touch the top of the knee on the upward
movement. Buttocks must stay in contact with ground.
4. The Event Judge will assign a "buddy" who will hold the contestant's feet
against the floor.
5. The contestant will be allowed ten minutes to perform as many sit-ups as
possible without stopping.
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Rules
1. The contestant must do the exercises in the following order (1) pull-ups,
(2) push-ups, and (3) sit-ups.
2. Only 60 seconds will be allowed between exercises.
3. A judge will count the number of correct exercises performed. The judge
will "warn" the contestant of the first improper movement; count will stop at
the second improper movement, or when time is up.
4. The student will be required to reach a standard in the first two stations of
physical fitness in order to continue in the event: 6 pull-ups and 25 push-
ups.

Scoring
Pull-Ups - 1 point each

Push-Ups - 1/2 point each

Sit-Ups - 1/3 point each

The contestant with the highest total points shall win first place. Subsequent
places will be determined by total points of each contestant.

Physical Fitness competition is counted as one of the four athletic events in


which a male contestant is allowed to compete.

HINTS FROM THE JUDGES


For pull-ups: Remember to always return to the starting position. Do
not swing to gain momentum as this will signal the end of the count for
pull-ups.
For push-ups: Remember, the body must remain rigid (i.e., no bending
of the body – either up or down – is allowed).
For sit-ups: You may not swing the folded arms back over your head.
They must remain resting on the chest or just above the chest on the
upward and downward motion of the sit-up.

Table Tennis (SINGLES only)


ELIMINATION/PERFORMANCE EVENT

Table Tennis Uniforms


Male and Female – Appropriate athletics clothing must be worn for
all games. (See athletic dress codes in Section I - Convention Guidelines for
requirements.)

The Racket (Bat)


The racket may be any commercially produced paddle with rubber sheets. The
rubber sheets must completely cover the side or sides being used to strike the
ball. There can be no holes or damaged portions on the rubber sheets.
(Sandpaper, cloth, or bare wooden surfaces are not allowed.)

The Choice of Ends and Service


The choice of ends and the right to be server or receiver in the first game of
every match shall go to the younger player, provided that, if he chooses the
right to be server or receiver, the other player shall have the choice of ends,
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and vice versa. Following the first game, the players then switch sides, and the
first server of the first game becomes the first receiver of the second game. If a
third game is required, the procedure will be the same as the first game.

Warm-Up
Because of limited time, warm-up may be no longer than two (2) minutes on
the game table.

Game and Match


Games will be played to 11. A match is best two-of-three games. After each 2
points have been scored, the receiving player shall become the serving player
and so on until the end of the game, unless both players score 10 points.
When the score is tied at 10, the serve will alternate after each 1 point until a
player wins by 2 points. From quarterfinals on (if time permits), a match may
consist of the best three-of-five games.

Rules
During a match, coaching is not permitted during a game but can be done
between games, if it does not delay the next game. Because of the time
limitations, play should be continuous. In the final match, play should likewise
be continuous throughout, except that either opposing player is entitled to
claim a repose period of not more than five minutes duration between the
second and third games of a three-game finals match. Any other
circumstances requiring a delay in play, be it injury, equipment problems, or
other, shall be considered and ruled on by the Chief Judge.

Judge will call score before each serve. A serve made prior to score called will
be a let and will be played over again. Contact with the ball must be above the
table level and behind the end line (not sides) on a serve. The judge must be
able to see the ball at all times. The server must hold ball in OPEN PALM and
toss ball up during the serve. If a player fails to strike the ball after it has been
tossed up for service, the receiver gets the point. The player shall lose a point
IF his free hand or body disrupts playing surface. Instruct the players to check
with the head judge before leaving the room after each match.

For general rules, you should consult those adopted currently by USA Table
Tennis (USATT, formerly USTTA). For a current copy of USATT rules, you
may contact the USATT headquarters at the following address:
[email protected] www.usatt.org.

Tennis (SINGLES only) (Male & Female)


ELIMINATION/PERFORMANCE EVENT

Tennis Uniforms
Male and Female - Appropriate athletic clothing must be worn for all games.
(See athletic dress code in SECTION I of these guidelines.)

The Racket
The racket may be any commercially produced racket.

