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RULES OF THE GAMES

MARIO KART

Scoring

  • Mario Kart 64 will be played tournament style with a 32-person bracket.

  • 16 positions belong to medical students and 16 positions belong to law students.  If there are less than 16 players from one school, those positions will be filled by the other school.  If there are more than 16 players from one school, play-in match(es) will be played to determine which players will be entered into the 32-person tournament.  For the sake of time, these play-in matches will be 4-person matches and the 2 winners from each play-in match will be entered into the tournament.

  • The bracket will be set up so that 2 law school students and 2 med school students play against each other in each 4-person match, unless there are less than 16 players from a single school.  If this is the case, matches will be 2 vs 2 whenever possible.

  • At the conclusion of the tournament, 6 points will be awarded to the individual champion, 3 points to the runner-up, and 1 point to the second runner-up

  • A total of 10 participation points will be awarded by multiplying the fraction of players from each school by 10

 

Rules

  • A total of four races will be played in each 4-person match

  • Point scoring (note: not Dean’s Cup points) for each race is as follows

    • 1st place: 9 points

    • 2nd place: 6 points

    • 3rd place: 3 points

    • 4th place: 1 point

  • The two players with the highest point totals in each match advance to the next round

  • Each player gets to choose one course (4 players, 4 races)

  • Once the final four players are determined, all four of them will play in the final match to determine the placing

  • In the event of a tie, one race between the tied players only will be played to determine who moves onto the next round or earns Dean’s Cup points in the finals

  • Characters will be chosen by each player

  • If multiple players choose the same character, a coin flip will determine who gets first pick

  • No course glitches/shortcuts are allowed.  A glitch/shortcut is a path that “goes against the spirit of the game and the intents of the course designers.”  A path that cuts off half of the course or skips a lap is considered a glitch

    • Examples of glitches: Wario stadium wall jump, Frappe Snowland spin around lap-skip, Rainbow road jump, Royal Raceway jump, other lap-skipping techniques

    • Examples of fair play: Koopa Troopa Beach jump, Yoshi Valley jump

    • If there are any questions regarding what constitutes a glitch, talk to the Mario Kart 64 tournament coordinator

 

 

 

 

PING PONG

Rules

  • Single elimination, tournament style event

  • Matches shall consist of one game

  • A game shall be won by the player first scoring 11 points unless both players score 10 points, when the game shall be won by the first player subsequently gaining a lead of 2 points

  • The choice of who will serve first and which end of the table the players will be at will be decided by coin toss.  The winner will then choose either to serve first or to pick the end of the table s/he prefers.  The loser then has the other choice.

  • The serve alternates every 2 points unless both players score 10 points when the serve will alternate every 1 point.

  • Any player in a match has the right to request that an umpire be appointed for the match.

  • For an unresolved dispute, the player should call for an umpire immediately.  Do not continue playing and complain about it later.  That will not change the results.

  • Service shall start with the ball resting freely on the open palm of the server’s stationary free hand.

  • The server shall then project the ball near vertically upwards, without imparting spin, so that it rises at least 16cm after leaving the palm of the free hand and then falls without touching anything before being struck.

  • As the ball is falling, the server shall strike it so that it touches first his court and then, after passing over or around the net assembly, touches directly the receiver’s court.

  • From the start of service until it is struck, the ball shall be above the level of the playing surface and behind the server’s end line, and it shall not be hidden from the receiver by the server or by anything the server wears or carries.

 

 

 

 

 

 

BLOOD DRIVE

Rules

 
  • Anyone can participate in the blood drive.  Friends, family, alumni, etc. can donate blood on behalf of the medical school or law school.  They will simply need to sign in and designate which school they are representing.

  • In order to preserve confidential health information, it is NOT necessary for a participant to make a successful donation.  They just need to sign in when they start the donation process.  If they are not qualified as a blood donor for ANY reason, they do not have to disclose that information.  They will still count as a blood donor for Dean’s Cup scoring purposes.

