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Event Details

View the rules for each event: ($25/person for One Event/$45/person Total to Compete In All Events) Individuals, groups, and companies may compete.

3 on 3 Basketball

  • Each company may enter one Men’s team and one Women’s team in the 3-on-3 Basketball Tournament. Competition is by Division.
  • Managers must check-in & turn in a team roster at the check-in table prior to playing their first game.
  • Game Time is forfeit time.

PLAY

  • Teams may have an unlimited number of participants listed on their tournament roster (filled out on site at the event). A maximum of 6 players may be used per game. All the players used in the tournament must be legal players from the company’s participation list. Games may be started and completed with only two players, but not only one player, because of in-bounding restrictions.
  • All Games will be to 11 points, win by 2 points, or 15 minutes, whichever comes first.
  • If volunteer scorekeepers do not show, each team will need to provide a scorekeeper.
  • Please ask that your participants have their ID with them at all LACC events. For more information on protests/use of illegal players, please see the Protest Policy.
  • No jewelry including body piercings unless authorized by the tournament director.
  • A coin flip will determine the first possession.
  • The ball will change possession after each basket. No "make-it" / "take-it".
  • The ball will be "taken back" on every change of possession. (A player’s foot must touch the 3-point line to be considered “back”). Failure to take it back will result in loss of possession and any points resulting from the possession.
  • The ball must be checked by an opposing player before it is put into play. The ball must be passed in to begin play, no violation (recheck). When in-bounding the ball, a minimum of 3 feet must be allowed by the defense for the offense to in-bound the ball, 5 second rule to inbound ball.
  • After all fouls, or balls out of bounds, the ball will be taken out at the top of the key, outside of the three point line.
  • Two points will be given when the shooter's feet are clearly, and completely, behind the three point line. Any shot(s) made inside the three point line will count as one point.
  • If a shot is taken from behind the three point line, is missed, and the shooter is fouled, he/she will get two free throws. If a shot is taken from behind the three point line, is made, and the shooter is fouled, no free throws will be awarded. The basket counts as two points (per 3-on-3 rules), the foul is registered, and the ball changes possession.
  • If a game is ended at 15 minutes, the team in the lead will be declared the winner. If a game reaches this time limit in a tie, the teams will play overtime until one team leads by 2. That team will be declared the winner. Possession will be determined by a coin flip, and an additional one timeout per team will be allowed in the overtime.
  • No dunking is allowed in warm-ups. Dunking allowed in official games only.
  • In the championship game, if the team from the losers’ bracket defeats the team from the winners’ bracket, the teams will play each other again for the championship.
  • Players must have like-colored jerseys that are numbered, for each player on the roster. Players may use a marker to write a number on a jersey, but no tape will be allowed. Teams reporting for play without numbered jerseys will result in the opposing team shooting 2 technicals prior to the start of the game, plus possession of the ball. If both teams report for play without numbered jerseys, both teams will shoot 2 technicals and possession will be determined by coin flip. A jump ball goes to the defense.

TIME

  • Each team is allowed two 30 second timeouts. The timeouts stop play but the clock continues to run. In the last minute of play, the clock will stop on all dead ball situations and after a made basket.
  • Before games, both teams will warm-up for 2 to 3 minutes or at the discretion of the game captain or referee. Game time is forfeit time.
  • Stalling (freezing the ball) is not allowed. An "unwritten" 30-second clock is in effect at all times, and may be enforced by court monitors at their discretion. Failure to attempt a shot (and "draw iron") in 30 seconds, after being warned by the referee, will result in a loss of possession.
  • All Games will be to 11 points, win by 2 points, or 15 minutes, whichever comes first.

FOULS

  • The scorekeeper will count and record all team fouls on the score sheet. Any player fouled in the act of shooting, or after 5 team fouls (on the 6th and after) will be awarded one free throw. For the first five fouls, the ball is taken back by the fouled team, at the top of the key, to resume play. The ball will change possession after all free throws, whether the free throw was made or not. Non-shooting players will remain in the back court during free throw attempt.
  • If a player, in the act of shooting, makes the basket, the basket counts and the ball changes possession. The foul is counted on the score sheet as a team foul. If the basket is missed, one free throw will be shot as explained above.
  • Flagrant or continuous misconduct may result in the dismissal of the offending player(s). If the referee rules a foul was intentional, the player fouled will shoot two free throws and retain possession. Two intentional fouls will result in automatic ejection from the game. Anyone involved in fighting, for any reason whatsoever, will be ejected from the tournament.
  • An individual player will foul out of a game when receiving a fourth personal foul, but may also be ejected by the official for cause at any time.
  • Any substitutions may be made after a basket, a foul shot, or any stoppage of play. "Trash talk" will not be allowed.
  • All technical fouls will be awarded two free throws plus possession of the ball.
  • The 3-on-3 Basketball Tournament is a double elimination tournament, teams forfeiting their first game in the tournament are forfeited out of the tournament, and penalty points will be assessed. If a team forfeits a game after having already played a game or games in the tournament, that forfeit will be counted as a loss.
  • Please refer to the Point System for information on points for Basketball

 

5v5 Soccer

  • All Managers must check in at the check in table to receive their roster. All rosters must be signed and turned in before their first game.
  • Teams may have an unlimited number of participants listed on their tournament roster (filled out on-site at the event). A maximum of 10 players may be used per game. All the players used in the tournament must be legal players from the company’s participation list.
  • Scheduled game time is forfeit time. Teams must be at their field before their scheduled game time.
  • Shin guards and soccer socks (completely covering the shin guards) are mandatory.
  • Soccer cleats or athletic shoes are recommended. No jewelry including body piercings.
  • Baseball / Softball cleats are not allowed. Multi-purpose shoes with toe cleats are not allowed.
  • The Tournament will be double elimination. Teams forfeiting their first game in the tournament will be forfeited out of the tournament, and penalty points will be assessed. If a team forfeits a game after having already played a game or games in the tournament, that forfeit will be counted as a loss.
  • Games will consist of two 10-minute halves, with a two-minute halftime. Teams will defend one goal in the first half, and the opposite goal in the second half.
  • In the event of a tie at the end of regulation time in any game, sudden-death overtime will be played, with the first team to score being declared the winner.
  • Please refer to the Point System for information on points for Soccer.
  • Penalty Cards: Players receiving a red card will miss the remainder of that game as well as the following game.
  • Please ask that your participants have their ID with them at all LACC events. For more information on protests/use of illegal players, please see the Protest Policy.
  • FIFA: International Soccer rules apply except as modified below:
  • No Slide Tackling: Players must remain on their feet. If they slide to play a ball, they cannot make contact with an opposing player without committing a foul.
  • No Offside.
  • Goal Scoring: To score a goal, you must be on the offensive half of the field when you kick (touch) the ball, and the ball must completely cross the goal line.
  • Penalty Kicks: If in the referee’s opinion a scoring opportunity was nullified by an infraction, he can award a penalty kick. It is a direct kick taken from the middle of the center line, with all the players behind the half field line. After the kick, the offensive team cannot touch the ball until the defensive team has touched the ball.
  • Five Yard Rule: In all dead ball situations, the defending players must stand at least five yards from the ball. If the ball is closer than 5 yards from the goal area, the ball shall be placed five yards away from the area.
  • Kick Off: To start from the center circle may travel in any direction.
  • Indirect Kicks: All dead ball kicks are indirect kicks (kick ins, free kicks, goal kicks, kick offs) except corner kicks or penalty kicks. (Indirect means it has to touch another player before it is counted as a goal.)
  • Goal Kick: May be taken from any point on the end line or goal area.
  • Kick-Ins: The ball shall be kicked in to restart play from the sideline, instead of a throw.
  • Corner Kicks: This is a direct kick taken from the arc in each corner, meaning a goal can be scored directly from the player taking the kick.
  • No Goal Keepers: No players are allowed to use their hands while the ball is in play.
  • Substitutions: Substitutes are allowed with the referee’s acknowledgement at any dead ball situation.
  • Field dimensions: 40 yards long by 30 yards wide.
  • Goal Box: Ten feet wide and six feet long directly in front of the goal. No player can touch the ball in that area. Any player may move through that marked area, but not touch the ball. If a defender touches the ball inside the area, it is counted as a goal. If an offensive player touches the ball, it is a goal kick for the defense. If the ball comes to a complete stop in the goal box, it is a goal kick for the defense.
  • Goal: Approximately 4 feet tall and 6 feet long.
  • Center Line: Divides the field evenly in length.

5K

RACE CHECK-IN WILL BE DURING THE WEEK OF THE 5K EVENT. ALL PARTICIPANTS MUST CHECK-IN AT ONE OF THE PACKET-PICK- UP DATES WHICH WILL BE PROVIDED TO YOU TWO WEEKS BEFORE THE EVENT.