The Choice of Ends and Service


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The choice of ends and the right to be server or receiver in every match shall
go to the younger player, provided that, if he chooses the right to be server or
receiver, the other player shall have the choice of ends, and vice versa.

A Game
It takes four (4) points to win a game unless the game reaches deuce, in which
case play continues indefinitely until one player gets two (2) points ahead.

A Set
A regular set shall consist of six (6) games. A short set begins play at two (2)
games all. The 12-point tie breaker will be used in all sets that reach six (6)
games.

A Match
A match shall consist of two (2) of three (3) short sets, except for finals. Finals
matches shall consist of the best of two (2) out of three (3) regular sets.

The 12-Point Tie Breaker


Player A, having served the first game of the set, serves the first point from the
right court. Player B serves points 2 and 3 (left and right). Player A serves
points 4 and 5 (left and right). Player B serves point 6 (left) and, after players
change ends, point 7 (right). Player A serves points 8 and 9 (left and right).
Player B serves points 10 and 11 (left and right). Player A serves point 12
(left). A player who reaches 7 points during these first 12 points wins the game
and set. If the score has reached 6 points all, the players change ends and
continue in the same pattern until one player establishes a margin of two (2)
points, which gives him the game and set. Note that players change ends
every six (6) points. For a following set, the players change ends and player B
serves the first game.

Rules
For general rules, see the U.S. Tennis Associations Rule Book. It may be
ordered from the following address or through your local bookstore:
[email protected] or www.usta.com

Volleyball (Male & Female at AASC; Female only at ISC)


ELIMINATION/PERFORMANCE EVENT

It is recommended that teams learn to play “power volleyball” as opposed to an


open-handed “beach ball” type of game. The Volleyball Rules Book, published
by the National Federation of State High School Associations, gives more
precise rules and regulations. At the AASC, volleyball is played according
to the SACSSA rules. Please contact them for an updated copy of the
rules.
Players

A team must have a minimum of six (6), maximum of ten (10) members to
compete. A team shall consist of six (6) players to begin a match. Only
players, two coaches, and one statistician are allowed on the team bench.

Uniforms
Each team is to be in a standard uniform (every member dressed alike). Each
player is to be identified by a number on the uniform top that is not a duplicate
of a teammate’s number. It is recommended that a 5cm number be placed on
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each sleeve near the shoulder seam. A 10cm number shall be located on the
upper front of the uniform top and placed so that the top of the number is no
more than 10cm down from the shoulder seam. The number on the back of the
uniform top shall be at least 6-inches high. (See athletic dress codes in
SECTION I of guidelines for requirements.)

Game and Match


Rally scoring is to be used to keep score. Points are awarded on each play
regardless of which team serves. The let (net) serve shall be allowed, and play
shall continue provided net contact is entirely within the net antennas. Matches
are two (2) out of (3) games to 25 points, must win by two with a cap of 30.
This means if a game is tied 29-29, the next point wins.

Playing Area
Before a match begins (and before the third game of a match if necessary to
determine the winner of a match) the team from the least total pupil enrolment
(age 13 and older students) shall have the choice of serving/receiving, or from
which court they will serve.

Table Help
Each team must provide one person to help with the score table for each game
played.

Warm-up time
Each team will have at least five (5) minutes of warm-up time, unless it is
game time; then present team may take the court to warm-up.

Substitution
The coach may make a request for substitution when the ball is dead. The
referee will report the change to the scorer and then signal the substitute to
enter the game. The incoming player must take the position in the serving
order of the player replaced. Correct substitution procedure is covered in Rule
10 of National Federation’s Volleyball Rules Book. It includes the number of
entries a player is allowed; substitution for an injured/ill player before and
during a game; and illegal, improper, and abnormal substitutions.

Rotation
When a team loses its serve, the team receiving the serve rotates one
position, clockwise.

Player actions

Pass A play in which the ball is hit into the air so that another player can get
into position to contact the ball.
1. Forearm pass - a controlled skill, generally used as a team’s first hit in
which the ball rebounds from the forearms of the receiver to a teammate.
2. Overhead pass (setting action) - two-hand finger action directing the ball to
a teammate.
3. Set – two (or one) hand finger action directing the ball to an attacker.
4. Dig - an underhand or overhead defensive saving skill in which the ball is
contacted by the forearms, fists, or hands.
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Attack Any play adding force and/or direction to the ball with the intention of
returning the ball to the opponent. A team’s third hit is always considered
an attack.
1. Spike - an attack play in which the ball is forcibly hit into the opponent’s
court with a one-hand overhead motion.
2. Tip/Dink - a fingertip attack on the ball which directs the ball into the
opponent’s court.
3. Dump - a fingertip attack most commonly used by a setter on the second
hit.
4. Overhead pass - two-hand finger action directing the ball over the net.

