Gameday Program Rules

The GAMA Game Day is only open for Austin Malayali community (either parents or spouse of a player need to be a Malayali). GAMA reserves the right to disqualify a player, if this rule is not adhered to. 

If any matches that could not be completed on the given day, an alternative date/venue will be announced by GAMA. 

GAMA or board of directors will not responsible for any damages/injuries caused by the participants. 

GAMA Sports Team will decide the game formats and draws based on the number of registrations received. 

GAMA reserves the right to close the registrations without prior notice if needed. GAMA Board/Sports Team reserve the right to change any rules if needed. The Competition judge may disqualify a competitor or issue a warning for any of the following reasons 

  1. Competitor fails to comply with GAMA Policy, competition rules or the rules of the venue. 
  2. Competitor is disruptive and/or interferes with other competitors. 
  3. Any warning may result in a 5 second Competition penalty per incident.
  4. In the event of any dispute, competitors must accept the final ruling of the Competition Judge. 

CHESS RULES 

  1. These regulations are intended for the smooth running of the competition. The sports committee or the Arbiter can make necessary amendments to these rules, as may deem necessary. 
  2. The participants for chess competition will be paired through draw of lots, and the matches will be on single elimination format. 
  3. Time: The time of the game will be limited to 15 minutes of chess clock time per player. The player who loses on time will lose the game. A chess clock with time delay feature will be used for each game. 
  4. The chess clock is an app that can be downloaded from App store or Google play. The player is required to set time control to 15 minutes and a delay of 5 seconds. The player can bring electronic device (ipad / smartphone) with the chess application. If there are multiple devices available, the choice of the clock will be mutually decided. 

Rules in a Nutshell 

  1. Players should be present for the competition 5 minutes before scheduled time. Proper ID must be shown to the Arbiter before the start of the game.
  2. The players may choose to play with white or black pieces by mutual agreement or if not an agreement is reached; the selection may be done by coin toss.
  3. Players shall set up the pieces on the board by themselves. 
  4. The player must press his side of the chess clock immediately after moving a piece. 
  5. If a player touches a piece, then that piece must be moved as long as it is not an illegal move. 
  6. The touch capture rule must also be followed. If a player touches any piece of opponent, then that must be removed from the board if it is legal to do so.
  7. If the player wants to adjust the piece on the Board, the player must announce his intention as “I adjust” 
  8. If a pawn is promoted, then the player should immediately place the piece of his selection on the board to replace the pawn. 
  9. The rules of en-passant, castling, stalemate, draw will need to be followed by the players in accordance with the FIDE rules. 
  10. A player wins if the opponent King is checkmated. 
  11. If a player runs out of time the opponent can call for time and the player who runs out of time will lose the game. 
  12. No interference will be permitted from outside during the play. 
  13. Players cannot offer or agree to a draw 
  14. If the game ends in a draw (due to three-fold repetition or stalemate), both opponents will again play a 5-minute blitz game to decide the winner
  15. If the game ends in a draw position again, winner will be decided via coin toss 

CARROM RULES 

  1. Game format will be black and white and best of three so points will not be 

calculated, whoever finishes their coins first will win regardless who makes red in to the pocket 

  1. Carrom pieces can only be struck directly if it is not touching the player’s baseline or arrow or situated behind the base line, If this is the case the player must hit the carrom piece by rebounding the carrom striker off any side of the carrom board or any other carrom piece on the carrom board. 
  2. Whoever plays first, or breaks, is always white. The object of the game is to sink all of your pieces, using the heavier ‘striker’, in any of the pockets before your opponent. Your turn continues if you keep sinking your pieces – luck shots count, and all combinations are permitted. 
  3. When placing the striker on the board to shoot, the striker must touch both ‘base lines’ either covering the red circle completely, and not touching it at all. The striker may not touch the diagonal arrow line. 
  4. Shooting styles are very personal – whichever ‘grip’ works for you is fine if you ‘flick’ the striker and don’t push it. You can orient your body in order to see the line of your aim while shooting comfortably; you may not move or leave your chair. 
  5. If the striker does not leave both lines, go again. You get three tries to break before losing your turn. 
  6. For forward shots, you can use your index finger, middle finger, or even the ‘scissors’ shot. 
  7. No part of your body, except your hand, may cross the imaginary diagonal line nor may your elbow protrude over the frame in front of you. Even your feet or knees my not leave your quadrant. 
  8. Sinking the striker costs, you one piece and your turn. But, if you sink a piece in the same shot and made it in the pocket last, then two come up and you shoot again. 
  9. If while shooting for the queen [red] you also must sink one of your pieces. 
  10. If a piece jumps off the board, it is placed on the center spot. If pieces land on end or are overlapping, they are left that way. 
  11. If the center spot is partially covered when replacing the queen or a jumped piece, the piece should cover as much red as possible. If totally covered, the piece is placed opposite the next player behind the red spot. 
  12. The red piece, or ‘queen,’ can be pocketed at any time after sinking your first piece but must be sunk before your last one. After pocketing the queen, you must sink one of your pieces, thereby ‘covering’ it, into any pocket in the next shot, or she is returned to the center spot. 
  13. Once the queen is covered, whoever clears their pieces first wins the ‘board’. 
  14. If you sink your opponent’s piece, you lose your turn. If you sink their last piece, you lose the board. 
  15. If you sink your last piece before the queen, coin goes back to the center and loses your turn. 
  16. Players will be penalized for engaging in negative tactics like putting opponents coin to base. 

