We are no longer accepting new companies for the 2022 games
TIME: 9:30 – 10:30 AM
EVENT HOST: Jet Propulsion Laboratory
HOST LEAD: Lauren Halatek
TEAMS PER COMPANY: 1
PLAYERS PER TEAM: 4-20
NUMBER OF ROUNDS: 3 heats of 7-8 companies
Player 1 cannot be Player 2, 3 or 4
No minimum male or female limit.
FIELD AND EQUIPMENT
The playing field will consist of two lines (or a set of cones) spaced about 12 yards apart to serve as the starting and finishing lines for the all elements involving Players 2-18. Player 1 will run parallel to the ocean around a distant flag or marker. Players 19-20 will run from a bucket placed just outside the playing field and the ocean. The 12 yard surface of the playing field will be as flat and uniform as possible.
If any equipment is damaged and cannot be reused in other heats, the Head Judge will disqualify the offending team at his or her discretion.
Rules
The fastest team to complete all of the following obstacles will be declared the winner.
If cheating is spotted, the Judges will provide a warning and at the Judge’s discretion will have the team restart that race element.
· Player 1 will start at another team’s starting line based on his or her team’s location, please see the image above.
· At the start of the race, Player 1 will run parallel to the ocean towards a distant flag or marker. This distance will be determined the day of the race and is meant to be a longer distance run. Player 1 will run completely around the flag/marker and return to his or her team’s starting line (not the team they started next to).
· Player 1 will tag one of the three players (Players 2-4) to initiate the next element of the race.
• Players 2-4 will be tied together before the start of the relay race (before Player 1 starts) and will be checked by the judges. Once checked, the team shall not untie or change how they are tied together.
• Each of the three players will have only one leg tied together into a single massive leg. Each leg tied together should be nearly touching each other and hence no large gaps or spacing. Teams are responsible for tying their own knots.
• One single ribbon about 2.5 yards will be provided. The ribbon may not be altered or cut and must be returned so that it can be reused (see disqualification note above).
• All three of the players must remain on the sand and cannot be picked up in any way.
• Once the entire single tied leg crosses the finish line, Player 5 may start spinning (signal given by the Judge).
· When signaled by the Judge, Player 5 spins around a plastic bat 8 times then weaves through 3 cones to tag Player 6 to initiate the next element of the race.
· Player 5 must keep their head down/on the bat while spinning (within about a foot of the top of the bat).
· The bat must remain on the ground. Do not spin with the bat in the air.
· The Judge calls out all 8 of the revolutions for all to hear. The Judge can help point out the cones to help Player 5 from getting lost.
· Player 6 starts with a completely unwrapped (no paper) and unrolled Fruit-by-the-Foot.
· Player 6 starts when tagged by Player 5 and will start with only the manufactured folded part/end in his or her mouth. Player 6 cannot drop the Fruit-by-the-Foot into his or her mouth and must start with it dangling from his or her mouth. Only Player 6’s tongue, mouth, and chin may touch the Fruit-by-the-Foot once eating has started (no hands, no other body parts, and nothing else may touch the Fruit-by-the-Foot).
· This element of the race is successfully completed when Player 6 finishes eating the Fruit-by-the-Foot (i.e., completely in the mouth, no need to swallow). The Judge will signal Player 7 to start.
· Player 6 will have 1 minute to complete this element of the race. If Player 6 drops the Fruit-by-the-Foot, the team will need to wait the whole minute until Player 7 can start.
· When signaled by the Judge, Player 7 will hop across the sand while standing with both feet inside an IKEA bag provided.
· Player 7 cannot make forward progress unless he or she is in the bag hopping (no rolling, falling, running with one foot, etc..).
· Once Player 7 is completely across the finish, he or she will tag Player 8 or 9 to initiate the next element of the race.
· Once tagged by Player 7, Players 8-9 will leap frog about 12 yards to cross the finish line.
· Each player must alternate jumps making forward progress by jumping over the other player only (no creeping forward by crawling or taking steps before kneeling).
· Both Players 8-9 must completely cross the finish line to initiate the next element of the race (signal given by the Judge).
· When signaled by the Judge, Player 11 can start running with Player 10 on their back.
· Player 10 can start on Player 11’s back or jump or crawl onto Player 11 after Players 8-9 crosses the finish line.
· Forward progress can only be made while Player 10 is completely off the ground.
Player 10 or 11 will place a full cup of sand on Player 12’s back.
Once Player 12 has a full cup of sand on their back, Player 12 will crawl pass the finish line to initiate the next element of the race.
If the cup falls or tips over, Player 12 will stop in place until Player 10 or 11 places a full cup of sand back on Player 12’s back.
When Player 12 is crawling, no one can hold or touch the cup of sand and no attachment device can be used.
The cup of sand will be full at the start, but does not need to remain full during the crawl.
Players 13-14 form a human wheelbarrow racing 12 yards to cross the finish line.
Players 13-14 shall begin once player 12 has completely (including feet) crossed the finish line (signal given by the Judge).
Forward progress can only be made while in the wheelbarrow position.
Both Players 13 and 14 must be completely cross the finish line to initiate the next element of the race (signal given by the Judge).
When signaled by the Judge, Players 15-18 will walk/run while balancing a cube on a spoon. Each of the four players will stop on the finish line (not a foot past or a foot short) and attempt to throw their cube into the water bucket located near Players 19-20.
No forward progress shall be made unless the cube is on the spoon and the spoon is held properly.
If the cube drops or needs to be repositioned, that player must stop in place to pick up and reposition the cube on the spoon.
The spoons shall be held by the last 2 inches of the handle.
For every cube that makes it into the water bucket, 10 seconds will be subtracted from the team’s overall time. The cubes in the water bucket may remain in the water bucket for the Water Sponge Race.
Players 19-20 start next to the team’s water bucket and can start running to the waterline once Players 15-18 have thrown their cubes.
Players 19-20 must alternate each run to and from the waterfront.
Only one sponge will be provided and used to relay water from the ocean to fill the team’s water bucket until the water breaks the tip of the funnel. The Judge will determine if the water bucket is filled and will stop the clock.
No outside or alternative water carrying devices are allowed.
Funnel must remain flat on the top edge of the bucket. Judges will place the funnels in the proper position at the start of this race element.
There shall be 2-3 heats with up to 10 teams competing per heat. Heats are selected by the host lead. The heat positions will be provided before the start of the event.
Head Judge has the final decision if a team shall be disqualified for cheating, bad sportsmanship, or as stated in the rules. Head Judge may clarify or update the rules up to the start of the first heat. A captain from each company team must ensure their whole team is informed of any rule changes.
Timing devices will be stopwatches (traditional or apps on smartphones).
Judges will correct any violations of the rules during the race. Any judge’s calls (restarting, where a cup or cube falls, etc…) are not open for debate (do not waste time arguing). Any “grey area” rule should be brought to the Head Judge’s attention prior to the race.
Please DO NOT cheat! If any cheating is called into question before the final scores are posted, the Head Judge may add an appropriate time penalty or disqualify the cheating team. Only video proof will be considered, while hearsay or verbal recounts will be disregarded.
Please read the official rules and relay race setup document.