Block A play approximately arm’s length from the net in which a player,
whose hand is raised above the head, contacts the ball near the top of the net
in an attempt to:
1. Prevent the ball from crossing the net, including a served ball.
2. Return the ball immediately.
3. Deflect the motion of the ball.

A block may involve wrist action provided there is no prolonged contact.


(Sometimes more than one player is involved in the play as described above)

Time-Outs
Requests for time-out shall be made by the coach or playing captain only
during dead balls but not after the referee has signalled for the next serve.

Charged time-outs shall not exceed 60 seconds, and each team is limited to
two time-outs per game. Requests for additional time-outs shall not be
honoured and shall be penalized by point or side-out. Time-outs may be taken
consecutively without play between them. A time-out requested prior to the
start of the game shall be honoured.

An additional time-out shall be permitted when the score is 25-25.

HINTS FROM THE VOLLEYBALL JUDGES


A good volleyball team is proficient in the bump, set, and spike
.
A powerful serve is not as important as a consistent one. You cannot
score a point if you don’t get the ball over the net.

Make sure you are up to date with the latest SACSSA rules.

Archery (Male & Female)


PERFORMANCE EVENT

Classes
• Unlimited Free Style
• Limited Free Style
• Bare Compound Bow
• Traditional Instinctive

(No student may enter more than two archery events.)

Unlimited Free Style


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This class will be reserved for the top archers. To compete in this class at
Internationals, a student must score a minimum of 160 points out of a possible
240 at the regional level. Verification of this score, signed by the local
Convention Coordinator, must accompany the student to International Student
Convention. This must be presented to the Chief Judge on the day of
competition.

Equipment for this class may vary as listed. A bow (compound or recurve) may
be used. This bow must meet all general guidelines for equipment. A release
aid, adjustable sights (with non-magnifying dot, cross hair, or pins), stabilizer
over twelve inches, and wings will be allowed. Sights may be adjusted at will;
however, no extra time will be allowed for setting sights. Any one or all of these
added to a bow will move it to this class.

Limited Free Style


Equipment for this class is as listed. A bow (compound or recurve) may be
used. This bow must meet all general guidelines for equipment. Sights on this
bow must be fixed pin sight. Archers will not be allowed to adjust their sights at
the shooting line. Any stabilizer used must be 30cm or less. Wings are not
allowed. Arrows must be released by fingers without the help of any
mechanical device (no release aid).

Bare Compound Bow


This class is restricted to compound bows. Bows must meet all general
guidelines for equipment. No sights, stabilizers, or wings allowed in this class.
An arrow rest and nock are the only items allowed on a bow.

Traditional Instinctive
This class is restricted to recurve, long bows, and self-made bows. Bows must
meet all general guidelines for equipment. No sights, stabilizers, or wings
allowed in this class. An arrow rest and nock are the only items allowed on a
bow. The bow may be shot off the shelf.

Equipment
Bows
All bows must be in good condition with no frayed strings or cracks in the riser
or limbs. No bow will be used that is considered unsafe. No overdraws or bows
with a built-in overdraw will be allowed. The maximum draw weight for any bow
will be 27 kg. All compound bows will be checked for proper draw weight at
equipment check. No shooter will be allowed to compete with a bow set over
27 kgs. (Please read safety section on the following page.) The minimum draw
weight will be 9 kg. Crossbows are not allowed.

Arrows
Arrows must be selected that match the draw weight of the bow. Arrows
should be used that will spine correctly and weigh at least 5 grains (324mg) for
each 0.5 kg of draw weight. (Example: a 25 kg bow should use at least a 250-
grain arrow.) Your local archery shop will be glad to help with arrow selection
and setup.

