Teams Events Our Sponsers Current Leaders Links Photos Rules E-mail the webmaster News
Zanesville Corporate Cup
Zanesville Corporate Cup

rules.gif (1633 bytes)

Registration

Tug O War

Corporate Showcase Blood Drive

Fit For Life

Dunk The Boss Executive Relay

T-Shirt Relay

Medley Relay Hotshot Basketball

Sand Volleyball

Corporate Cup Mile Master's Swim Relay

Golf Scramble

Women's 400 Meter Men's 400 Meter

1600 Meter

Prediction Walk/Run Innertube Relay

Laser Bowling

Master's Relay Master's 300 Meter

Scoring

Prices Trophies

General Swim Rules

Horseshoes

Corporate Showcase Rules                                 [Top]

Objectives:
  •     To motivate and rouse the teams for the upcoming competition
  •     To meet the Teams
  •     To Have Fun!!!

Judging Criteria

  • Dance will be judged on a scale of 1 (low) to 10 (high) in bother of the following categories:
  1. Spirit and Creativity

Competition Rules

  1. The dance must be at least 2 minutes.  CC officals will play the first 2-minute portion of the selected tune and then the music will stop.
  2. Zanesville Corporate Cup will supply the music and dance surface ONLY.  Teams must select a tune from the list provided with the registration packet.  No other music will be permitted.
  3. For scoring purposes, the team number MUST BE DISPLAYED in the judges view during the competition.  Teams who display no number will be disqualified from the event.
  4. All dancers MUST be employees of the participating company.  You must have a minimum of 5 dances and you cannot exceed 26.
  5. Participation in the Showcase dance will not count against the event limit per person.   You may include any or all of your substitues.
  6. Check in for the event will begin at 5:45 pm near the stage area.  The first dance will begin at 6:00 pm.  ALL TEAMs MUST check in and be ready to dance at their schedualed time.  One person must check in all dancers at one time.   Disqualification will result if rule #4 above is violated.
  7. There will be a panel of 3 judges.  This panel will evaluateeach of the dance teams.  All judging will take place immediately after the dance is completed.   The combined score of all 3 judges will be the team's final score.
  8. In the event of a tie, the judges will refer to individual criteria scores to determine the winner.  The criteria will be weighted in the following manner; 1-spirit, 2- creativity.  If there is still a tie, after looking at criteria #1 and #2, we will award the team with the most dancers.  Each winning team will be asked to perform again during the awards Presentation
  9. No Lap Dances will be allowed

Scoring

  • All teams will be awarded 10 points for participating in the Showcase dance competition.   Trophies will be awarded for fir place in each division based on the judges' decisions.

top

Dunk The Boss

  1. The 4 participants from each team and their dunkee must report to the check-in booth by the dunking booth at least 10 minutes prior to their teams' schedualed time.  Failure to do so and be ready at the schedualed time will result in disqualification of the team.
  2. The team will be led from the check-in booth to the dunking booth.
  3. Once the dunkee is set in position, the first participant must be ready to throw.   The dunkee should remain seated at all times.  Also, dunkee should never attempt to manually collapse the seat to dunk themselves!  When the command to throw is given the participant will have 45 seconds to make 5 throws or one hit (dunk), whichever comes first.  The earlier one hits the target, the more points they score for their team.

Scoring

Throw hitting target (dunk)

Points Awarded

1st Throw

10
2nd Throw 7
3rd Throw 5
4th Throw 3
5th Throw 1
6th Throw 0
  1. After the first participant dunks the boss or makes 5 unsuccessful throws or the 45 second time limit runs out, the next participant will step to the line for their turn and follow the same format.  The 4th participant will follow the 3rd and conclude the scoring for their respective teams.
  2. The team scoring the most points wins
  3. The dunkee must provide their own towels and change of clothing.
  4. Disqualification is possible for excessive verbal or visual interference with another teams' attemped tosses.
  5. In the event that the first three participants fail to dunk the boss and fourth participant is down to their final toss, that person will be given a basketball and will be permitted to walk to the front of the dunking boother for a sure hit.  Again, the dunkee should never attempt to dunk him/herself.