 

 

 

 

 

SOCCER

Tournament style event, single elimination bracket

 

Players and Substitutions

  • Teams will consist of seven players (6 field players and a goal keeper). A minimum of five players is required to start play.

  • A player may not play for more than one team.

  • Two girls will be required to play on the field per team at all times.   If a team is unable to continue to play because of illegal differences in the number of males and females a forfeit will be declared.

  • Substitutions are only allowed in the following situations:

    • When a ball goes out on the end lines or sidelines (goal kicks, corner kicks, or throw-ins)

    • When a player is injured and needs to come out of the game

    • When a goal is scored

Start of Game and Game Time

  • Choice of sides and the kickoff will be decided by a coin toss. The team winning the toss will have the choice of side or kickoff. The second half will begin with kickoff by the team that did not have it in the first half.

  • A player taking a place kick from the center of the field into the opponent's half of the field will start the game. Prior to the kick, players shall be on their respective sides of the field. A goal may not be scored directly from kickoff. The player who kicked off may not play the ball again until another player has touched the ball. An indirect kick is awarded if this occurs.

  • Two 20-minute halves will be played with a 2-minute halftime period.

  • Game time is running time with the clock being stopped only on injuries, when a goal is scored, when a penalty kick is awarded, and when a player is carded.

  • One 30-second timeout is allowed for each time during each half.

  • In playoffs, ties will be broken by a 5-minute sudden death overtime period (first goal scored wins). If the score remains tied, penalty kicks will determine the winner.  5 for each side, same number of female and male kickers.

Violations

  • There will be no offsides.

  • The goalkeeper can distribute the ball by throwing or placekicking only to half point of field.

  • A goalkeeper cannot handle a ball played back to him/her by his/her teammate. An indirect kick is awarded if a goalkeeper plays the ball with his/her hands on a pass back from his/her teammate. The goalkeeper can catch a headed air ball.

  • Direct and indirect kicks will be awarded in accordance with referee judgments.

  • If a player is ejected from the game, he must leave the field and may not stay in the area of play. If a player refuses to leave, his/her team will forfeit the game.

 Direct kicks:

  • Hand balls

  • Holding or pushing opponent

  • Striking or kicking opponent

  • Charging opponent/goalkeeper

  • Goalkeeper intentionally striking an opponent with the ball

Indirect kicks:

  • Goalie delays in release of ball

  • Unsportsmanlike conduct

  • Dangerous play

  • Interfering with goalkeeper

  • Obstruction

 

 

 

 

 

BAKING

  • The items shall be placed out of the public access in an enclosed room no later than 6p

  • Items shall each be assigned a sequential number, randomly as brought to be registered

  • There will be 8 judges, 4 from the medical school, 4 from the law school

    • Will arrive to the atrium by 6pm

    • Each judge awards each entry 1 to 5 points (5 being the best)

  • After all entries have been judged, the entries are ranked based on total points received

 

 

 

 

TENNIS

Scoring

  • Tennis will be played tournament style

  • Teams will be randomly ranked

  • Teams will be doubles, separated by gender

 

Rules

  • Spin a racket to determine serve or side

  • The winner of a match will be the first to win 1 set.  The winner of the set will be the first team to win 6 games

  • Winner must win by 2 games

  • If the teams are tied at 6 all, a twelve-point tiebreaker will be played.  In the twelve-point tie-breaker, the winner is the first team to 7, winning by 2 points

  • Each game will be played using no-add scoring; when the score reached deuce, the team who wins the next point wins the game

  • All play is self-officiated.  Players will resolve their own disputes over calls.  If the disputed call cannot be resolved, the point will be re-played.

  • All other USTA rules apply

 

 

 

WIFFLE BALL

General Rules:

  • Tournament style event, single elimination bracket

  • Each game will last 7 innings.  Extra innings will be played in the case of a tie.

  • The home team shall be determined by a coin toss before the start of the game.

  • If, after 5 innings, either team is leading by 10 or more runs, the game will be called.