  • Each company, group, or family is allowed to enter twenty male and twenty female participants in each of the following age categories: 19-24, 25-29, 30-34, 35-39, 40-44, 45-49, 50-54, 55-59, 60-64, & 65+.
  • All participants must check-in or have their coordinator’s check them in before race day.
  • ALL times and winners will be determined according to their Chip Time.
  • Runners will line-up in waves based on their estimated finish time(s). Waves will go off approximately every minute until all the runners are on the course. Signs will be placed throughout the starting line and announcements will be made concerning how to line-up. Since chip timing will be used for the start and finish, regardless of which wave you start in, your start time will be when you cross the starting line.
  • The 5K distance is equivalent to 3.1 miles.
  • Finishers will not be eligible for places, points, or medals after 75 minutes.
  • All participants will receive their chip and a bib number at packet-pickup. The bib must be pinned on the front of the shirt or shorts during the race. The bib # must be visible when the participant crosses the finish line. The chip (tied to the shoelaces) must be turned in at the finish line.
  •  No headphones, pets, baby strollers or joggers, roller blades, scooters, or bicycles are allowed on the course.
  • No outside competitors, for “pacing” purposes, allowed on the course. All participants on the course must be wearing the race/bib number provided at check-in. Participants may walk if necessary. Walkers should start at the back of the pack.
  • All participants must finish without assistance, in order to receive points or medals.
  • The Race Committee reserves the right to delay the start of a race or change the race course if conditions warrant such a change.

Bike Race

  • Each company may enter two male and two female participants in the Bike Race in each of the following age groups: 19-29, 30-39, 40-49, 50-59 and 60+.
  • Entrants will be placed in the appropriate 5-year age group according to their age as of December 31, 2016 and scored in the following age groups: 19-24, 25-29, 30-34, 35-39, 40-44, 45-49, 50-54, 55- 59, 60-64, and 65+.
  • Substitutes for the bike race must be in the same 10-year age group as the original entrant (19-29, 30- 39, 40-49, 50-59, or 60+), but will be scored in their actual 5-year age group.
  • Participants will race in the order they check-in (by each age group). Race times vary depending on the number of participants in each age group.
  • The format for the event will be a time trial. Participants will race against the clock for the best time within their age division.
  • The distance for the time trial will be 3 miles.
  • Triathlon handlebars and disc wheels will be allowed. Recumbent Bicycles are NOT allowed.
  • All cyclists must wear and have latched at all times a CPSC, ASTM, or SNELL approved helmet, throughout the race, or they will be disqualified. Headphones are not allowed on the course.
  • LACC recommends all participants have their own equipment and don’t share other’s bikes, helmets, etc.
  • No outside competitors, for “pacing” purposes allowed on the course. All participants must have a race
    number, provided at check-in.
  • Staff will provide a “push” for each biker at the start to steady the bike.
  • No pets allowed, service animals are welcome.
  • All riders must finish under their own power, in order to receive points or medals.

Bowling

  • Companies may enter a four-person team in each of the following competitions: Men's, Women's, and Coed. Coed teams will consist of 2 men and 2 women, entrants in the Coed competition cannot participate in the Men’s or Women’s events.
  • Coed rules are the same as Men's and Women's (Coed Teams must alternate Men and Women bowlers).
  • No handicapping allowed; all games rolled are scratch games.
  • Three game "sets" will constitute the total scores for team competition.
  • The best three-game series, by an individual, will determine Individual Winners (by Division).
  • Please refer to the Point System for information on points for Bowling.
  • If a bowler arrives after his/her team has begun the competition, they will be allowed to start bowling at the frame when they arrive. No bowlers may bowl missed frames due to late arrival.

Darts

  • Each company is allowed to enter one man and one woman into the Darts Tournament. The Darts Tournament is an individual competition, scored by division.
  • Scheduled game time is forfeit time.
  • Please refer to the Point System for information on points for Darts.
  • Soft-tip darts and electronic boards will be used.
  • Coins for play will be supplied by LACC and will be distributed at the time of the game.
  • The tournament will be double elimination: Best of three winner’s side, One game loser’s side
  • The American Darters Association (ADA) Rules will apply and may be found at www.adadarters.com/adl/league-rules.html
  • 301 Rules The game starts with players at 301 points. Straight start or any in begins the game. Game ends when a player reaches zero exactly by finishing on a single, double or triple, players may bull out. One, two or three darts constitutes one turn. The total score of each turn is subtracted from the total score. Exceeding a zero score (busting) ends the turn and requires the player go back to the score he or she had in the turn prior to busting. A bust counts as a full turn (three darts thrown).
  • ADA "51 Rule" will apply: No game of 301 shall exceed 51 darts thrown. Should a game reach 11 turns (33 darts by one player), play stops. Each member throws one dart for the bull's-eye. Closest dart to the bull's-eye is declared the winner.
  • Starting Rules: To start the first game, flip a coin to determine who throws one dart at the Bull's-Eye. Closest to the Bull's-Eye starts the first game. To start the second game, the loser of the first game throws first for the Bull's-Eye. Closest to the Bull's-Eye starts the second game. If the match goes to a third game, the loser of the coin-toss from the first game throws first for the Bull's-Eye. Closest to the Bull's-Eye starts game.

Scoring on the Electronic Dart Machine

  • The score recorded by the machine is the score that the player receives. The players accept that the machine is always right. The only exception will be on the "Last Dart-Winning Dart" that meets the following criteria:
  • The "Last Dart-Winning Dart" must stick.
  • The machine was displaying the "Throw Darts" message and all other rules were followed. Then, no
    matter if the machine fails to score or scores incorrectly, the player/team will be credited with the win in that game.
     Example: Player's score is 24 at the beginning of their turn. Their first dart hits and sticks in the single 9 but does not register or score. Their second dart scores a single 15, leaving the player on 9. The third dart is then thrown in the single 9, but does not register or score. Since it was the "Last Dart-Winning Dart", that player/team wins the game.
  • A dart that sticks in the board but does not activate the electronic scoring may not be manually scored.
  • If there is any question to whether the machine is scoring or working properly, STOP THE GAME. Do not remove darts or activate the "Player Change". The team captains must try to solve the problem. If they are unable to do so, they will need to call for service. If the situation cannot be resolved, play will need to be moved to an available board. Scores will be re-entered and play will continue. In tournament play, a referee must be called to resolve the problem.
  • If a dart bounces off the board it is considered a dart thrown even if it does not score. It may not be thrown again.
  • If a dart is thrown before the "Throw Darts" message lights, the dart will not score and is considered a dart thrown. It may not be thrown again.

Disc Golf

  • Companies may enter one 2-man team and one 2-woman team in the Disc Golf Tournament. The format will be a two-person scramble. Companies will compete against teams from their own division. In the event that one member of the two-person team is unable to participate, the other team member will be allowed to participate solo and will only be allowed to throw 1 disc.
  • All players must check-in prior to their start time.
  • If one partner is there, they can start. If both partners are late and miss the start they forfeit out of the tournament.
  • There are no green fees and no golf carts available.
  • Players must supply their own discs. (discs must be PDGA approved) Please note that there are different types of discs for different types of shots (driver, approach and putter). There is not a limit on the number of discs you can carry.
  • No handicaps. This is a scratch tournament.
  • No dogs please.
  • Los Angeles Corporate Challenge follows Professional Disc Golf Association (PDGA) Rules
  • Caddies and spectators are allowed on the course. Caddies must follow PDGA guidelines for caddies, and spectators must be courteous and respectful of the players, and be aware of their surroundings (the fairways at Swope Park are close together...errant shots do occasionally find their way onto other fairways).
  • To expedite play, triple bogey (6) is the maximum score on each hole. Once your team has reached triple bogey, pick up and go to next tee, and record a “6” for the hole. This is an attempt to help speed up play. Playing partners please help police this rule.
  • Please refer to the Point System for information on points for Disc Golf.

Other course rules:

  • Out-of-Bounds: If your throw goes out of bounds, you may either play from the spot where your disc was last in bounds, or re-throw from the previous spot, with a one-throw penalty. Out of bounds areas at Swope include: parking lots, streets, bathrooms, the clubhouse area in the center of the course, and over the fence into the parks maintenance area. It also will include in the woods on the left side on hole #13 (area will be marked with a painted line or rope). Note: Inside the areas on the course marked by the limestone boulders are NOT out-of-bounds.
  • Lost Disc: If you lose your thrown disc, you have 3 minutes to look for it, and everyone in your playing group (even your opponents!) are required to help look for it. If you cannot find your disc after 3 minutes have lapsed, you incur a one-throw penalty, and must re-throw from the previous spot.
  • Holing Out: You must hole out every shot. In order to hole out, your disc must come to rest in the chains of the target, or in the lower entrapment area (sometimes call the basket or the tray). If your disc comes to rest on top of the chain rack, you have not holed out. Please remember that 6 is your maximum score per hole.
  • Disc suspended above the ground: If your disc becomes lodged in a tree, or is otherwise suspended above ground, you must play it on the ground directly below where it came to rest, with no penalty.
  • Mandatory Obstacles: Games captain will explain all mandatory obstacles prior to the start of the round at the 1st tee. If you miss the mandatory, you must play your next shot from the drop zone with a one throw penalty.
  • Marker Discs: Players must have a marker disc, or a disc not used in play that is approved by tournament director.
  • Courtesy: Please be courteous of other players and spectators on the course.

