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GAME RULES

The following rules should only be used as a guideline, as final rules will be announced before every competition.

1
Teams will compete in a double-knockout system, any team with a defeat will fall to Division 2 and work its way up there; should it become the first place in Div 2, it stands a chance to win the championship if it is able to defeat the first place in Div 1 twice (first win gives the first place in Div 1 one defeat which puts both teams on equal level). This will mean each team will entitle to at least two races.

2
Lots will be drawn in the final Captains Meeting to pair off the first races.

3
All teams must register and have their membersˇ¦ indemnity forms signed at least thirty minutes prior to the opening of the races.

4
Teams will compete in club or team colours (uniform). The whole team will either be with or without headwear.

5
An 18-seat boat should consist of at least 10 paddlers; a 14-seat boat should consist of at least 7 paddlers. In addition, a Drummer and a Steersman (Sweep) must be onboard. In any wooden boat a Flag-catcher must be onboard unless otherwise specified.

6
In any Mixed Competition, an 18-seat boat should consist of at least six female paddlers; a 14-seat boat should consist of at least four female paddlers.

7
In any Chinese Community competition, all athletes must be of Chinese descent.

8
In any Womenˇ¦s race, all team members should be females except the Steersman.

9
The Drummer cannot be the Flag catcher in the same race.

10
The Organiser is not responsible to provide crew members for any team including Steersman.

11
Racing Umpires may not join any team as a leader or a member.

12
All boats and allied equipment used in the race must be of standard specification, use of private equipment is subject to prior approval in writing by the Organiser.

13
Manager/Captain will be called to draw your lane before each race, the lane number will also be your loading/return bay number.

14
When called for a race, the entire team must first report at Check Point before loading; loading should complete within five minutes, failing which may result in the team being failed from the race.

15
Any team unable load enough members within the prescribed time will be ruled as abandoning and defeated in a race.

16
A race is started with an ˇ§Attention-ready-goˇ¨ signal; and the recall signal is a series of quick whistling.

17
Two false starts will fail a team from a race.

18
A race is a one-way competition between two or more boats. Finishing time is when the flag catcher on a wooden boat catches the flag at the finishing line. In fiberglass boat races, finishing time is when the nose of the boat enters the finishing line.

19
Finishing time is when the tail of the boat passes the finishing line in the event of a Flag-catcher missing the flag or falling into the water after catching the flag.

20
Boats should advance in their assigned lane in a straight line toward the Finish, a team which deviates from its lane and collides with its opponent(s) may be ruled as defeated or a rematch be held. A team will be disqualified if it disrupts its opponent(s) intentionally.

21
Sweep-oar may be lifted off the water; a steersman (Sweep) may paddle with his oar.

22
In the event of the starting or finishing line/buoy shifting from its designated position and the teams cannot be recalled, the Umpire may judge the result by a visualised line or call for a rematch after the race.

23
When a race is completed, boats should return to the loading bays where athletes will disembark in an orderly manner.

24
Flag catcher should retain the flag and hand it back to the Officials.

25
Any team member who intentionally enters the water will fail a team from a race.

26
Any team abandoning a race or races should serve a notice to the Record officers.

27
Boats and allied equipment is supplied by the Organiser. Any misuse, disposal, damage of equipment or intentional overturn of boats will be ruled by the Organiser, depending on circumstances, as defeated, disqualified and/or damages claimed against the team and its manager.

28
Dispute:

28.1 Whilst it is the duty of the Umpires to decide on objections raised by one team against it opponents, the Umpired may not be held liable for any overlooked irregularities.

28.2 Objections to any opponents in terms of the Game Rules should be raised to the relevant Umpires (loading, racing and finishing) in their respective times. Late complaints will not be accepted.

28.3 Any other legitimate complaints would be referred to the Chief Umpire whose decision will be final.

28.4 Disobedience to the Umpiresˇ¦ ruling and/or making false statement(s) would disqualify a team and invalidate its race results.

28.5 The Organiser may resort to law enforcement agencies for assistance should the event be seriously disrupted by a team, its members, supporters or spectators.

29
The Organiser reserves the right to suspend, cancel or postpone the event proceeding in case of severe weather condition or act of God.

30
Prizes are awarded to the winning teams of each Class. A floating trophy may be presented to the Champion team for photograph purpose. Any team attaining the Championship title for the third year may permanently keep the floating trophy.

31
Any additional rules announced on the event day by the Organiser form part of the Game Rules.
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USEFUL TIPS

1. On arrival, team manager/captain should hand in entry form and check payment at registration
2. Manager/Captain attends Captains Briefing while members relax nearby
3. Manager/Captain will be called to draw your lane before each race
4. The lane number will also be your loading/return bay number
5. When called for a race, the entire team must first report to the Check Point before loading
6. The starting signal is ˇ§Attention-ready-goˇ¨ and the recall signal is a series of quick whistling
7. Upon completion of a race, return and disembark in an orderly manner
8. Relax, walk around and repeat steps 3 to 8

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