Mayfair is an annual Model High School tradition that serves as a battle of the classes field day. Events are held in which classes may earn points to achieve legendary status and their class entered on the Mayfair Cup. Main events will be held in the first part of the afternoon before the rest of the competition splits into mini-tournaments across campus. All teams will be comprised of students from the same graduating class. Each event will earn the participants the following points: 1st- 1,000 points, 2nd- 800 points, 3rd- 600 points, 4th- 400 points, 5th- 200 points; anyone that does not place within the top 5 places does not earn any points for their team. A registration fee is charged for the tournaments of $1 per individual competitor; teams should turn in their fees together. Registration fees are donated to the MHS Angel Tree and Student Council. The day will end with the showing of the yearbook video and the announcement of the winner of the Mayfair Cup.
Competitors are first come, first serve, so don't forget to register. Deadline for registering and paying any registration fees is May 12th.
We will have concessions and the amazing food truck Pineapple Twist selling Dole Pineapple Whip and other sorbets for a hot day.
1-Tug of War 2-Potato Sack Race 3-Three Legged Race 4-Relay 5-Sponge Race
There are five field day style events that will kick off the event. We will begin with single elimination Tug of War. Each team will be comprised of 4 guys and 4 girls from the same graduating class. There will be one team per class. As soon as the second mark on the rope from the centre tap/ribbon mark crosses over to centre line, the team to pull the rope to their area wins the game. The end person (Anchor Person) is not allowed to wrap or tie the rope around them – they must hold onto it in the same way as others in the team.
The second event is the Potato Sack Race; there will be a total of two representatives from each class for a total of 10 entries. Participants will run to the sack, put both feet in and begin hopping toward the finish line. Contestants must keep both feet in sack and at least one hand on the sack at all times. The sack must remain as close to the waist as possible and should not fall below the knees. The first racer to the finish line wins.
The third event is the Three-Legged Race. Each competitor stands next to their partner and puts their arm around their waist. The inside legs are brought together, and a rope is used to tie them together. Competitors will race to a finish line.
The fourth event is the Relay Race which is comprised of 4 events- the 1st player should walk or run around the cone and back to the team, focusing on keeping the egg on their spoon so it doesn’t fall. If an egg falls off of a spoon, that player needs to return to the start line and start over again. If the player has gone around the cone when the egg drops then the competitor only needs to return to the cone. Once the first player has returned to the finish line, they must tag the second competitor to begin their race. The second event is the dizzy bat race where the player will run to the bat and spin 10 times with the bat on the ground. The competitor will then run back to tag competitors three and four. One plays the role of the driver, and the other the role of the wheelbarrow. The driver holds on to the other player's ankles, while the other player walks on their hands. When the players reach the cone they will switch roles to return to their team to tag the final competitor. The fifth player will run the bowlegged balloon race and put a balloon between their legs above their knees and race to get to the chair at the end. If the balloon pops or falls out the player must go back to the start line. The first team that has player five reach the chair and pop the balloon wins. There will be one relay team per grade level.
The fifth event is the Sponge Toss race. Teams stand in relay formation with a full bucket of water in front of them and an empty container at the end. Each player will take turns running to the empty container to squeeze the liquid from the sponge into the empty container. The first team that has a container that reaches the line will win. There will be one team per grade level.
Three on Thee Basketball
Spikeball Tournament
Lip Sync Contest
Work in progress
Infractions:
• Defensive players must make an effort to get out of the offensive team’s way. If they do not, the offensive team may
call a “hinder” and the point is replayed.
• If a player hits a shot off the net then the ball hits their teammate, or themselves, they lose a point.
• The following infractions cause a loss of a point:
o A defensive player attempts to play a ball out of turn
o A player hits a shot off the net which subsequently hits themselves or a teammate
If the defensive team has no play on the ball, they should cede the point to the offense
o A player makes contact with the Spikeball net set, moving the set from its original position or affecting the
trajectory of the ball
Play on if neither net position nor trajectory are changed.
• Ultimately if there are any disagreements, replay the point.
Hinder: any situation in which a player’s positioning prevents the opposing team from safely making a play on the ball.
Remember: player safety is paramount.
• Defender Hindering the Offense - Defending players must make an effort not to impede the
offending team’s possession or play on the ball. If a defender’s position prevents a makeable
play on the ball, the infracted player may call “hinder.” The call should be made as soon as the
infraction occurs and play should stop immediately.
o Avoidable Hinder - If the hinder is avoidable and the offensive player has a strong
play on the ball, the point is awarded to the offensive team.
- Example - Defensive team throws arm in front of shot over the net, preventing
offensive player from swinging.
- Example - the hitter is contacted by a defensive player during the act of swinging
in close proximity to the net.
o Unavoidable Hinder - If the defender has no time to avoid the hinder when playing
in a legitimate defensive position, the point is replayed, even if the offensive team has a
strong play on the ball.