Dodgeball

The following is an abbreviated and modified version of the rules from the official National Amateur Dodgeball Association (NADA) Rule Book. These are the official rules for the Corporate Challenge Dodgeball Tournament. Each team is responsible for reviewing and understanding the rules before participating in the tournament.

  • Each company may enter one coed team in the Dodgeball Tournament. Six players compete at a time (3 men and 3 women) on the court. Teams may have up to two reserves available as substitutes per game. Substitutes may enter the game only during timeouts or in the case of injury. When a substitution is made, males are required to substitute for males, and females are required to substitute for females. Teams can start with 4 or 5 players, but must have a minimum of 2 women to begin each game. Teams may only have a maximum of three men playing at a time in each game.
  • Each team will be allowed one (1) 15-second timeout per game. At this time a team may substitute one or both reserves into the game. Men can only substitute for men and women for women.
  • Teams may have an unlimited number of participants listed on their roster. All the players used must be legal players from the company’s participation list. A maximum of 8 players may be used per game (6 on the court & 2 subs).
  • All Managers must check-in at the lobby table as you enter the facility to receive a roster. All rosters must be signed and turned in at the score table (on your specified court) before the first game.
  • The playing court will be 60’ long by 30’ wide divided into two equal sections by a center-line. Attack lines will be 3m from, and parallel to the centerline.
  • Teams who advance to the Finals will play at Perceptive Software’s “Dodgeball Arena.” The court dimensions and markings will reflect the same as the courts at New Century.
  • Game-time time is forfeit time.
  • The official ball used in tournament and league play will be an 8.25" rubber-coated foam ball.
  • The format for the Dodgeball Tournament is pool play followed by a medal round single-elimination bracket. Each company will first compete in the pool play portion of this tournament. The pools will vary in size based on the number of teams that register in each division and will be seeded according to 2015 results. Teams will play each other twice (back-to-back) in each pool, switching sides after the first game. Teams with the best records will advance from their pool.
  • The tiebreaker for pool play will be as follows:
    1) Head-to-Head
    2) Total number of players eliminated (for the winning team ONLY) after every game in pool play. The team with the largest sum of total eliminated players in all of pool play will advance.
    3) One final (1:30) game between teams tied
  • The medal round will be a single-elimination bracket (best 3-out-of-5 for each match-up) to determine the champion.
  • In an effort to reduce “stalling,” each game will be 1 minute and 30 seconds.
  • The object of the game is to eliminate all opposing players by getting them "OUT". This may be done by:  Hitting an opposing player with a LIVE thrown ball below the shoulders.
    Catching a LIVE ball thrown by your opponent before it touches the ground.
  • LIVE BALL: A ball that has been thrown and has not touched a wall, ceiling, court divider, floor or any other item outside of the playing court.
  • Game begins by placing the dodgeballs along the center line – three (3) on one side of the center hash and three (3) on the other. Players then take a position behind their end line. Following a signal by the official, teams may approach the centerline to retrieve the balls. Teams are only entitled to the three (3) balls on their right (can’t retrieve balls to the left). Once a ball is retrieved it must be checked behind the attack-line on your side (or passed to someone on your team behind your attack line) before it can be legally thrown at the opposing team. Once a ball is checked, players can extend to the half court line to make throws.
  • You may not cross over the mid-court line during play. If any part of your foot or body touches the mid- court line, you will be called out. You can reach over the line to pick-up a ball or follow-through past the mid-court line, but your foot may not touch it at any point.
  • During play, all players must remain within the court lines.
  • Players may leave the boundaries only to retrieve stray balls. However, they WILL be considered “live.” If they are hit while retrieving a ball out of bounds, they ARE eliminated. If they catch a ball while out of bounds, the opposing player is eliminated. Players must return in-bounds immediately after retrieval. Players must be inside boundary lines to throw a ball.
  • If a ball thrown at an individual is caught, the person who threw the ball is eliminated. A member of the team who caught the ball is NOT allowed to come back in the game. The ball can be bobbled, but must be caught by the same player (without hitting an obstacle; wall, ceiling, court divider, another player etc.). If it is bobbled and hits an obstacle, the player will be eliminated, regardless if they catch it or not.
  • Shots to the head do not count and players will remain in the game. If an individual ducks into a throw and it strikes their head or intentionally moves their head so it is the first body part hit, they are eliminated. If it strikes a body part below the shoulders first before their head, they will still be eliminated.
  • A ball is “dead” if it hits the ground, wall, ceiling, court divider, floor or any other item outside the playing court. Any ball that strikes one of these items before an opposing player is considered “dead” and won’t eliminate a player. If it hits multiple individuals on the same team, only the first player hit is eliminated.
  • Individuals may hold a ball and use it to block live balls being thrown at them. As long as the thrown ball strikes the blocking ball first, it will be considered “dead” and you will not be eliminated. If it strikes a body part below the shoulders before the blocking ball, you will be eliminated. If you drop the blocking ball you’re holding due to the thrown ball, you will be eliminated.
  • The first team to legally eliminate all opposing players will be declared the winner. If neither team has been eliminated at the end of one (1) minute and 30 seconds, the team with the greater number of players remaining will be declared the winner. In the case of an equal number of player/s remaining after regulation, a sudden-death overtime period will be played. All original players who started that game will come back out on the court and the first team to hit an opposing player or catch a live ball wins.
  • If a team controls all six (6) balls on their side of the court they must return at least one dodgeball beyond the opponent’s attack line.
  • LACC operates under the honor system and participants are expected to compete and comply with tournament rules. At times, players will be expected to rule whether or not a hit was legal or whether they were legally eliminated.
  • The referees’ decisions are final and arguing calls can lead to a player’s elimination from the game and/or match and/or tournament.
  • Please understand, appreciate and abide by the rules of the game.
  • Respect the integrity and judgment of game officials and LACC.
  • Be responsible for your actions and maintain self-control.
  • Do not taunt or bait opponents and refrain from using foul or abusive language.
  • Teams forfeiting any game in pool play will be forfeited out of the entire Dodgeball Tournament.
  • Please refer to the Point System for information on points for Dodgeball.

Duathlon

The Duathlon is an endurance event, thus training is highly important for the successful completion of this event.
THERE WILL BE NO RACE DAY CHECK-IN. ALL PARTICIPANTS MUST CHECK-IN OR SEND SOMEONE TO CHECK-IN AND COLLECT YOUR PACKET FOR YOU.

  • The Duathlon consists of a run-bike-run race with Men’s and Women’s individual competition.
  • Each company may enter only one male and one female participant in the Individual Duathlon in each of the following age groups: 19-29, 30-39, 40-49, and 50+. Each company will also be able to enter one additional participant per gender in the Individual Duathlon which will be called a “Wild-Card” participant.
  • The Triathlon, Duathlon, and Team Triathlon will be held as a single “meet”. Individuals will compete within their age group against competitors from all divisions, but results will be scored by division. The Team Triathlon will be scored by division.
  • Chip Timing will be used for this event.

RULES APPLYING TO THE RACE:

  1. The Duathlon will begin at 7:00 a.m. Participants should arrive early enough to be ready for this 7:00 a.m. start.
  2. This is an individual event with one contestant doing both the biking and running legs of the race. Each contestant will receive a helmet tag and a bib number in their packet, prior to the race. These are to be worn throughout the race. Bib numbers should be affixed to the front of the competitor’s shirt or shorts.
  3. RUN DISTANCE - The distances will be a 3.1 mile run, a 13.5 mile bike, and a 3.1 mile run. The race begins on the park road near the check-in tent. The run segments will take place on the park road and the Streamway trail system; the bike segment will consist of three laps around the park on the main park road. Both the run and bike portions are hilly courses.
  4. Medical Personnel shall have ultimate authority to remove a participant from the race if that participant is judged to be physically incapable of continuing the race without risk of serious injury or death. Medical transport of any participant will result in automatic disqualification.
  5. If a contestant withdraws from the race, it is mandatory that he/she notify LACC Staff at the Information Tent.
  6. A map of the Duathlon Race Course is posted on the LACC website.
  7. Specific rules for the BIKE segment of the Duathlon are as follows:
    A) Absolutely no drafting of another bike or any other vehicle is allowed. This is an individual endurance event. Teamwork that produces any advantage over single competitors is not allowed. A space of at least two bike lengths must be left between riders. Drafting will be defined as maintaining a static distance of less than two bike lengths between riders. You may enter the space of less than two bike lengths ONLY to pass a rider ahead. So long as you continue to overtake the rider ahead you shall not be deemed drafting. If you cannot pass you must drop back. If you are passed, you must either proceed to overtake the rider ahead, or drop back to allow a distance of a least two bike lengths. Riding side by side in a crosswind is also considered to be drafting. There will be no warning. Course Marshals will be present to enforce this rule. ANY INFRACTION OF THIS RULE WILL RESULT IN DISQUALIFICATION. It is incumbent upon each contestant to immediately reject any attempt to draft or provide a drafting situation. SLOWER BIKERS MUST STAY TO THE RIGHT SIDE OF THE ROAD.
    B) CPSC, ASTM, or SNELL approved helmets are required, and must be buckled at all times during the race. Any participant seen riding without a bike helmet will be disqualified.
    C) No individual support allowed. There are no water stations on the bike course. It is recommended that you have an on-bike water bottle in order to hydrate yourself on the bike course. No person shall drive or bike alongside contestants. Infraction of this “support” rule will result in disqualification of the contestant.
    D) Each participant will be individually responsible for the repair and maintenance of their own bike. Each biker must be prepared to handle any possible mechanical malfunction.
    E) Bikers are expected to heed directions and instructions of all race officials and public authorities. SLOWER BIKERS MUST STAY TO THE RIGHT SIDE OF THE ROAD.
    F) Participants may walk their bikes if necessary.
    G) Bikers are individually responsible for following traffic laws and are solely responsible for the consequences of any infractions.
    H) No headphones will be allowed.

