Basketball
Day 2 · 9am–12:30pm5 to 8 participantsUp to 2 entries per school
Step onto the court for an electrifying basketball event where speed, skill, and teamwork are key! Teams will go head-to-head across 16 minute matches, combining quick passes, sharp drives, and accurate shooting to take control of the game. The group stage will be played in a round robin format with the top four teams advancing to the semi-finals. With the momentum constantly shifting, communication will be the key to victory.
Rules- •Duration of entire tournament: 3.5 hours
- •Duration of one match:
- •Each match will be 16 minutes long, with 8 minutes per half and a 2-minute break between halves.
- •Number of participants: 5 + 3 substitutes (MAX 2 entries per school)
- •Format:
- •The group stage matches will be played in round robin format and top 4 teams will qualify for semi-finals.
- •Substitution: Teams may make unlimited substitutions.
- •Bench limit: Only 3 players are allowed on the bench.
- •Tiebreaker:
- •In case of a tied score during knockout matches, 3 free throws per team will determine the winner.
- •Point system:
- •2 points inside the 3-point line, while 3 points are awarded outside the 3-point line. Free throws are worth 1 point each.
- •Fouls:
- •Three free throws are awarded if the player is fouled while making a 3-point shot. Two free throws are awarded if the player is fouled while making a 2-point shot. One free throw is awarded if the player is fouled in the act of shooting but makes the shot anyways and is counted.
- •Travelling:
- •Players must establish a legal pivot foot when receiving the ball and may not take illegal steps while moving with the ball. A travelling violation will result in throw-in for an opposing team. (FIBA)
- •Tech-fouls:
- •Technical fouls may be given for unsporting conduct, excessive dissent or delaying the game. Serious or dangerous contact may be penalised as an unsportsmanlike foul. (FIBA)
Register for this event →Table Tennis
Day 1 · 1:30pm–5pm2 participantsUp to 2 entries per school
A fast-paced test of precision, reflexes, and strategy! Players will face off across the table in an intense doubles competition, using powerful serves, quick returns, and clever spins to keep their opponents guessing. Group stage matches will be played for 11 points, with the semi-finals and final played for 21. Stay focused, react quickly, and make every shot count.
Rules- •Duration: 2.5 hours
- •Number of participants: 2 per team – Doubles (Max 2 entries per school)
- •Preliminary stages:
- •Matches will be played for 11 points (Best of 1) in the group stage.
- •Semifinals and Final: Matches will be played for 21 points.
- •Service:
- •The ball must be tossed upward from an open palm and served diagonally in doubles.
- •Change of service:
- •Service changes every 2 points, with changes continuing at deuce.
- •Let:
- •A serve that touches the net but otherwise lands correctly is replayed.
- •Specific rule:
- •The serve must be made above the table and from behind the player's side of the table.
Register for this event →Fusion Relay
Day 1 · 4pm–5pm4 participantsUp to 2 entries per school
Forget the ordinary relay! This challenge combines speed, strength, coordination, and problem-solving into one relentless race, where every member has a role to play according to their speciality. There will be five stages in total, with four individual tasks followed by a final collective challenge that the whole team must complete together. The clock will only stop once every team member has crossed the finish line!
Rules- •Duration: 1 hour
- •Number of participants: 4 per team, one for each stage of the relay (
- •Max 2 entries per school)
- •Sequence:
- •All participants must complete their assigned tasks before passing the baton. The baton must be passed from one participant to the next after completing their respective stage.
- •Format:
- •A total of 5 stages, 4 tasks are done individually by the members of the team. The Final task would be a team collective task.
- •Cutting the Course:
- •Participants must remain within the designated course and follow the marked route. Cutting across the course, skipping an obstacle, bypassing a task or entering a restricted area will result in a time penalty.
- •Completion:
- •The time will be recorded when all team members have reached the finish line.
- •Winning Criteria:
- •The race will be timed, and the team with the fastest timing will win the contest.
- •Outside Assistance:
- •Participants may not receive physical assistance or equipment from spectators, coaches or teammates who are not currently participating in the stage.
Register for this event →Amazing Race
Day 2 · 9am–1pm2 participantsUp to 2 entries per school
Bringing back the most memorable event, with an added twist! With twists and turns all along the way, teams must overcome difficulties and finish tasks all across Mumbai, within a specific budget. Participants will be travelling across the city by local train, auto, and Uber, with all transport costs coming out of that same budget. Each team will be escorted by an adult from our school.
Rules- •Duration: 4 hours
- •Number of participants: 2 per team (Max 2 entries per school)
- •Budget:
- •Teams must complete the race using only the allocated budget, with no additional resources being permitted.
- •Winning Criteria:
- •The first team to complete all tasks in the given budget will win.
- •Transportation:
- •Teams may only use these modes of transportation:
- •Local Train, Auto and Uber. All transportation costs must be paid from the allocated budget.