  • No head first sliding or intentional contact with other players.

  • Each team can have up to 10 players on the field while not batting.  Each team must have at least 3 females on the field while not batting.

  • The batting order for each team must alternate males and females, even if this means that the females bat more often than the males.

  • Any situations not covered by these rules shall follow standard baseball rules.

  • The event captains reserve the right to eject players from the contest.

 

Pitching and Batting:

  • The highest point in the arc of a pitch must be at least 5 feet

  • Only plastic bats are allowed

  • An illegal pitch is counted as a ball

  • If the batter accumulates 4 balls they are awarded first base.

  • If the batter accumulates 3 strikes then they are out.

  • All foul balls count as strikes, even for strikeouts

  • If the batter steps on or crosses home plate during a swing they shall be considered out.

  • There is no leading off during a pitch.  A base-runner cannot leave the base until the ball is hit by the batter.

 

 


 

 

ULTIMATE FRISBEE

  • Tournament style event, single elimination bracket

  • Teams will be co-ed, with 7 to 14 players.  7 players from each team will be on the field at one time – either 3 girls/4 guys or 4 girls/3 guys (the receiving team chooses before each pull).

  • Each side’s team captains shall designate a seed for each of their teams formed.  The Med 1 seed will play the Law 2 seed and vice versa in the first round.

  • All participants not on the competitive teams will be pool for pickup games that will not be for event points.

  • Games begin with a disc flip.  The captain of each team throws a disc in the air and one calls “same” or “different” (referring to if the discs will land right-side-up or upside-down). The team who wins the flip before the game can elect to throw or receive the disc, or can choose which endzone to defend.

  • If the score is tied at the end of regulation time, there will be a sudden-death overtime period.  The first team to score wins.

 

Game Rules

  • The Field: A rectangular shape with end zones at each end. A regulation field is 70 yards by 40 yards, with end zones 25 yards deep.

  • Initiate Play: Each point begins with both teams lining up on the front of their respective end zone line. The defense throws (“pulls”) the disc to the offense. A regulation game has seven players per team.

  • Scoring: Each time the offense completes a pass in the defense’s end zone, the offense scores a point. Play is initiated as described above after each score.

  • Movement of the Disc: The disc may be advanced in any direction by completing a pass to a teammate. Once a player catches the disc, he/she must stop as soon as able and establish a pivot foot.  This foot must stay on the ground until after the disc is passed.  Thus, a player may not run with the disc. The person with the disc (“thrower”) has ten seconds to throw the disc. The defender guarding the thrower (“marker”) counts out the stall count.

  • Change of Possession: When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense.

  • Substitutions: Players not in the game may replace players in the game after a score and during an injury timeout.

  • Non-contact: No physical contact is allowed between players. Picks and screens are also prohibited. A foul occurs when contact is made.

  • Fouls: When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone.

  • Self-Officiating: Players are responsible for their own foul and line calls. Players resolve their own disputes.

  • Time of Game:  Because daylight is limited and 2 games will be played on the competitive side, games will be played to 9 points or 1 hour (whichever comes first).  The game clock only stops for timeouts and injury timeouts.

  • Timeouts: Each team is allowed one 1-minute timeout per game.  Only the player in possession of the disc may call a timeout.  Time may also be stopped if requested by a player due to injury.

  • Spirit of the Game: Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.

 

For all events, the following rubric will be used to assign points:

(additional scoring for events with male and female divisions will augment this calculation)

 

Scoring:

1st place=6 Deans Points

2nd place=3 Deans Points

3rd place=1 Deans Point

 

Participation points will be calculated in the following manner:

(percent of total attendees)*(10)

 

Example:                            

If 21 law students and 18 med students attend, participation points would be calculated as follows:

 

[21/(21+18)]*10 = 5.38 points for law

[18/(21+18)]*10 = 4.62 points for med

 

You know it is correct because the numbers will add up to 10

(5.38 + 4.62 = 10)

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