Fishing

  • Companies may enter one 2-person team. The team must fish together at all times. Participants only are allowed in the boats (no 3rd person driver). In the event that one member of the two-person team is unable to participate, the other team member will be allowed to participate solo.
  • Check-in will begin at 5:30 am. Look for LACC staff! The Official LACC clock for the event will be displayed at check-in so every team can synchronize watches.
  • During check-in you will be given a CHIP/boat number. Each team is solely responsible for placing their chip/boat number on the numbered check-in board at the weigh-in location prior to the official check-in deadline. Once you place your number on the board, you are officially checked-in and cannot be counted as late. There is no grace period after the official check-in deadline. If your team’s chip/boat number is not on the board prior to the check-in deadline of 12:30 p.m. for Div. A, B, C, D and 1:00 p.m. for Div. E, F, G, H your team will not be allowed to weigh in. No exceptions.
  • California State rules will apply (for both boating and legal fish sizes). Citations can be handed out on site by California Conservation Agents for illegal fish, failure to keep fish separate and too many fish. Anglers must also have the proper fishing permits if you’re from Kansas you can either purchase a non-resident fishing permit or a daily permit. Same goes for resident anglers they can either purchase a resident permit or a daily permit.
  • Winners will be determined by the TOTAL weight of their 6 legal LARGE MOUTH bass and 15 legal CRAPPIE, per individual. (A legal bass is defined as any LARGE MOUTH bass over 15" - No White Bass, Small Mouth, or Hybrids. A legal CRAPPIE is defined as any crappie over 9”.)
  • Any illegal fish brought to the scale will result in disqualification of your team from the tournament, no participation points will be given.
  • Participants will compete against companies within their own division.
  • Tournament format will consist of two flights. Flight #1 Divisions (Div. A, B, C, D ) will fish from 6:00 a.m. to 12:30 p.m., and Flight #2 Divisions (Div. E, F, G, H, I) will fish from 6:30 a.m. to 1:00 p.m. Flight #1 must be Weighed in by 1:00 p.m., Flight #2 must be Weighed in by 1:30 p.m. No exceptions.
  • Tournament will be held regardless of the weather. LACC will be monitoring the weather from the marina; participants need to monitor conditions and the forecast as well.
  • All participants must have their California State Fishing License with them on the day of the tournament.
  • The penalty for a dead bass is one-half the total weight of that fish. There is no penalty for dead crappie.
  • Life Jackets must be worn at all times the boat is running, and must be Coast Guard approved.
  • Live wells are mandatory. Rental boats need to use coolers and aerator.
  • No kayaks are allowed.
  • Live bait will be allowed.
  • Fishing from the shore is allowed.
  • All live bass will be returned to the lake, after weigh-in, by the tournament director(s). Participants may keep crappie, after weigh-in, if they choose.
  • Legal measurements are with mouth closed and tail pinched laid flat on a surface.
  • Each individual participant must have own stringer or live well so they can identify the fish they have caught. Do not combine fish for the weigh-in. Fish bags will be provided for weigh-in or you may bring your fish to the scale on stringers or baskets. Name and address on stringers and baskets!
  • Culling is not allowed. This means, “Once the fish is put on stringer, live well or fish basket it counts as your daily possession. If you keep the fish and then released it an hour or two later it still counts in your possession.
  • Boats are the responsibility of the participants.
  • Please refer to the Point System for information on points for Fishing.

Flag Football (Double Elimination Tournament)

    • Each Group or Company may enter coed teams or all male teams in the Flag Football tournament. Teams will only compete against groups or companies in their division.
    • Managers must check in at the check in table to receive their roster. All rosters must be signed and turned in before their first game.
    • Teams may have an unlimited number of participants listed on their tournament roster (filled out on site at the event). A maximum of 10 players may be used per game. Team members not playing in the designated game must be distanced from the 10 designated players. All the players used in the tournament must be legal players from the teams participation list.
    • The tournament will be 5v5, with at least 2 women playing at all times for coed teams. Teams can start with 4 players (but must still have 2 women playing at all times). Coed teams will only play against other coed teams.
    • Scheduled game time is forfeit time. Teams must be at their field before scheduled game time.
    • This is a double elimination tournament.
    • Two officials will be provided for each game.
    • Tournament rules will be the Official USSSA Flag Football Certified Rules for 2016 (with the following 5v5 exceptions)
    • Please ask that your participants have their ID with them at all LACC events. For more information on protests/use of illegal players, please see the Protest Policy.

The Game

  • No contact allowed. NO BLOCKING
  • A coin toss determines first possession.
  • Ball must be on the ground at the snap. Any incomplete snap shall result in a dead ball. Snaps between the legs or to the side will be allowed.
  • The offensive team takes possession of the ball at their 5-yard line and has three (3) plays to cross mid-field. Once a team crosses mid-field, they have three (3) plays to score a touchdown.
  • If the offensive team fails to cross mid-field or score, possession of the ball changes and the opposite team starts their drive from their 5-yard line.
  • All possession changes, except interceptions, start on the offensive team’s 5-yard line.
  • Games will consist of two 12 minutes halves with a two-minute halftime. Teams will change sides after the first half, and possession changes.
  • Each time the ball is spotted a team has 25 seconds to snap the ball. Teams will receive one warning before a delay of game penalty is enforced.

Attire

  • Cleats are allowed, except for metal spikes.
  • Shirts must be tucked in.
  • Pants or shorts with pockets or belt loops are prohibited.
  • It is suggested that all players wear protective mouthpieces. No jewelry including body piercings.

Scoring

  • Games are played to one team scoring 28 points or 24 minutes (two twelve minute halves), whichever comes first.
  • Touchdown = 6 points, Extra Point= 1(5 yards out); 2 (12 yards out), Safety = 2 points.

Time-Outs

  • Each team has one-60 second time out per game, in which the clock stops.

Rushing the Quarterback

  • All players that rush the passer must be a minimum of 7 yards from the line of scrimmage when the ball is snapped. Any number of players can rush the QB.
  • Players not rushing the QB may defend the line of scrimmage.
  • Jumping up to block the pass is allowed, but if any contact is made with the quarterback during the jump or upon landing, a penalty will be assessed.
  • Once the ball has been handed off the 7 yard rule is no longer in effect and all defenders are eligible to rush.
  • A special marker, or the referee, will designate 7 yards from the line of scrimmage.

Running

  • The quarterback CANNOT run the ball, even if the quarterback is a female.
  • Only direct hand-offs behind the line of scrimmage are legal. No laterals or pitches of any kind. Offense may use multiple hand offs.
  • The player who takes the hand-off can throw the ball as long as he does not pass the line of scrimmage.
  • “No Running Zones” are located 5 yards before midfield and 5 yards before the end zone in each offensive direction.
  • “No Running Zones” are designated to avoid short yardage power situations.
  • The ball is spotted where the ball carriers belt is when the flag is pulled, not where the ball is. Ball and flags must break the plane for a 1st down and touchdown.
  • A male player may not advance the ball across the line of scrimmage.
  • Spinning is allowed, but players cannot leave their feet to avoid a defensive player (no diving with the ball).

Passing

  • All passes must be forward and received beyond the line of scrimmage.
  • Shovel passes are allowed but must be received beyond the line of scrimmage.
  • QB has a 7-second pass clock. If a pass is not thrown within the 7 seconds, play is dead, loss of down, ball returns to the line of scrimmage. Once the ball is handed off the 7-second rule is no longer in effect.