Arrows will be equipped with target or field tips only. No hunting tips or
broadheads of any kind are permitted. A contestant should take at least eight
(8) arrows to the shooting line. Seven (7) arrows will be shot at each target.
The Chief Judge will mark one of the seven arrows with a “P” indicating a
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practice arrow. The score for the practice arrow will not be counted. The eighth
arrow will be used as a spare should an arrow be lost or damaged.

All arrows shall be of identical length and weight. Arrows can be made of
aluminium, carbon, or aluminium/carbon composite.

Good wood arrows can be used in the traditional class. Wood arrows will not
be allowed with compound bows.

Arrow Nocks
Bow strings must be fitted with no more than two (2) standard metal nocks. If
two (2) are used, they may be no more than 1.25 cm apart.

Strings
Bow strings in the Unlimited and Limited Free Style classes may contain any
type of sighting mechanism, except those that are electrically powered or use
any type of magnifying lens. String walking is not allowed in any class.

Targets
All targets will be round 120 cm ten-ring targets. The distance will be as
follows: 20, 30, 40, and 50 meters.

Safety
The utmost care will be given to safety. A bow is a deadly weapon, not a
playroom toy. Any student who does not follow all safety rules will be removed
from the firing line.
1. Never point your bow in a direction other than downrange.
2. No horseplay!
3. Never run with an arrow in your hand.
4. Don't nock an arrow until instructed to do so.

Any student who cannot safely pull his/her bow will be asked to lower the
poundage. The person should be able to pull the bow to full draw without
having to reach to the sky or ground. A good way to check this is to have the
student sit on a bucket and pull the bow. If he cannot pull it without reaching up
or down, lower the poundage.

AASC recommends that your equipment be inspected for safety by a


professional before competition.

Rules of Competition
1. Each student will comply with all orders given by the judges.
2. No coaching from the side-lines.
3. Once on the line, shooters may talk only to the judge.
4. Shooters may not distract other archers.
5. The decision of the judges is final.

Order of Competition
1. Each archer will shoot seven (7) arrows at each target. (One is practice.)
2. When advancing to the firing line, each archer will place bow on the
ground or place it in a bow holder (archers provide own holder).
3. On the order, “The line is clear. You may pick up your bow,” archer picks
up bow. Next, “The firing line is no longer clear. Commence firing.” At this
command, archers shoot arrows. When each archer finishes shooting
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arrows, the bow is placed on the ground or in a bow holder. When all bows
are on the ground or time has run out, the Line Judge will say, “Cease
firing.” At this point, anyone not finished will place his bow on the ground.
The Line Judge will then say, “Is the firing line clear?” Each judge will
respond by raising his or her hand. When the Line Judge is satisfied that
the line is clear he will say, “The firing line is clear. Advance to your target
score and remove your arrows.” When all archers and judges have
returned to the line, the Line Judge will say, “Advance to the next target.”
These steps will be repeated until each archer has completed the course.

Scoring
Scoring will be from ten to zero with bull’s-eye being “10.” Any arrow that
touches the next higher score will be scored at the higher score. The highest
possible score will be 240 points.

Time
There will be a time limit of five (5) minutes on each target for the archer to
shoot all seven (7) (one practice) of his/her arrows. Two (2) minutes will be
allowed to score the archer’s arrows. If lost arrows are not retrieved in this time
limit, the student may come back after competition is over and search for lost
arrows.

Six-a-Side Soccer (Male & Female)


PERFORMANCE EVENT

This event is only offered at the AASC and not at the ISC; therefore, no
ISC nominations can be earned for this event.

Six-a-side soccer is a team sport that can be enjoyed and played in smaller
schools where numbers are low. The most important things to remember are
to enjoy the game, know the rules, be well prepared, and have a good level of
fitness. The game is played under the standard FIFA rules. (These rules are
updated annually and can be obtained from any reputable bookstore at a
reasonable price.)