- Example - A close range body block pops up and goes directly into the defending
team.
• Defender in the Ball’s Path - If during possession (or en route to the net), the ball contacts
the defender to prevent a makeable offensive play, this is a hinder. The point will either be
replayed or rewarded to the offense depending on the circumstances (see 6.1.1 and 6.1.2).
o Offense Hindering the Defense: While less common, hinders can occur by the offensive team. The infracted
player may call “hinder.” The call should be made as soon as the infraction occurs. Hinders by the offense
result I n the point being replayed.
- Example - Non-hitting offensive player contacts defensive player preventing them from
making a play.
- Example - Hitter falls into defensive player after taking their shot.
- Example - After setting the ball, the setter attempts to restrict the defense’s movement.
General Information:
1. The first 12 acts to register will be allowed to participate; all others will be alternate teams in the order of registering.
2. Each act is responsible for their props.
3. All contestants must be ready on time. Will forfeit performance
otherwise.
4. All songs and performances must be in good taste. Appropriate attire must be worn during the entire performance.
5. All music must be turned in to Ms. Mitchell by
6. There will be a 3 minute stage limit for each performance.
7. An agenda will be made available to you for the order of performances the day before.
8. Performances will be judged on the following categories:
Category
Originality & Creativity: 10 points
Appearance (costume, props, stage presence): 10 points
Best use of theme:10 points
Lip Sync Ability 10 points
TOTAL POINTS 40 points
A special area on the field will be designated as a free hang space on the football field for students who wish to play games and not compete in the competitions. You are welcome to bring cornhole, frisbees, and other items to play with. Coach Goss's room is set up as a place to play games. Students not competing are welcome to be spectators at the other competitions.
Each Quiz Bowl team will be comprised of four team members from a single graduating class. There will be one team per grade level, and if a team does not have at least four players they may still compete. Each team member will have a buzzer and any team member can buzz in. The buzzer system shows the moderator which team buzzed first. In the event that both teams buzz, the moderator will consult the system and announce which team actually buzzed first.
Team members may only confer with each other after the team has buzzed in and has been recognized by the moderator. The team captain must be the one to answer the question.
If a team buzzes in before the question is read in its entirety:
A. Team members may buzz in at any time during the reading of the question, but once buzzed in the moderator will cease reading the question and the question will not be shown on the screen.
B. If the first team answers incorrectly or not at all, the moderator will read the question in its entirety and display it on the screen. The other team will have 5 seconds to buzz in after the question is displayed, and if it buzzes, it will have 10 seconds to answer the question. If the answer is correct, the team will receive 5 points, and the moderator will proceed to the next question. If the answer is incorrect, the team will be docked 5 points. If the team fails to answer within 10 seconds, the team will be docked 5 points. If the team chooses not to buzz in or does not buzz within 5 seconds, the moderator will proceed to the next question.
2. If neither team buzzes before the question is read in its entirety, it will be shown on the screen and each team will have 5 seconds to buzz in.
A. The first team to buzz in will have 10 seconds to answer the question. If the answer is correct, the team will receive 5 points; and the moderator will proceed to the next question. If the answer is incorrect, the team will be docked 5 points. If the team fails to answer within 10 seconds, the team will be docked 5 points.
B. If the first team to buzz gives an incorrect answer or no answer, the other team will have 5 seconds to buzz in – and 10 seconds to answer. If the answer is correct, the team will receive 5 points. If the answer is incorrect, the team will be docked 5 points. If the team fails to answer within 10 seconds, the team will be docked 5 points. If the team chooses not to buzz in, the moderator will proceed to the next question.
C. If neither team buzzes in on a given question, the moderator will proceed to the next question.
3. At the end of each round, the team with the most points will be the winner.
4. In the event of a tie, for any round, there will be a single question playoff as follows:
A. The playoff question will be shown on the screen and then read. Team members may buzz in at any time, but no more than 5 seconds after the question is read and displayed will be given for either team to buzz in. The first team to buzz in will be given 10 seconds to answer the question. If the answer is correct the team will win. If the answer is incorrect, the other team will win.
B. If neither team buzzes in for the first question, a second question will be shown on the screen and then read. Team members may buzz in at any time, but no more than 5 seconds after the question is read and displayed will be given for either team to buzz in. The first team to buzz in will be given 10 seconds to answer the question. If the answer is correct the team will win. If the answer is incorrect, the other team will win.
C. If neither team buzzes in for the second question, the winner will be determined by a coin toss. The proctor will toss the coin and the team whose school’s State’s name begins first alphabetically will be allowed to call the toss. In the event that both schools are from the same State, the proctor will toss the coin and the moderator will call the toss.