Receiving

  • All players are eligible to receive passes (including the QB if the ball has been handed off behind the line of scrimmage.
  • Only one player is allowed in motion at a time before the snap, that player may not be moving towards the line of scrimmage at the time of the snap.
  • Players must have at least one foot in bounds when making a catch.

Dead Balls

  • Play is ruled “DEAD” when:
    Offensive player’s flag is pulled
    Ball carrier steps out of bounds
    Touchdown is scored
    At the point of interception (interception returns are not allowed)  Ball carrier’s knee, hand or the ball hits the ground
    Ball carrier’s flag falls out.
    Receivers flag falls out (play is dead at the point of reception).
  • There are no fumbles. Ball is spotted where it hits the ground; anytime the ball touches the ground it is dead.

Sportsmanship

  • No tackling, elbowing, cheap shots, blocking or any unsportsmanlike conduct will be allowed.
  • If the field monitors or referee witnesses any acts of tackling, elbowing, cheap shots, blocking, or any unsportsmanlike act, the game will be stopped and the player will be ejected from the game. Tournament directors may decide to eject players from the tournament. FOUL PLAY WILL NOT BE TOLERATED.

Coed Considerations

  • Plays in Coed Flag Football are designated as either an “Open Play” or a “Closed Play”.
  • Open Play - In an open play, the offensive team may pass the ball from any player (male or female) to any player (male or female) without penalty. A female player is still the only player allowed to advance the ball across the line-of-scrimmage by rushing.
  • Closed Play - in a closed play the offensive player must have a female player involved in the transaction of the ball beyond the line of scrimmage. A female must be one of these three individuals: the passer, the receiver, or the non-quarterback rusher. Examples of Closed Plays:
    A completed pass from a male quarterback to a female receiver (must be beyond the line of scrimmage).
    A completed pass from a female quarterback to a male receiver (must be beyond the line of scrimmage).
    Quarterback hand off to female running back, she must advance beyond the line of scrimmage.
  • Open/Closed Plays - The open/closed determination is set by the previous play’s participants. If the previous play involves a female in a completed successful play (as a passer, receiver, or rusher) then the next play is Open. If the previous play involves a male passer AND male receiver in a completed successful play then the next play is Closed.
  • If an open play is unsuccessful (did not advance ball beyond the line of scrimmage), the next play is still open.
  • If a closed play is unsuccessful (did not advance ball beyond the line of scrimmage), the next play is still closed
  • The referee will designate the status of each play once he/she spots the football and marks ready for play.

Overtime Procedures

    • If the score is tied at the end of 24 minutes, teams move directly into overtime.
    • Coin toss determines order of possession.
    • Procedure for Overtime (except Championship and “If Necessary” Games-see below)
      Each team receives one (1) play from the 5-yard line going towards the opposite end zone.
      The team gaining the most yards on the one play is declared the winner and awarded one (1) additional point.
      Negative yardage on a play is better than an interception, but not an incomplete pass.
      Defensive penalties may be accepted resulting in 10 yards and the option to run an additional play if necessary. Result of following play and the 10 yards from the penalty count towards the overall possession’s yardage. A penalty on the offense is deemed as negative 10 yards and loss of down.
      Teams cannot score points, only positive or negative yardage.
  • Procedure for Championship and “If” Necessary Games
    Each team will get one possession per overtime period. Possession can be ended on:
    Loss of possession on downs
    Interception
    Successful touchdown
    Each team will get possession of the ball at the midline, 1st & Goal
    Each team will receive 3 plays to score a touchdown. If the team scores, they will then attempt a 2-point conversion.
    If the teams remain tied at the end of an overtime period, they will play an additional overtime
    period.
    The order of possession will alternate with each overtime (the team that has the ball 1st in Overtime 1 will have the ball 2nd in Overtime 2).
    All extra point conversions will be 2 points from the 12 yard mark.

 

Penalties

  • All penalties will be called by the referee and may be declined.
  • All penalties are assessed from the original line of scrimmage.
  • DEFENSE:
    Offsides
    Interference
    Illegal Contact (holding, bump and run, blocking, jumping to defend pass,etc)  Illegal Flag Pull (before receiver has ball)
    Illegal Rushing (start rush from inside 7 yard marker)
    Unsportsmanlike Conduct
    All defensive penalties are 10 yards (from the line of scrimmage) and automatic 1st down. All defensive penalties will result in the next play being “open”.
  • OFFENSE:
    Illegal Motion (more than 1 person moving, false start, motion, etc.)
    Illegal Forward Pass (pass received behind the line of scrimmage)
    Flag Guarding
    Jumping by the ball carrier (any player with possession of the ball cannot jump. Ball will be spotted at the spot of the jump)
    Delay of Game - clock will stop/ 10 yards and loss of down
    Offensive Pass Interference (illegal pick play, receiver pushing defender)
    Unsportsmanlike Conduct
  • All offensive penalties will result in the following play being the same “open/closed” determination as the immediately preceding penalized play
  • All offensive penalties are 10 yards (from the line of scrimmage) and loss of down.
  • Within 10 yards of goal, ball is placed 1⁄2 the distance to the goal.
  • Referees determine incidental contact, which may result from normal play.
  • Only the team captain may ask the referee questions.
  • Games cannot end on a defensive penalty, unless the offense declines it.

THE FIELD

  • Field dimensions: 54 yards long by 22 yards wide.
  • End Zone: 7 yards deep.

Golf

  • Companies may enter one 2-man team and one 2-woman team in the Golf Tournament. The format will be a two-person scramble. Companies will compete against teams from their own division. In the event that one member of the two-person team is unable to participate, the other team member will be allowed to participate solo.
  • Golfers must pay for their golf carts. Green fees are paid by LACC. Riding carts are required.
  • No handicaps. This is a scratch tournament.
  • Los Angeles Corporate Challenge follows USGA Rules along with the following local rules:
    Winter rules prevail-you can move the ball with your club head 12 inches, but, no nearer the hole. You must leave your ball in the same cut (fairway, rough, fringe, etc.).
    In the event of a tie, the lowest score on the lowest handicap hole will be used to determine the winner.
    To expedite play, double bogey is the maximum score on each hole. Once your team has reached double bogey, pick up and head to next tee. This is an attempt to help speed up play. Playing partners please help police this rule.
  • Caddies and spectators are not allowed on the course.
  • Slow play rule will be in effect and is defined as follows:
    "Fifteen minutes will be the maximum time allowed for par 4 and par 5 holes. Par 3 hole time limit will be twelve minutes. Falling a hole behind the group ahead of you will not be allowed. You will be timed and a breach of the slow play rule will be penalized accordingly:
    1st Warning - Verbal warning by marshal or tournament official.  2nd Warning - Two stroke penalty for both teams.
    3rd Warning - Disqualification of both teams.
  • Men will play White Tee & Women Red Tee
  • Please refer to the Point System for information on points for Golf.

Half Marathon

THERE WILL BE NO RACE DAY CHECK-IN. ALL PARTICIPANTS MUST CHECK-IN OR SEND SOMEONE TO CHECK-IN AND COLLECT YOUR PACKET FOR YOU.

    • ALL times and winners will be determined according to their Chip Time.
    • Each company may enter two male and two female participants in each of the following age groups:
      19-29, 30-39, 40-49, 50-59, and 60+.
    • Entrants will be placed in the appropriate 5-year age group according to their age as of December 31, 2015, by the LACC and scored in the following age groups: 19-24, 25-29, 30-34, 35-39, 40-44, 45- 49, 50-54, 55-59, and 60-64, 65+.
    • The Half Marathon is 13.1 miles and will be USATF Certified.
    • The Half Marathon course will close after 3.5 hours.
    • A half marathon is an endurance event, a training program is required.
    • There will be aid stations with water/Gatorade approximately every two miles throughout the course.
    • The Half Marathon will be scored as a meet, please see below for Half Marathon Meet scoring information.



Horseshoes

  • Each company is allowed to enter one man and one woman into the Horseshoes competition. Horseshoes is an individual competition, scored by Division. You must check in at the check in table before you throw.
  • There will be an orientation concerning rules and scoring for the Women from 9:00am-9:15am or 10:00am-10:15am. All Women must be checked-in by 10:00am. There will be an orientation concerning rules and scoring for the Men from 11:00am-11:15am or 12:00pm-12:15pm. All Men must be checked- in by 12:00pm. Participants arriving at times where orientations are not provided will begin play after check-in when the next open pit is available.
  • Horseshoes will not be available to check-out. All participants must have their own horseshoes.
  • Each participant will throw 50 shoes on blue clay courts.
  • Men will pitch from 40 feet; Men 70+ may pitch from 30 or 40 feet. Women may pitch from 30 or 40 feet.
  • Participants will be placed in pairs on-site. A participant will pitch 2 shoes, followed by their partner pitching 2 shoes. (Participants may or may not be partnered with someone in their own Division. However, they will be scored only against those in their Division.) The throws will be scored based on where the shoes lie after all four shoes are thrown. Volunteers keep score and will be trained on site.
  • Pairs will alternate throwing first for each set of four throws. (Knock-on, knock-off rule applies.)
  • Three points will be given for a ringer and one point will be awarded for shoes within 6" of the stake. The total points scored after throwing 50 shoes will determine the individual’s score.
  • In the event of a tie within a Division, the following tie breakers will be used, in the following order:
    1) MostRingers
    2) LongestRun
  • SAFETY is paramount and all participants and scorekeepers will receive a safety briefing prior to the start of the men’s and women’s sessions.
  • All scoring will take place only after both shoes have been thrown by both pitchers and will be scored based on where the shoes lie after all four shoes are thrown. Volunteers keep score and will be trained on site.
  • Please refer to the Point System for information on points for Horseshoes.
  • The definition of an "Official Shoe Size" is as follows:
    A shoe shall not exceed 7 1/4 inches in width, 7 5/8 inches in length, and shall not weigh more than 2 # - 10 oz. A straight edge touching both tips of the shoe, while not touching the stake with space for a dollar bill to be slipped between the measuring device and the stake will constitute a ringer.