Order of competition
(This may vary slightly from year to year based on the number of entries.)
1. When six or fewer teams are entered:
The teams will play in a round robin tournament. The group winners and
runners-up will be determined by the points gained. In the case of a draw,
goal-difference (goals for minus goals against) will determine who
qualifies. When two or more teams are equal on goal difference, the team
having scored the most goals will qualify. When all of the above are equal,
a penalty shoot-out will take place. This will consist of five penalties per
team (in rotating order). If it is still a draw, the penalty shoot-out will be
followed by a sudden death shoot-out.
2. When more than six teams are entered:
The teams are placed in groups and will play in a round robin play-off. The
group winners and runners-up will be determined by the points gained. In
the case of a draw, goal-difference (goals for minus goals against) will
determine who qualifies. When two or more teams are equal on goal
difference, the team having scored the most goals will qualify. When all of
the above are equal, a penalty shoot-out will take place. This will consist of
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five penalties per team (in rotating order). If it is still a draw, the penalty
shoot-out will be followed by a sudden death shoot-out. The group winners
and runners-up will meet on a knock-out basis to determine first through
tenth place.

Uniforms
See the athletic dress code in the General Guidelines (Section I). In the case
of a colour clash in uniform, the side mentioned first on the fixture list must
change shirts or wear bibs. All schools are responsible to bring alternate
shirts/bibs to be used in the event of a clash in uniform. Teams/individuals who
do not comply with the dress code will not be allowed to participate.
For safety reasons, all players are required to wear soccer boots (togs) and
shin guards.

Rules
1. All games are timed by the tournament coordinator.
2. A siren will announce the beginning and end of each half (7.5 minutes).
Sides swop immediately at half-time – no break between halves will be
allowed.
3. There will be a 5-minute break between games.
4. Each game will be scored:
3 points for a win
2 points for a draw
0 points for a loss
5. There is no offside rule.
6. The six-meter radius semi-circle is the goalkeeper’s area, and all FIFA
rules for goalkeepers will apply to this semi-circle area.
7. Two yellow cards will result in an automatic red card.
8. A red card will mean disqualification from the tournament.
9. A maximum of 10 players are allowed per team. Please refer to the current
Events and Limits list for the number of teams allowed per school.
10. The team return (found on the following page) must be handed in to the
tournament coordinator of the six-a-side soccer before competition
commences.
11. All teams must report at least 30 minutes prior to the start of competition to
allow the tournament coordinator to clearly explain the competition
procedures.

Each school that enters is required to provide a qualified referee to


assist for the duration of the tournament.
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Six-a-Side Soccer
Team Return Sheet
School Name:

Manager: Signature:

Shirt No. Initial & Surname Uniform Caution


1.

2.

3.

4.

5.

6.

7.

8.

9.

10.

This team return sheet must be completed in full and handed to the
tournament coordinator prior to competition commencing.

Comments:
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Netball (Female Only)
PERFORMANCE EVENT

This event is only offered at the AASC and not at the ISC; therefore, no
ISC nominations can be earned for this event.

Netball is a team sport. The most important things to remember are to enjoy
the game, know the rules, be well prepared, and have a good level of fitness.
The game is played under the standard IFNA rules. (These rules are updated
annually and can be obtained from any reputable bookstore at a reasonable
price.)

Order of competition
(This may vary slightly from year to year based on the number of entries.)
The teams are placed in groups and will play in a round robin play-off. The
group winners and runners-up will be determined by the points gained. In the
case of a draw, goal difference (goals for minus goals against) will determine
who qualifies. When two or more teams are equal on goal difference, the team
having scored the most goals will qualify. When all of the above are equal, a
penalty shoot-out will take place. This will consist of five penalties per team (in
rotating order). If it is still a draw, the penalty shoot-out will be followed by a
sudden death shoot-out. The group winners and runners-up will meet on a
knock-out basis to determine first through tenth place.

Uniforms
See the athletic dress code in the General Guidelines (Section I). In the case
of a colour clash in uniform, the side mentioned first on the fixture list must
change shirts or wear different bibs. All schools are responsible to bring their
own bibs. Teams/individuals who do not comply with the dress code will not be
allowed to participate.

Rules
1. All games are timed by the tournament coordinator
2. A siren will announce the beginning and end of each quarter. Sides swap
immediately– no breaks between quarters will be allowed.
3. There will be a 5 minute break between games.
4. Each game will be scored:
3 points for a win
2 points for a draw
0 points for a loss
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5. A maximum of 12 players are allowed per team. Please refer to the current
Events and Limits list for the number of teams allowed per school.
6. All teams must report at least 30 minutes prior to the start of competition to
allow the tournament coordinator to clearly explain the competition
procedures.

Each school that enters is required to provide a qualified referee to


assist for the duration of the tournament.
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