SUDOKU RULES 

  1. Tournament will be held in 3 categories, Kids below 12, Kids between 12 and 18 and Ladies. 
  2. Throughout the Tournament, speed and accuracy are the only criteria used by the judges to decide the winners. 
  3. All participant will be given same Sudoku sheet in a round in a category.
  4. There may be multiple rounds depending upon the number of participants registered for the tournament. 
  5. The first contestant who successfully solve Sudoku puzzle will be the winner in the final. 
  6. You are NOT allowed to have any paper, books or other personal effects on your table throughout the duration of the Tournament. All personal effects are to be kept away from the table. 
  7. Organizers will provide paper, Pencil and eraser. 
  8. At the beginning of each round, you are to open the question paper(s) and to start solving only AFTER being instructed by the Invigilator. Any attempt to start solving earlier than instructed will lead to disqualification. 
  9. Please make sure that you write clear answer (number or letter). Use eraser or correction pen before writing new answer. 
  10. Throughout the duration of the Tournament, you are NOT allowed to solicit help or answers from the other teams or spectators or anyone else. You are also NOT allowed to look at other teams’ answers. Any attempt to cheat will lead to disqualification 
  11. For each round of the Tournament, when you have finished solving the puzzle(s), raise your hand high and an invigilator will come and collect your answer paper(s). Please remain seated throughout the duration of the Tournament. 
  12. The Organizer reserves the right to make changes to any aspect of the Tournament, including prizes and schedule, if circumstances beyond its control necessitate such action(s). 

RUBIK’s CUBE RULES 

  1. The Tournament will have only Solo Events. 
  2. Participants should bring and use their own 3×3 Rubik’s Cube. Solved cube is needed before every game. 
  3. All participants will be seated together in a hall (Multiple groups will be formed depending on the number of Participants) 
  4. Each contestant will be assigned with a Scrambler/Timekeeper who will scramble the cube for 30 seconds 
  5. Scrambler should do at least 25 moves (90 degree turn) to scramble the cube 
  6. Scrambled cube will be placed in front of the Participant 
  7. Once all Participants have their cubes in front of them, Game coordinator will let the Timekeepers start the Timer
  8. Participants can then pick up the cube and begin to solve the cube 
  9. When a Participant has solved the cube, they should place the cube in front of them and place their hands flat on the table 
  10. Once the timer is stopped, Participants must not touch or move the cube 11. The score time is noted by Timekeeper 
  11. There will be a total of 5-rounds 
  12. Winner will be decided based on the average of all of the 5-rounds 
  13. Scramblers will be swapped for each round 
  14. Participant should be able to solve the scrambled cube in 5 minutes. 
  15. If desired, Participant owned Cubes may be marked on a center tile only (ex: center white square) with identifying symbol or initials. 
  16. Cubes must be in reasonable working order with no missing tiles, so that normal scrambling is possible. If a tile pops off during the game, the solver should finish the game as if the tile was still in place. No penalty is assessed. 
  17. Any modifications to a cube that causes poor performance or results by a Participant are not grounds for additional attempts in the event 
  18. Participant cannot use any Solution Guide or electronic devices for solving.
  19. No electronic items apart from timer whatsoever are allowed on the competition table(s) including cell phones, tablets, or any other electronic equipment.
  20. Use of notes or any form of reference material is not permitted. 
  21. Participants may sit or stand during the competition round(s). 

Solved State: 

  1. The solved state is when each of the six faces of the Cube have one solid color per face. 
  2. A Cube is considered solved if less than a 45 degree move is required to align the colors. 
  3. If one move is required of more than 45 degrees there is a 3 second penalty.
  4. 4. If more than one move is required, the Cube is considered not solved. 

Disqualification: The Competition Judge may disqualify a Participant or issue a warning for any of the following reasons: 

  1. Cheating. 
  2. Participant fails to comply with GAMA Policy, competition rules or the rules of the venue. 
  3. Participant is disruptive and/or interferes with other Participants. 
  4. Any warning may result in a 5 second Competition penalty per incident.
  5. In the event of any dispute, Participants must accept the final ruling of the Competition Judge. 

GAMA Board/Sports Team reserve the right to change any rules if needed.