Long Jump

  • Each company is allowed to enter a total of two men and two women in the Long Jump competition. Entrants will be placed in the appropriate age group for competition by the LACC.
  • Check-in for Long Jump will take place at the Long Jump Pits
  • Participants will compete in the following age groups; 19-29, 30-39, 40+, 50+.
  • Substitutes may be in any age group as long as companies do not exceed the two men and two women allowed in this event.
  • The cafeteria system, for jumping, will be used.
  • Each participant will be allowed 3 jumps.
  • Jumps must be 5’ or longer to be scored.
  • Practice jumps will be allowed only from 5:00 p.m. - 5:30 p.m.
  • Legal jumps will begin at 5:30 p.m. and conclude at 8:30 p.m.
  • If the time frame ends before all 3 jumps have been taken, only the previous jumps will count.
  • Please refer to the Point System for information on points for Long Jump (See the Track Meet Scoring Information).

Pool

  • Each company is allowed to enter one man and one woman into the Pool Tournament. The Pool Tournament is an individual competition, scored by division.
  • Type of game will be 8-Ball, best 2 out of 3 series.
  • Tournament will be single elimination.
  • Game time is forfeit time.
  • Flip of the coin determines order- in first game winner goes first. In second game loser of original flip goes first. In third game the winner of the second game goes first.
  • All matches will be played on 3 1/2' X 7' Tables.
  • Rules will be those of the APA, the largest Amateur Pool organization in America.
  • LACC will pay for all pool games played in the LACC Pool Tournament.

GAME RULES FOR 8-BALL

  • One player will be solids (1-7), one player will be stripes (9-15). These will be their correct balls.
  • If there are questions on the rules, ask for judgment by a LACC official before the next shot is made. Potential infractions must have a third party witness in order to be enforced.
  • THE BREAK: At least 4 balls must travel to a cushion. If this does not occur and there is no foul, the same player breaks again. If a foul is committed, such as a scratch or the cue ball leaves the table, and 4 balls do not travel to a cushion, the opponent breaks.
  • AFTER THE BREAK:
    If the 8-ball is pocketed, the shooter wins. If the 8-ball is pocketed and there is a foul or a scratch, the shooter loses.
    A foul or scratch results with ball in hand behind the line or head string. An object ball must be more that 50% beyond the line or head string to be playable.
    If the breaker pockets a stripe or solid, the breaker will then be assigned to that particular group of balls, known as the correct balls.
    If the breaker pockets one or more balls from each group, he may choose to be either, by making a ball from one group on the next shot. A combination using a ball from each group is legal at this point, prior to one player being assigned their group.
    The 8-ball is not neutral, and if struck first, results in a foul.
  • COMBINATIONS: Player must strike his ball first to be legal - except in open table situations. Again, the 8-ball is not neutral. Pocketed balls will not be spotted or returned to play.
  • BALLS ON FLOOR: 8-ball off the table results in loss of game. Other object balls must be spotted. This is not a foul and the player continues to shoot if one of his balls was pocketed. The floored ball is spotted before another shot is taken.
  • POCKETED BALLS: Balls must remain in a pocket to be legal.
  • ONE FOOT is to remain on the floor at all times.
  • WAYS TO LOSE:
    Opponent pockets his numerical group and then legally pockets 8-ball. 8-ball must be pocketed in a
    called pocket.
    8-ball is pocketed in a wrong pocket or is knocked to floor.
    Failure to call the pocket into which the 8-ball falls.
    When playing the 8-ball, player scratches the cue ball.
    NOTE: When playing 8-ball and missing it altogether, the player has committed a ball in hand foul, not loss of game.
    Shooter alters the course of the 8-ball or the cue ball in a game losing situation.
  • BALL IN HAND: Allows player to place cue ball anywhere on the table, except after the break (see “The Break” above), and shoot any ball or 8-ball regardless of where that ball is.
  • FOULS RESULTING IN BALL IN HAND:
    Cue ball goes into a pocket or leaves the table.
    Failure to hit the correct ball (numerical group) first.
    Failure to pocket or drive ANY BALL to a rail after legal contact between cue ball and object ball has been made.
    Mis-cuing the cue into the air to jump over balls is illegal-accidental mis-cuing, and is not a foul. A legal jump shot is acceptable.
    Anytime the cue ends up off the playing surface.
    Causing any movement of the cue ball is a foul. If other balls are moved, the ball or balls that have
    been moved need to be moved back to their original spot.
    If the cue ball does not touch anything.
    If, with cue ball in hand, it touches another ball. Remember, the cue ball is always LIVE.
  • COACHING: Coaching will not be allowed and will result in a ball in hand foul.
  • Please refer to the Point System for information on points for Pool.
  • SAFETY: A legal and acceptable defensive shot. A safety is accepted and expected in the professional ranks and IS NOT considered dirty pool. After hitting a correct ball, ANY BALL must go to a rail. If a correct ball is pocketed while playing a safety the shooter must continue shooting.
  • DECLARING A POCKET: This is only necessary when shooting the 8-ball.
  • HOW TO WIN:
    A player has pocketed all his balls and legally pocketed the 8-ball in a called pocket.
    8-ball is made on the break.
    NOTE: The 8-ball cannot be played at the same time the last ball of your category is made. The 8-ball must be a separate shot.

Racquetball

  • Each company is allowed to enter one man and one woman in the Racquetball Tournament. The Racquetball Tournament is an individual competition, scored by division.
  • Participants must abide by the schedule posted on the LACC website. Participants may not reschedule their matches.
  • Game time is forfeit time. Matches may begin prior to their scheduled time if all players involved are present, agree, and a court is available. Participants should check-in with the Tournament Desk as early as possible before their scheduled match.
  • NO FORFEITS, PLEASE - It is crucial that your entrant, or a legal substitute, be present at the event for which they are entered. Much time and effort goes into scheduling each event to ensure that the games run smoothly. Forfeits not only upset the scheduled event, but also take away from the spirit and competition of the games.
  • Protective eyewear is required and must be worn. Participants must supply their own eyewear.
  • Substitutions are not allowed during the course of the tournament. (The tournament begins at check-in.)
  • Seeding will be based on last year’s results, along with additional information that is provided to the LACC office. Games Directors reserve the right to seed or not to seed new participants based on this information provided by the company coordinator.
  • Tournament format will be single elimination.
  • United States Racquetball Rules will be the official rules of play. (www.racquetball.org)
  • A match will consist of the best two out of three games to 15. Tie-breaker to 11.
  • First round games will be called by the participants. All subsequent rounds will be called by winner(s) of previous game(s).
  • Please wear shoes that do not mark or damage the floor.
  • Racquetballs are provided, but racquets are not provided.
  • Please refer to the Point System for information on points for Racquetball.

Shot Put

  • Each company is allowed to enter a total of two men and two women in the Shot Put competition. Entrants will be placed in the appropriate age group for competition by the LACC.
  • Check-in for Shot Put will take place at the Shot Put Area
  • Participants will compete in the following age groups; 19-29, 30-39, 40+, 50+.
  • Substitutes may be in any age group as long as companies do not exceed the two men and two women allowed in this event.
  • Women will throw an 8.5 pound shot put. Men will throw a 12 pound shot.
  • The flight system for throwing will be used. Each participant will be allowed 3 throws. A throw is scored where it hits.
  • Participants will be placed in groups of 8-10 to throw in a flight. Each flight will have the option of one warm-up throw per person followed by 3 competition throws, cafeteria style. After each competition throw, participants will go to the end of the line (within their flight). If you leave after check-in, your spot in line will be lost and you must return to the end of the line for the next available flight.
  • If the time frame ends before all 3 throws have been taken, only the previous throws will count.
  • The Shot Put will be scored as part of the LACC Track & Field Meet.
  • Please refer to the LACC Point System for information on points for Long Jump (See the Track Meet Scoring Information).

