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端午线下游戏竞赛细则
Duan Wu Gaming Tournaments Rules & Regulations

  “夹粽子”竞赛

   Dumplings Dash 

初赛方式

1. 比赛是以接力赛的方式进行。每个队员将获取一个夹子夹物品。

2. 比赛区域共设两个点,即A 点和 B 点, 距离设为 10 米。在A 点的篮子里将放置 20 个各种形状及重量不同的物品 ,在 B 点处放置一个空的篮子。在限定的 5 分钟里,参赛者必须将物品从 A 点处夹一样物品到 B 点处方算完成一个比赛顺序。如果半途把相关物品掉在地上,这个物品的分数即当作废,必须重新从 A 点开始。

3. 在比赛正式开始之前,工作人员将示范如何夹物品。在裁判发出开始的号令下,工作人员将开始计算时间。站在起点的一对队员必须用夹子从 A 点处的篮子内夾一样物品放入 B点处的篮子中,然后往回 A 点处。另外一对队员可在 A 点处预先准备。只要上一对的队员完全越过 A 点起跑线,下一对队员便可往前移动。在游戏开始之后,在每个跑道上只限 2 个队员夹物品。队员不能使用手从篮子拿起物品,只能用夹子从篮子夹起物品。队员的双手在握着夹子时不能超越夹子上的标记。

4. 比赛限时 5 分钟。物品将因其形状不同或不同的重量而标有不同的分数。比赛结果是以参赛者完成物品的分数之和作为晋赛的依据。若参赛队伍成功在 5 分钟内把全部 20 样物品夹进 B 点处的篮子里,工作人员将停止计算时间。其完成的时间长度将用作 2 组或以上组别的相同分数 PK 依据即时间短者为优胜者。

5. 若有多过 1 组的队伍得到相同分数,受影响的队伍将进行限时 1 分钟的 PK 赛。在 PK 赛当中,PK 赛组将用夹子从 A 点处夹物品到 B 点处。得分最高的队伍将在 PK 赛获胜,并且排名在前。

6. 初赛结束后,总分最高的前 10 支队伍将晋级决赛。

▲“夹粽子“竞赛 

                     Dumplings Dash

决赛方式

1. 比赛是以接力赛的方式进行。每个队员将获取一个夹子夹图案牌。

2. 比赛区域共设两个点,A 点和 B 点, 距离设为 10 米。在 A 点处的篮子里将放置 20个具有新加坡地标/文化性的图案牌, 其中15个是跟B点立板上的图形一样的。B点处放置一块有15个图形的立板。在限定的 5 分钟内,参赛者须从 A点 使用夹子夹起篮子中的其中一个图案牌,然后到 B 点根据一样的图形挂上勾,方算完成一个比赛顺序。途中若图案牌掉在地上或参赛者没有成功把图案牌挂上勾,这个图案牌将作废,参赛者必须重新从A 点开始。每个队员每轮只能夹起一个图案牌。

3. 在比赛正式开始之前,工作人员将示范如何夹图案牌。在裁判发出开始的号令下,工作人员将开始计算时间。站在起点的队员必须用夹子从 A 点的篮子内夾起一个图案牌,到 B 点处挂在匹配的图案上,然后往回 A 点处。下一位队员可在 A 点处预先准备。只要上一位队员完全越过 A 点起跑线,下一对队员便可往前移动。在游戏开始之后,在每个跑道上只限 1 个队员夹图案牌。

4. 比赛限时 5 分钟。立板上勾上最多匹配图案牌的队伍将获胜。比赛结果是以正确图案牌配对数目为晋赛计分。若参赛队伍成功在 5 分钟内把15样图案牌勾上 B 点的立板上,工作人员将停止计算时间。若2组或以上队伍的时长相同,将由一场 PK 依据计时较短者为优胜者,进入下一轮。

5. 若有 2 组或以上的队伍得到相同分数,受影响的队伍将进行限时 1 分钟的 PK 赛。在 PK赛当中,各组将用夹子从 A 点处的篮子内夾一个图案牌,到 B 点处根据图形挂上勾,然后往回 A 点处。得分最高的队伍将在 PK 赛获胜,并且排名在前。

6. 决赛结束后,队伍的总数将决定排名及奖品。

Preliminary Round Game Play

1. The tournament is conducted in a relay format. Each player will get a picker to pick up the items.

2. The lane comprises 2 points, Point A and Point B, within 10 meters. There will be 20 items placed in the basket at Point A and an empty basket at Point B. Within the time limit of 5 minutes, participant must pick up 1 item from Point A and drop at Point B in order to be counted as 1 successful game run. If a player drops the item on the ground before reaching Point B, the score of the item will be invalidated and the player has to return to Point A and restart the game run.

3. Before the commencement of the tournament, there will be a demonstration on how to pick up the items. The time will begin under the command of the judge. Each player will pick up an item from the basket at Point A and put it into the basket at Point B, and make their way back to Point A. The next pair of participants can get ready at Point A and move ahead only after the previous pair of participants have completely returned and crossed the starting line. After the start of the game, each lane is limited to 2 players who are conducting the game play. Players are not allowed to use their hands to pick up the items from the basket. Players can only use the picker to pick up the items from the basket. Both hands should not cross the marker indicated on the picker.

4. There will be a time limit of 5 minutes. Each item will be scored based on the weight and shape of that item. The final score is tabulated based on the total score of the items and this final score will determine if the team will proceed to the final round. If the team successfully put all 20 items at Point B, the staff will stop the timing. If there are more than 1 team with equal scoring and time, the affected teams will enter a round of PK.