top

Corporate Cup Mile

  1. This event consists of 3 persons per team, at least one female, each running or walking 1 mile.  The scoring in this event will be based on the total of each teams' 3 participants finishing places.  The lowest score wins.
  2. All three participants must check in together at the event check-in booth at least 15 minutes before the teams schedualted start time.  Failure to each teams' 3 participants to check in and be ready at the schedualed time will result in disqualification of their team for this event
  3. Participants must report to the starting line 5 minutes prior to the listed starting times.
  4. The race will be one lap around the OUZ/MATC Campus.
  5. As you are crossing the Finish Line, glance at the digital clock to get your mile time.   We will not be posting individual times so this will be your only chance to get a time.
  6. IMPORTANT:  Once you cross the Finish Line, you will be funneled into a single line in the Finish Line Chute.  It is very important that you stay in the same order you crossed the Finish Line throughout the chute.  At the end of the Finish Line Chute you will be guided into a divisional Chute for your teams' respective division, where your place can be accurately recorded.
  7. Please stay in order throughout the Finish Line Chute and follow direction throughout the Divisional Chute until your number is recorded and you leave the chute.

top

Executive Relay

  1. All participants must report to the check-in booth at least 10 minutes prior to their teams' schedualed time.  Failure to each teams' 4 participants to check in and be ready at the schedualed time will result in disqualification of the team.  Of the 4 participants 1 MUST BE FEMALE.
  2. The team will be led from the check-in booth to the staging area and assigned to a lane.   Each participant must have their team number pinned on the front of their shirt.
  3. The first runner will enter the exchange zone with a tie around neck, briefcase in one hand and newspaper in the other hand and line line up behind the Start/Finish Line.   The briefcase and newspaper must be carried in separate hands throughout the race.
  4. Upon the command, the runner will cross the Start/Finish Line and proceed 50 yards down the course, run around the cone positioned at the end of the lane and then proceed back across the Start/Finish Line into the exchange zone.
  5. The next runner will be waiting in the exchange zone to receive the tie, newpaper and breifcase.  The excahnge of the tie, newpaper and briefcase must occur totally within the exchange zone.  The runner on the course must not take hold of the tie to remove it until they are in the exchange zone.  The tie must be around the neck of the runner before leaving the zone to run the course.
  6. The second, third and fourth runners should proceed through the event in the same manner as the first runner.
  7. The race is finished when the fourth runner has crossed the Finish Line with tie around neck, newspaper and friefcase in their hands.
  8. Fastest team time wins

Penalties

Infraction Penalty
False Start 2 Seconds
Knocking Cone Down 2 Seconds
Exchange of items outside exchange zone 2 Seconds
Not wearing tie around neck 2 Seconds
Having newspaper and briefcase in same hand 2 Seconds
More than 1 participant in exchange zone 2 Seconds
Running outside your assigned lane 2 Seconds

Final decisions for all penalties and disqualification are made by the Event Director/Coordinator

Course

  • Each lane is 55 yards long
  • The first 5 yards of each lane are the exchange zone
  • Width of lanes will be marked by lines which alread exist on the parking lot
  • Staging area preceding exchange zone where each team will be assembled and ready to coptet one heat prior t the heat in which ther are participating.

relay.gif (3432 bytes)

top

Master's Relay

  1. All participants must report to the check-in booth at least 10 minutes prior to their teams' schedualed time.  Failure of each teams' 3 participants to check in and be ready at the schedualed time wil result in disqualification of the team.   Participants must be 40 years of age and older and must include 1 female per team.
  2. The team will be led from the check-in booth to the staging area and assigned to a lane.   Each participant must have their team number pinned on the front of their shirt.
  3. The first runner will enter the exchange zone with the baton in hand and line up behind the Start/Finish Line.
  4. Upon command, the runner will cross the Start/Finish Line and proceed 50 yards down the course, run around the cone positioned at the end of the lane and then proceed back across the Start/Finish Line into the exchange zone.
  5. The nuext runner will be waiting in the exchange zone to receive the baton.  The exchange of the baton must occur totally within the Exchange Zone.
  6. The 2nd and 3rd runners should proceed through the event in the same manner as the first runner.
  7. The race is finished when the 3rd runner has crossed the finish line with the baton in hand.
  8. Fastest team wins
Infraction Penalty
False Start 2 Seconds
Knocking a cone down 2 Seconds
Throwing baton or exchanging baton outside of exchange zone 2 Seconds
Running outside of assigned lane 2 Seconds
Having more than 1 runner in exchange zone 2 Seconds