Softball

  • Each company may enter one coed team in the Softball Tournament. Ten players (5 men, 5 women)
    will be on the field. Twelve players may be used (6 men, 6 women) if they choose to use “Extra Hitters” (EH).
  • All Managers must check-in at the check-in table to receive their roster. All rosters must be signed and turned in before their first game.
  • Teams may have an unlimited number of participants listed on their tournament roster (filled out on site at the event). All the players used in the tournament must be legal players from the company’s participation list. A maximum of 18 players may be used per game.
  • Game time is forfeit time.
  • Tournament rules will be the Official Certified Guide of the USSSA for 2016, with the following LACC exceptions: a) Player number and hats are not required. b) All games will be seven innings or expiration of the 55 minute time limit, except championship and “if necessary” game. c) The fifteen run after three innings, and ten run after five innings spread rule will be in effect for all games – including the championship and “if necessary” game. d) Bats legal before the 2013 rule change will be allowed. e) Batters will be allowed a courtesy foul.
  • Teams will be allowed to start the game with eight players (4 men, 4 women), but may not start with 9 players. If the ninth and tenth players arrive during the course of the game, those two players may enter the game at that time (they may occupy any position on the field, but must be placed in the 9th and 10th spots on the batting order).
  • A coin flip will determine the home and away team. Teams may choose between being the home team and batting last or the visiting team and being awarded a half run. If there is a tie after 7 innings or the time limit, the half run will go to the visiting team and win the game.
  • In the event of an injury, teams playing with 10 players will be allowed to play with 9, if no substitutes are available on the bench; however, it will be an automatic out each time it is the injured player’s turn at bat. In the event of an injury, teams playing with 8 players will be forced to forfeit, as teams may not play with less than eight. In the event of an injury, teams playing with 12 have the choice of playing with 11 and taking an automatic out each time it is the injured player’s turn at bat, or dropping down to 10 players with no automatic out (the two players who come out of the game must have batted consecutively in the batting order, since the batting order must remain man/woman).
  • Re-entry rules: Any starting player may withdraw and re-enter once, provided such player occupies the same batting position whenever he or she is in the lineup. A substitute who is withdrawn may not re- enter. Re-entry by any starter must be reported to the umpire and scorekeeper.
  • If weather causes schedule delays, games will change to 3 innings or 30 minutes.
  • No new games will begin after 12:00 midnight.
  • Softballs will be provided.
  • No containers of any kind are permitted in the Mid-America Sports Complex This includes cans, bottles, coolers, water jugs, etc. Water will be provided, and a concession area is also available for food and drink.
  • USSSA Rule - Batters are allowed 3 balls for a walk, 2 strikes for an out.
  • Homeruns – Teams will be allowed to hit 2 homeruns then it will go to the 1 up rule. Once both teams have reached 2 homeruns, either team may hit an additional homerun; however, no team may go more than one homerun up on the other team. Any additional homeruns above the one-up will be scored as an out.
  • Because the Softball Tournament is a double elimination tournament, teams forfeiting their first game in the tournament are forfeited out of the tournament, and penalty points will be assessed. If a team forfeits a game after having already played a game or games in the tournament, that forfeit will be counted as a loss.
  • Please ask that your participants have their ID with them at all LACC events. For more information on protests/use of illegal players, please see the Protest Policy.
  • Please refer to the Point System for information on points for Softball.

Swim Meet

  • Each company may enter two male and two female participants in the Individual Swimming Events (except in the 200 Yard Freestyle which only allows one male and one female participant) in each of the following age groups: 19-29, 30-39, 40-49, 50-59, and 60+.
  • Entrants in the Individual Events will be placed in the appropriate 5-year age group according to their age as of December 31, 2016, by the LACC and scored in the following age groups: 19-24, 25-29, 30- 34, 35-39, 40-44, 45-49, 50-54, 55-59, and 60-64, 65+.
  • Substitutes for Individual Events must be in the same 10-year age group as the original entrant (19-29, 30-39, 40-49, 50-59, or 60+), but will be scored in their actual 5-year age group.
  • Each company may enter one four-person coed team in each of the two Relay Events: The Coed Freestyle Relay and the Coed Medley Relay. Teams must consist of two men and two women.
  • This is a 25-yard pool. Pool warm-ups will be allowed 30 minutes prior to the start of the first event each night, and between events if time allows.
  • Starting platforms will be used in the LACC Swim Meet. However, starts from the side of the pool or in- water starts are allowed.
  • United States Masters Swimming rules will apply in all events. Exception; swimwear regulations will not be enforced.
  • Due to the large number of participants in this event, only competitors are allowed in the pool and on the pool deck. No children are allowed in the pool or on the pool deck area for their safety.

Table Tennis

  • The Table Tennis Tournament will consist of a Men’s and Women’s competition in both Singles and Doubles. Each company is allowed one male and one female entrant in the Singles competition, and one Men's team and one Women's team in the Doubles competition. Competition will be by division. The same competitor may not play in both singles and doubles; violation of this rule will disqualify the competitor from both competitions.
  • Game time is forfeit time – all competitors must check in at the check-in table (for doubles matches, both competitors must check-in) prior to their designated game time.
  • Substitutions are allowed during the course of the tournament for Doubles competition, but not during a match. Substitutions are not allowed during the course of the tournament for Singles competition.
  • Competitors will compete against companies in their division.
  • Seeding will be based on last year’s results, along with additional information that is provided to the LACC office. Games Directors reserve the right to seed or not to seed new participants based on this information provided by the company coordinator.
  • The Table Tennis Tournament is single elimination. Competition consists of the best three out of five games to 11 points - must win by two points. Tables and balls will be provided, but players must provide their own racket.
    The racket must be made of wood. 
    It may be covered by rubber or foam.
    Sandpaper rackets are not allowed.
  • First service shall be decided by a coin flip prior to the beginning of each game. Winner of the flip can choose to receive or serve. Points are scored on every serve. Players change ends after each game and after 5 points have been scored in the fifth game of the match. Players change service after every two points. If the score becomes 10-10, the player’s then alternate service after every point until one player has a two-point advantage.
  • At the start of service, the server shall throw the ball up so it rises and falls freely before being struck. As the ball is falling the server will strike the ball so it first touches his/her court, then passes over the net and touches the receiver’s court. When the ball is struck in service, it must be struck behind the server’s end line.
  • Non-marking shoes are required.
  • When serving the ball in doubles, the ball must touch the right half court of the server and receiver, and then may touch any part of the table after that time. Also in doubles, the server shall first make a good service, the receiver shall then make a good return, the partner of the server shall then make a good return, the partner of the receiver shall then make a good return, and each player shall continue to alternate in that sequence.
  • Players will be responsible for calling out the score before each point and resolving disputes between themselves. If this is not possible or if there is a question concerning the rules, the Game Captain will be available to resolve the problem.
  • LACC will use the 40mm table tennis ball, the official size ball of the United States Table Tennis Association.
  • Please refer to the Point System for information on points for Table Tennis.

Tennis

  • The Tennis Tournament will consist of a Men’s and Women’s Singles competition and a Mixed Doubles competition. Each company is allowed one male and one female entrant in the Singles competition, and one team in the Mixed Doubles competition (mixed doubles must consist of a male and female competitor). Competition will be by division. The same competitor may not play in both singles and mixed doubles; violation of this rule will disqualify the competitor from both competitions.
  • Substitutions are allowed during the course of the tournament for the Mixed Doubles competition, but not during a match. Substitutions are not allowed during the course of the tournament for Singles competition. (The tournament begins at check-in.).
  • Each match (including semi-final and final matches) will consist of one 8-game pro set with regular Ad scoring. Players must win 8 games by a 2 game margin (for example, 8-6, or 7-9). At 8-All, a 12-point tiebreaker is played (the first to 7 points, by a 2-point margin).
  • Participants must abide by the schedule provided. Participants may not reschedule their matches.
  • Game time is forfeit time; there is no 15 minute grace period. Matches may begin prior to their scheduled time if all players involved are present, agree, and a court is available. Participants should check-in with the Tournament Desk as early as possible before their scheduled match.
  • NO FORFEITS, PLEASE - It is crucial that your entrant, or a legal substitute, be present at the event for which they are entered. Much time and effort goes into scheduling each event to ensure that the games run smoothly. Forfeits not only upset the scheduled event, but also take away from the spirit and competition of the games.
  • Both the Singles and Mixed Doubles Tournaments will be single elimination. Losers of the semi-final matches will play for third place.
  • Seeding will be based on last year’s results, along with additional information that is provided to the office. Directors reserve the right to seed or not to seed new participants based on this information provided by the company coordinator.
  • United States Tennis Association rules will be the official rules of play. (www.usta.com), except for grace period as mentioned above.
  • Please wear shoes that do not mark or damage the courts.
  • Tennis balls are provided, but racquets are not provided. Warm-ups are limited to 10 minutes.
  • Please refer to the Point System for information on points for Tennis.

