Epicathlon One-Day Events – Rules of the Games

EPICATHLON ONE-DAY EVENTS – RULES OF THE GAMES

SECTION 1 – SPIRIT OF THE LEAGUE

  • The Epicathlon is intended to be a social league. While we encourage everyone to be competitive and give their all, getting too competitive or aggressive will result in umpire intercession, and involved players will be punished.
  • The idea is to have fun in a friendly, competitive environment.
  • Similarly, while we do encourage participants to make use of the bar and other facilities provided at Epicenter, please do remember to drink responsibly, and stay within a reasonable limit.

SECTION 2 – GENERAL RULES

  • All Teams shall be comprised of 6 players, 3 male and 3 female. All players must be wearing a team shirt while participating in events. All players must have Sports City on file.
  • Rosters must be submitted and all fees paid on the day of the event.
  • Teams must be present at time of event, with minimum number of players to participate. Teams who are late will forfeit any potential victory
  • Any player who is clearly intoxicated will not be allowed to participate. Any attempted cheating will result in docked points or forfeited games. All players must abide by facility rules and regulations at all times.

SECTION 3 – UMPIRE POWERS

  • Umpires have the final say on all disputes. There will be no challenging any of the umpires’ decisions.
  • Umpires have the right to eject players from games, dock teams’ points or forfeit games for indiscretions. Any player who is ejected will be subject to disciplinary action, including fines and/or suspensions.
  • Umpires will record the final score of all games and assign points accordingly.

SECTION 4 – GAME RULES

 

BUBBLEBALL
  • Time: 2 periods of 5 minutes, with a 3 minute break in between.
  • Teams are 4v4, with substitutions on the fly, with permission from the referee.
  • Play will continue if the ball hits the net.
  • On a goal, the restart is taken from the team that was scored upon’s goal box.
  • No hitting from behind.
  • No double-teaming.
  • No intentional hitting with a run-up of more than 3 steps.
  • No leaving your feet to hit someone.
  • No pinning other players against the walls.
  • No playing the ball on the ground, or hitting a player who is on the ground.
  • Umpire has the authority to stop any play that they feel is dangerous, and to punish players with time penalties for repeated offences or aggression.

 

BASKETBALL
  • Time: 2 halves of 6 minutes, with a 2 minute break in between.
  • Teams are 4v4, games will be played on a half-court. Substitutions are made on the fly.
  • Rules: The ball may be advanced toward the basket by being shot, passed between players, thrown, tapped, rolled or dribbled (bouncing the ball while running). A successful shot is worth one point.
  • The ball must stay within the court; the last team to touch the ball before it travels out of bounds forfeits possession. The ball is out of bounds if it touches a boundary line, or touches any player or object that is out of bounds.
  • Traveling is considered moving two steps without dribbling. A player may not stop his dribble and then resume dribbling. A dribble that touches both hands is considered stopping the dribble, giving this infraction the name double dribble. Within a dribble, the player cannot carry the ball by placing his hand on the bottom of the ball; doing so is known as carrying the ball.
  • The ball may not be kicked, nor be struck with the fist. A violation of these rules results in loss of possession.

 

VOLLEYBALL
  • Time: Two halves of 6 minutes, with a 2 minute break in between. 6v6, even split guys/girls. Substitutions after points are scored.
  • Maximum of 3 touches per team to return the ball over the net, a player cannot touch the ball twice in succession. Players cannot touch the net.
  • When the ball contacts the floor within the court boundaries or an error is made, the team that did not make the error is awarded a point, whether they served the ball or not. If the ball hits the line, the ball is counted as in.
  • Home team starts with serve in first half, visiting team starts in second half. The team with the most points at the end of the game is the winner.

 

PICKLEBALL
  • Time: Two halves of 6 minutes, with a 2 minute break in between. 2v2, even split guys/girls. Substitutions before serves. Teams rotate after every 5 points.
  • The ball is served with an underhand stroke so that contact with the ball is made below waist level (waist is defined as the navel level) in an upward arc from behind the baseline, diagonally to the opponent’s service zone.
  • Points are scored by the serving side only and occur when the opponent faults (fails to return the ball, hits ball out of bounds, steps into the non-volley zone [the first seven feet from the net, also known as the ‘kitchen’] in the act of volleying the ball, etc.). A player may enter the non-volley zone to play a ball that bounces and may stay there to play balls that bounce. The player must exit the non-volley zone before playing a volley.
  • The return of service must be allowed to bounce by the server (the server and partner in doubles play); i.e. cannot be volleyed.
  • In doubles play, the serving side gets only one fault before their side is out, and the opponents begin their serve. After this, each side gets 2 faults (one with each team member serving) before their serve is finished.
  • Home team starts with serve in first half, visiting team starts in second half. The team with the most points at the end of the game is the winner.