5. During the 1-min round of PK, the affected teams will use the picker to pick up items from Point A and drop it at Point B. The team with the highest score will win in the PK round and be ranked higher on the list.

6. After the end of the preliminary round, the top 10 teams with the highest scores will proceed to the final round.

Final Round Game Play

1. The tournament is conducted in a relay format. 1 player from each team will get a picker. 

2. The lane comprises 2 points, Point A and Point B, within 10 metres. There will 20 icons representing Singapore placed in the basket at Point A and a standing board with 15 icons printed on. Within the time limit of 5 minutes, participants must pick up one icon at a time from Point A, match the corresponding icons and hook onto the standing board at Point B to be counted as 1 successful game run. If a player drops the item on the ground before reaching Point B or fail to hook on the standing board, the score of the item will be invalidated and the player has to return to Point A and restart the game run. Each player can only pick up 1 item at a time. Each team must match all 15 icons on the standing board to win. 

3. Before the commencement of the tournament, there will be a demonstration on how to pick up the items. The time will begin under the command of the judge. Each player will pick up an icon from the basket at Point A, match the corresponding icons and hook onto the standing board at Point B. The next participant can get ready at Point A and move ahead only after the previous participant has completely returned and crossed the starting line. After the start of the game, only 1 player per team is allowed to compete in one lane at any time. 

4. There will be a time limit of 5 minutes. The team with the most number of matching icons hooked on the standing board wins. The final score is tabulated based on the number of matching icons and this final score will determine if the team proceeds to the final round. If the team successfully hooks 15 icons at Point B, the staff will stop the time. If there is more than 1 team with equal scoring and time, the affected teams will enter a round of PK. The team that completes the round within the shortest period of time will be ranked higher on the list.

5. During the 1-min round of PK, the affected teams will use the picker to pick up one of the icons from Point A, match the corresponding icon and hook onto the standing board at Point B. The team with the highest score will win in the PK round and be ranked higher on the list.

6. After the final round, the total score of each team will determine their ranking and prize.

照片——夹子

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夹子 Picker
(初赛及决赛使用)

夹粽子初赛物品分数榜

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  “博粽子”竞赛

   Dumplings on the Roll

初赛方式

1. 比赛是以顺时针 4 人依次投骰子方式进行,面向舞台的参赛者将率先开始。

 

2. 在限定的 5 分钟内,每位参赛者轮流有 5 次的掷骰机会把 6 个骰子一起投进大碗中。丢骰子的手必须超过碗面方是成功的掷骰的手势。

3. 各组的成绩是由骰得1 或 4 的分数多少的总和,例如:骰得 2 个 4,获得的分数是 8 分。

4. 当参赛者把骰子掷出大碗,其本轮的掷骰机会即当作废。

5. 初赛结束后,骰得的总数最高的前 10 支队伍将晋级决赛。

决赛方式

1. 比赛是以顺时针 4 人依次投骰子方式进行,面向舞台的参赛者将率先开始。

决赛内将分成不同回合,一个回合为 5 分钟。在每个回合限定的 5 分钟内,每位参赛者轮流把 6 个骰子一起投进大碗中。丢骰子的手必须超过碗面方是成功的掷骰的手势。

2. 各组的成绩是以其符合骰得以下特征为得分标准(即状元,榜眼,对堂,殿军)。所有冠、亚、季军需通过 3 个流程来定夺。

3. 比赛的每一个名次皆以 3 个流程决定。第一个流程只有“状元”者为优胜。

4. 第二个流程在 5 分钟内按谁掷出“状元”、“榜眼”、“对堂”或“殿军”的顺序为优胜。如果有 2 个或以上相同的“状元”、“榜眼”、“对堂“或“殿军”出现时,将进行 PK。

5. PK 流程为 5 分钟,以第一组掷出“状元”、“榜眼”、“对堂”或“殿军”者为优胜。

Preliminary Round Game Play

1. 4 participants will take turn to roll dice in clockwise sequence, and the participant facing the stage will start first.

 

2. Within the time limit of 5 minutes, each participant will take turn to have 5 chances to roll 6 dice into the big bowl. Player’s hand must be positioned higher than the bowl when throwing the dice.

3. The score of each group is the sum of the scores obtained by the dice of 1 or 4 only. For example, the score obtained by the 2 dice of 4 is 8 points.

4. When the participants roll the dice out of the big bowl, their chance to roll the dice in this round shall be invalidated and counted as 1 chance being used.

5. After the end of the preliminary round, the top 10 teams with the highest scores will proceed to the final round.

Final Round Game Play

1. 4 participants will take turn to roll dice in clockwise sequence and the participant facing the stage will start first.There will be multiple rounds of 5 minutes in the final round. Within the time limit of 5 minutes in each round, each participant will take turn to roll 6 dice into the big bowl. Player’s hand must be positioned higher than the bowl when throwing the dice.

2. All teams will compete to obtain the Tier pattern (Tier 1 to 4) listed in the table below. The 1st, 2nd and 3rd placing have to be determined by going through 3 rounds of gameplay.

3. Each ranking has to be determined after going through 3 rounds of gameplay. In the first round, the first team which obtains Tier 1 pattern will be the champion of the game.

4. In the second round of 5 minutes, the team which manages to obtain the highest tier out of Tier 1 to Tier 4 pattern will gain victory. If there are more than 2 teams which obtain the same tier patterns, the affected teams will go through a round of PK match.

5. During the 5-min round of PK match, the first team which obtain either of the pattern from Tier 1 to Tier 4 will gain victory.

 

初赛骰子分数榜

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决赛骰子特征分数榜

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