- •Task Completion:
- •Both participants must record the completion of the task through photos or videos. Teams will receive confirmation of completion from their advisor.
- •Clues:
- •After completing a task, they will receive a clue for the next task from the advisor through a chit or a text message.
- •Cheating:
- •Using unauthorised resources, receiving help from people outside the team, sharing answers with another team, tampering with clues or deliberately misleading another team will result in a disqualification
- •Use of Internet to solve clues:
- •Use of the internet to solve clues is strictly prohibited, and will result in direct disqualification.
- •Safety: Each team will be escorted by an adult from our school.
Register for this event →Dodgeball
Day 2 · 12:30pm–3:30pm6 to 8 participantsUp to 2 entries per school
Quick reflexes, sharp aim, and smart teamwork come together in this fast-paced game! Players must dodge incoming throws, make crucial catches, and work together to eliminate the opposing team across 10 minute matches. Catch a throw, and the player who threw it is out. Teams will play in a round robin format, with any ties decided by a sudden death round. Staying alert is the key to winning!
Rules- •Duration: 2 hours 45 minutes
- •Number of participants: 6 players + 2 substitutes per team. Maximum 2 entries per school.
- •Duration: 10 minutes, divided into two 5-minute halves with a 2-minute break.
- •Format:
- •Teams will play in a round-robin format. The team with the most points will win.
- •Objective:
- •Eliminate opponents by hitting them with the ball before it touches the ground.
- •Catch: A successful catch eliminates the player who threw the ball.
- •Players must remain within the designated playing area.
- •Eliminated players must leave the playing area immediately and stand in the designated area.
- •Tiebreaker:
- •In case of a tie, a sudden-death round will determine the winner.
- •Winner:
- •The team with the most players remaining at the end of the match wins.
Register for this event →Tug Of War
Day 2 · 2pm–4:30pm6 to 8 participantsUp to 2 entries per school
A collaboration between raw strength and team spirit! Two teams of six, plus two substitutes each, go rope to rope, and only one team can cross the line victorious. Players must hold the rope with both hands and remain within the designated playing area. Teams will compete in a round robin format, with a final round to decide any tie. Pull together, and do not let go!
Rules- •Duration: 2.5 hours
- •Number of participants: 6 players per team + 2 substitutes. (Maximum
- •2 entries per school).
- •Objective:
- •Pull the opposing team across the designated centre line to win.
- •Teams must begin behind the designated starting line, with the rope held in the required position and the centre mark of the rope aligned with the centre line.
- •Each team must remain behind their designated starting line before the match begins.
- •Players must hold the rope with both hands and remain within the designated playing area.
- •Winning:
- •A team wins when the required mark on the rope crosses the winning line.
- •Fouls:
- •Sitting, intentionally dropping, locking the rope around the body, or other prohibited techniques result in a foul.
- •Teams must stop pulling immediately when instructed by the referee.
- •Match Format:
- •Teams will compete in a round-robin format. The team with the most points will win.
- •Tiebreaker: In case of a tie, a final round will determine the winner.
Register for this event →Pickle Ball
Day 2 · 12pm–3:30pm2 participantsUp to 2 entries per school
Get ready for some fast paced fun! Quick rallies, sharp reactions, and agility come together in a game where every point can flip the match. Doubles teams will face off on a court where only the serving team can score. Serves must be made diagonally, the two-bounce rule applies, and no player may volley from the Non-Volley Zone. Matches will be played to 11 points and won by a margin of 2.
Rules- •Duration: 3.5 hours
- •Number of participants: 2 players per team. Maximum 2 entries per school.
- •Serve:
- •The server must serve diagonally into the opponent's correct service court.
- •Serving Position:
- •At the moment of service, the server must have at least one foot behind the baseline, with neither foot touching the baseline or court.
- •Score Call: The complete score must be called before the serve is made.
- •Two-Bounce Rule:
- •The serve must bounce before being returned, and the receiving team’s return must also bounce before the serving team can volley.
- •Non-Volley Zone:
- •Players cannot volley the ball while standing in the 7- foot Non-Volley Zone (Kitchen) or while touching its lines.
- •Volley: A volley is a shot made before the ball bounces.
- •Faults:
- •A fault occurs if the ball goes out, fails to clear the net, bounces twice before being returned, or a player violates a serving or Non-
- •Volley Zone rule.
- •Line Calls:
- •A ball touching a boundary line is considered in, except for a serve landing on the Non-Volley Zone line, which is a fault.
- •Serve Types:
- •Both volley serves and drop serves are permitted under the official rules, subject to their respective requirements.
- •Fair Play:
- •Players must follow the referee's decisions and maintain proper sportsmanship throughout the match.
- •Scoring: Only the serving team can score points.
- •Match Format:
- •Matches will be best of 1 game, played to 11 points, with a 2-point winning margin.
- •Format:
- •The group stage will follow a round-robin format. The top 2 teams will qualify for the final.
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