AASC Athletics Guidelines Updated 02 2022
AASC Athletics Guidelines Updated 02 2022
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.
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.
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.
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. 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.
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.
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
The contestant with the highest total points shall win first place. Subsequent
places will be determined by total points of each contestant.
Warm-Up
Because of limited time, warm-up may be no longer than two (2) minutes on
the game table.
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 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.
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.
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
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.)
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.
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.
Make sure you are up to date with the latest SACSSA rules.
Classes
• Unlimited Free Style
• Limited Free Style
• Bare Compound Bow
• Traditional Instinctive
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.
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.
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.
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.
Manager: Signature:
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.