 

DODGEBALL
  • Time: 3 sets, each set to last no longer than 5 minutes. If time expires before all players on one team are out, team with most remaining players wins set.
  • Teams are 6v6. The court is defined as in between the two ‘third-lines.’ The balls are lined up on the central dividing line, the players then simultaneously rush towards the center line and try to grab one of the dodgeballs and throw or roll it backwards to their teammates; players cannot pick up a ball and throw it instantly.
  • When a player has been hit by a dodgeball “on the full” (i.e. without hitting the roof, the floor, any of the walls, or an outside object and rebounding off) and no one catches it before it becomes dead, that player has been eliminated and must move to his team’s designated bench area (players are still out if the ball rebounds off another dodgeball and/or player and hits them on the full). The same rule applies if any number of people try to catch the ball but drop it.
  • Headshots will result in the thrower being eliminated.
  • If a player catches a ball thrown by the opposing team on the full, then the player who threw the ball is eliminated. As long as the ball has been caught in any way and is held for at least two seconds, the thrower is out (i.e. even if the ball is caught between the legs, the thrower is still out). If a dodgeball hits an opposing player but gets caught by one of the hit player’s teammates, the thrower is out, a player gets reinstated, and the player who was hit stays in.
  • Players can pick up dead balls and throw them back at the other team. Players are allowed to leave the confines of the court to gather balls that have rolled out of bounds, but cannot throw the ball until they are back inside the court. A ball thrown from outside the court cannot eliminate an opponent who is hit. It only succeeds in getting the thrower automatically eliminated. A player who moves completely out of bounds when a ball is thrown at them and does not catch that ball is also eliminated. If a player moves into the opponent’s zone or picks up a ball from inside the opponent’s zone without it fully rolling inside their zone, that player is out. Kicking the balls is prohibited.
  • Substitutions during game are not allowed.

 

AIR HOCKEY
  • 4 players from each team play, with two games happening simultaneously.

 

LASER TAG
  • 4v4, 1 match
  • Substitutions during games are not allowed.

 

ARCADE
  • Four players play each machine once.

 

BOWLING
  • 4 sets of 5 Frames. Anyone from the team can take any bowl.

 

SECTION 5 – POINT ACCUMULATION

  • Each event is worth a set amount of points, with there being a grand total of 100 points on offer. The points are as follows:
        • Bubbleball: 6 points for a win, 3 points for a tie, 0 points for a loss.
        • Basketball: 6 points for a win, 3 points for a tie, 0 points for a loss.
        • Pickleball: 6 points for a win, 3 points for a tie, 0 points for a loss.
        • Volleyball: 6 points for a win, 3 points for a tie, 0 points for a loss.
        • Laser Tag: 6 points for a win, 3 points for a tie, 0 points for a loss.
  • Dodgeball: Each team will earn 1 point for each game they win, with the overall winner earning 3 extra points.
  • Air-Hockey: Each team will earn 1 point for each game they win, with the overall winner earning 2 extra points. In the event of a tie, both teams will earn 1 extra point.
  • Arcade: All scores will be added together, with the team that scored most earning 8 points, the team that scored second most earning 7 points, etc… In the event that two teams are tied on points, they shall each gain that amount of points, with the teams below them thus gaining one extra point.
  • Bowling: The team with the highest cumulative score will earn 15 points, the second highest cumulative score will earn 13 points, etc… In the event that two teams are tied on points, they shall each gain that amount of points, with the teams below them thus gaining two extra points.
  • Trivia: The first placed team will earn 8 points, 2nd place – 7 points, etc…. In the event that two teams are tied on points, they shall each gain that amount of points, with the teams below them thus gaining one extra point.
  • In the event that two teams are tied on overall points, final placement will be decided by a single game of shuffleboard.