Final decisions for all penalties and disqualifications are made by the Event Director/Coordinator

For course diagram see Executive Relay Above

top

General Swim Rules

  1. All participants must report to the check-in area at least 10 minutes prior to their teams' schedualted time.  Failure t each team member to check in and be ready at the schedualed time will result in disqualification of the team.
  2. The team will be led from the check-in booth to the staging area and assigned a lane.
  3. All races will start in the deep end of the pool.  Starting blocks will not be used.
  4. Race starting commands are as follows
  • "Swimmers, Set"
  • Horn.

General Penalties

Infraction Penalty
False Start 2 Seconds
Forward progress being made by pulling on lane line or other means 2 Seconds
Relay swimmers starting before current swimmer has touched side of pool 2 Seconds
  1. No swimmer shall swim more than one leg in the same relay event.

  2. Events will be held rain or shine.  Only a thunderstaorm would create a delay!

top

T-Shirt Relay

  1. Relay consists of 4 participants, at least 2 females, each swimming 25 meters (1 pool length)
  2. Swimmers may use any stroke.
  3. All teams will relay an X-Large Corporate Cup or sponsor T-shirt which will be provided.
  4. First swimmer starts on the edge of the pool 2nd and 4th swimmers may not dive into pool, they must jump feet first.
  5. Each swimmer must touch the wall and climb out of the pool without aid from teammates.
  6. Each swimmer must then take the T-shirt off by themselves and put the T-shirt on the pool deck.  Then the next swimmer must pick-up the T-shirt and put it on by themselves.  There must be amoment in each exchange when the T-shirt in on the pool deck with no one touching it.
  7. Each swimmer must have T-shirt all the way on before entering pool.
  8. The race ends when your teams' fourth swimmer touches the wall after swimming the 25 meters.
  9. Fastest time wins
  10. In addition to those mentioned in the general directions and rules, the following infractions will result in a 2 second penalty.

Failure to have moment in each exchange when the t-shirt is on the deck with no one touching it

Failure to have head and arms completely through appropriate holes before entering the pool.

top  General Swim Rules

Laser Bowling

  1. Bowling: Four bowlers per team, at least one female. Highest team total score wins.
  2. Bowling time and location.
  3. Division 1: 6:00 PM, August 7th at Sunrise Bowl
  4. Division 3: 8:00 PM, August 7th at Sunrise Bowl
  5. Check in times:
  6. All team captains must check in at Event Director’s table 20 minutes prior to your bowling time and give team roster.
  7. At this time, lanes will be assigned and score sheets handed out.
  8. Team roster must have name of teams and full names of each bowler.
  9. Equipment needed:
  10. Each bowler must have bowling shoes and ball.
  11. Lanes will provide bowling balls and shoes free, or you may bring your own.
  12. Warm up times:
  13. All bowlers may warm up on your assigned lanes ten minutes prior to your bowling time.
  14. Bowling team:
  15. Following Corporate Cup Team rules
  16. Four bowlers per team, with at least one female
  17. Scratch scores will be used.
  18. Highest team total wins
  19. Team total:
  20. Each bowler’s highest score out of the two games added together determines team total. (Only highest score per bowler used)
  21. Each bowler will bowl two games.
  22. All rule interpretations will be decided by the Event Director.
  23. All rules for A.B.C. scoring are in effect:
  24. One person from each team is responsible for keeping score.
  25. Team Captains are responsible for validating, signing and turning in score sheet at Event Director’s table immediately after bowling.
  26. Any deviation from team roster not cleared with the Event Director prior to event will disqualify the team.
  27. Substitutes: Only in case of an emergency, Event Director must be notified and will make decision.
  28. Tardy Bowlers: A bowler who arrives late may enter the game provided five complete frames have not been completed in the first game. Frames missed may be made up.
  29. Tie games or team totals:
  30. There shall be no roll off of the tie.
  31. Order of bowling:
  32. Members of a team shall successively and in regular order bowl one frame on one lane, and for the next frame alternate and use the other lane, so alternating each frame until five frames are bowled on each lane, completing the game.
  33. Each player shall bowl two balls in every frame, except where he/she makes a strike or player strikes or spares in the tenth frame.
  34. Every frame must be completed at the time the player is bowling in his/her regular order.
  35. When player shall make a spare in the tenth frame, he/she shall be permitted to bowl one more ball on the samelane.
  36. All house rules shall be observed:
  37. No beverages in scoring area or on lanes.
  38. No lofting of balls on the lanes.
  39. Return used balls and shoes to proper location immediately following bowling.
  40. Bowling etiquette: Respect bowlers on lanes beside you.
  41. All equipment subject to inspection by Event Director.
  42. All other rules are governed by A.B.C. General Playing Rules.
  43. This event is not sanctioned; awards in recognition of high scores and special accomplishments will not be given by the WIBC or ABC.

Men's and Women's 400 meter relay as well as the Masters 300 relay

1.)    Women’s 400 Meter Relay: Four team members each running 100 meters.

 2.)    Men’s 400 Meter Relay: Four team members each running 100 meters. 

3.)    Master’s 300 Meter Relay: Three team members, 40 years and older and at least one female each running 100 meters. 

4.)    All participants must report to the check in booth at the west end of the ZHS Stadium 10 minutes prior to their scheduled heat time. Team members then proceed to the staging area. 

5.)    Each participant must have their team number pinned ON THE FRONT of their shirts. 

6.)    The teams will be led from the staging area to the starting line and assigned to a lane. 

7.)    Runners must stay in the lane assigned for the duration of race or risk a penalty. 

8.)    All baton exchanges must occur within the designated exchange zone or risk a penalty. 

9.)    Winners will be determined based on the fastest times from all heats.

Golf

1.)    Men will tee off from the men’s tee, women will tee off from the women’s tee. 

2.)    You pick the best ball to play and pick up the other balls. Everyone hits from the best shot, in any order. 

3.)    You repeat rule #2 until the ball is in the hole. 

4.)    If the first player putts the ball close and then taps the ball in, the hole is over. The other players do not get to putt. 

5.)    All other U.S.G.A. rules will apply.

Tug-O-War

1.          Teams will be matched by placing team numbers in a hat and drawing for competition. All teams  must be present for the 7:00 PM draw, which will determine bracket match ups. Teams must be checked in prior to the draw. The check in booth will be made available at 5:45 PM. 

            Once teams have checked in, they should go to the Tug-O-War staging area.   Teams will remain in the staging area until their team is called to the rope.  Winning teams should report back to the staging area after their pull. 

2.          Teams will consist of 8 participants per team, at least four women, in a single elimination tournament.  All team members must wear team numbers.  Only the strong survive! 

3.          The rope will be 1� inch in diameter and 75 feet long with a red flag attached in the center.

4.          The Event Director will assign rope sides at the beginning of each match.  Teammates must line up on alternate sides of the rope.

5.          A line of tape and cones will be set up 5 feet on both sides of the center line.  The object is to pull the opposing team so that the flag crosses the plane of the cone on your side of the center line.

6.          A flag will be dropped and a whistle sounded by the referee to signal the start of each match.  No bouncing the rope. 

7.          The referee will indicate when the match is over by blowing the whistle and raising a flag to declare the winner.  (NOTE:  Participants should NOT let go of the rope quickly at the end of a match).

8.             Participants other than the anchor CANNOT wrap the rope around their hands or bodies.  The anchor person can secure the rope by wrapping it once around his/her back.

9.          For safety purposes, rubber soled shoes and gloves should be worn by all participants.   (You must supply your own gloves).

10.         Several Tug-O-War matches may be run simultaneously at several stations.  Competition will be double elimination. The winning team from each match will continue to advance to the final Tug-Off in order to declare a winner. Consolation matches may be held to determine 3rd and 4th place.

11.         A minimum of 3 minutes will be allowed between consecutive matches for any one team.

12.         No one except officials and participants will be allowed within the event area.  Only the team captain or one designated person on each team is permitted to speak to the Event Director and Officials.

13.         For safety purposes, all participants must remain on their feet throughout the competition. Participants may not sit on the ground or touch a knee on the ground as this will result in disqualification from the event.

14.         ALL SPECTATORS MUST STAY OUT OF THE COMPETITION AREA OR RISK DISQUALIFICATION OF THEIR TEAM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Hosted by www.Geocities.ws

1