Track Meet

  • Each company may enter two male and two female participants in the Individual Track Events in each of the following age groups: 19-29, 30-39, 40-49, 50-59, and 60+.
  • Entrants in the individual events will be placed in the appropriate 5-year age group according to their age as of December 31, 2016, and scored in the following age groups: 19-24, 25-29, 30-34, 35-39, 40-44, 45-49, 50-54, 55-59, 60-64, 65+).
  • Substitutes for individual events must be in the same 10-year age group as the original entrant (19-29, 30-39, 40-49, 50-59, or 60+), but will be scored in their actual 5-year age group.
  • The individual track events are as follows:
    100M
    400M
    MILE RUN
  • The track relay events are as follows:
    MILE RELAY – Each competitor runs 400M.
    SPRINT MEDLEY RELAY – Each competitor runs one of the following distances, in this sequence:
    100M, 100M, 200M, and 400M.
    DISTANCE MEDLEY RELAY – Each competitor runs one of the following distances, in this sequence:
    800M, 400M, 400M, and 1200M.
  • Each company may enter one four-person coed team in each of the four Relay Events. Teams must consist of two men and two women.
  • All relays are competition by Division.
  • Regulation batons will be provided for relay events, or you may use your own.
  • Los Angeles Corporate Challenge will allow one false start in a heat without disqualification. After this one false start, any entrant in the same heat who false starts will be disqualified.
  • Heats for the 100 & 400 meter runs will be determined by the runner's times submitted at check-in. When no seed times are submitted, entrants will be placed at random into heats. In the Mile Run, heats will be assigned by age groups. LACC reserves the right to combine age groups if needed.
  • Spikes are allowed (not to exceed 1⁄4” in length).
  • Starting blocks will be provided, but are optional for use.
  • All events will be organized using the bullpen method.
  • No pacing allowed.
  • No headphones allowed.
  • An event can start anytime after the check-in deadline.
  • For events that are divided into age categories, the participant must compete in the category determined by his/her age on December 31, 2016.
  • Current USATF Competition Rules will be followed and enforced. (www.usatf.org)

Trap Shooting

Please obey the practices of gun safety; guns must be kept unloaded until ready to shoot on the line, only one shell in gun at a time, all actions must be broken open except when shooting and hold gun pointing downward at all times.

  • No spectators beyond the sidewalk/ fence.
  • No late check-ins will be allowed!
  • Keep your gun pointed in the direction of the shooting field at all times. DO NOT put it on your shoulder or wave it around, even if it is empty.
  • Stand at the yardage where you are shooting, don’t drop back a yard or two between shots.
  • If you have a misfired shell or anything goes wrong with your gun, keep it pointed in the direction of the shooting field.
  • Eye and ear protection required.
  • Report any unsafe conditions IMMEDIATELY!
  • If you do not observe these safety rules, you will not be allowed to shoot.
  • Hunters Safety Course highly recommended.
  • Each company may enter one man and one woman in the Trap Shooting competition.
  • Participants will be placed in squads at check-in. Please be prepared to stay during the entire time block for your division. Results will be posted and medals presented at the end of each time block.
  • Two rounds of 25 regulation targets will be shot. All broken targets will be scored. No handicaps will be used.
  • LACC will be using (7) trap stations, keeping (2) open for practice.
  • No restrictions on guns except that:
    Participants must use a 12 gauge bore or smaller.
    Shells must be no larger than three drams of powder, and no larger than 1 1/8 oz. of shot.
    7 1/2, 8, and 9 shot are allowed.
  • Range of targets will be 16 yards.
  • If there is a tie, the tie breaker will be determined by the longest single run of consecutive hits anywhere in the 50 targets. If still tied then second longest & etc. until tie is broken.
  • Judges will be used to determine hits and misses. Confirm with the judge your score after you shoot. After that, your score is considered final.
  • Participants must provide their own guns and shells.
  • Please refer to the LACC Point System for information on points for Trap Shooting.

Triathlon & Team Triathlon

The Triathlon is an endurance event, thus training is highly important for the successful completion of this event. Swimming experience, specifically in open water, is also strongly recommended.
THERE WILL BE RACE DAY CHECK-IN. ALL PARTICIPANTS MUST CHECK-IN PRIOR TO COMPETING. PLEASE ARRIVE EARLY.

  • The Triathlon consists of a swim-bike-run race with a Men’s and Women’s Individual Competition and a three-person Coed Team Competition.
  • Each group, family, company or individual may enter twenty male and twenty female participants in the Individual Triathlon in each of the following age groups: 19-29, 30-39, 40-49, and 50+. Each may also enter three-person Coed Teams in the Team Triathlon.
  • LACC medals will be awarded in 5-year age groups, no additional medal points are given for these medals.
  • The Triathlon, Duathlon, and Team Triathlon will be held as a single “meet”. Individuals will compete within their age group against competitors from all divisions, but results will be scored by division. The Team Triathlon will be scored by division.
  • Chip Timing will be used at this event.

RULES APPLYING TO ALL SEGMENTS OF RACE:

  1. The triathlon begins at 8:00 a.m. Gates to get into the Park to park your car will open at 5:00 a.m. We recommend that participants arrive by 6:00 a.m. All triathletes should rack their bikes and immediately report to the Information Tent where they will have their race number marked on their body. Please arrive early enough to be marked and ready for a 8:00 a.m. start.
  2. In the Coed Team Triathlon, a different person is entered in each leg of the race (participants competing in the Individual Triathlon/Duathlon cannot compete on the team triathlon). One-person swims, one bikes, and one runs. “Team” does not infer that the individuals are to be assisted in any way. There must be at least one woman and one man entered per team in the Team Triathlon. Team distances will be a 1,000 meter swim, 18 mile bike (four laps around the park on the main park road), and 4.5 mile run.
  3. In the Individual Triathlon, a single individual completes the swim, bike, and run segments of the race. Participants will compete against competitors from all divisions, in the following age groups: 19-29, 30-39, 40-49, and 50+. Individual distances will be a 500 meter swim, 9 mile bike (two laps around the park on the main park road), and 3.1 mile run.
  4. Medical Personnel shall have ultimate authority to remove a participant from the race if the participant is judged to be physically incapable of continuing the race without risk of serious injury or death. Medical transport of any participant will result in automatic disqualification.
  5. If a contestant withdraws from the race, it is mandatory that he/she notify LACC Staff at the Information Tent.
  6. In the Team competition, a Chip Timing Band, assigned one to a team, must be passed at the time of transition from the individual finishing their leg to the next team member competing. Team competitors may have their bicycles at the exchange. There will be a designated “Team Box” marked in the south east corner of the transition area where this exchange must take place. Teams will get their Chip Timing Band at packet pick-up.
  7. Team Triathletes will be identified by the following markings: Swimmer will be marked with a swim cap and swim cap adhesive number, biker will be issued a helmet sticker, bike post sticker and tri tats on their arms and back of the calf, runner will be issued an adhesive bib number to be worn on the front of the shirt or shorts along with tri tats on their arms and back of the calf. These must be worn throughout the event to identify the official contestants in the race.
  8. Individual Triathletes will be identified by all of the following tri tats: tats on the arms and back of calf, helmet sticker, bike post sticker, and adhesive bib number. These must be worn throughout the event to identify the official contestants in the race. The bib # must be worn on the front of the shirt or shorts.

SWIM:

    • A) Swimming experience, specifically in open water, is STRONGLY RECOMMENDED.
    • B) The swim start will be a time trial start where one person enters the water every three seconds.
    • C) Swimmers will be provided with a brightly-colored swim cap, which must be worn during the Swim segment.
    • D) Swimmers may use any stroke to propel themselves through the water, and may tread water or float.
    • E) Swimmers may hold on to the buoys marking the course or to a lifeguard’s paddle boat simply to rest during the event and will not be disqualified as long as no forward progress is made.
    • F) A swimmer experiencing difficulty and in need of assistance shall raise an arm overhead, and pump it up and down, and call or seek assistance. A swimmer, who has received official assistance, whether voluntary or involuntary, must retire and withdraw from the remainder of the race unless such assistance did not aid the swimmer in making forward progress. No swimmer shall return to the race if the official rendering assistance requests that the participant withdraw from the race or receive medical assistance.
    • G) No individual paddlers or escorts allowed.
    • H) No fins, paddles, snorkels, or flotation devices allowed.
    • I) Wet suits will be allowed.
    • J) Swim goggles or facemasks may be worn.
    • K) The swim course will close 45 minutes after the last heat of swimmers start the race. Contestants still in the water at this time will be automatically disqualified and assisted out of the water.



BIKE:

  • A) Absolutely no drafting of another bike or any other vehicle is allowed. This is an individual endurance event. Teamwork which produces any advantage over single competitors is not allowed. A space of at least two bike lengths must be left between riders. Drafting will be defined as maintaining a static distance of less than two bike lengths between riders. You may enter the space of less than two bike lengths ONLY to pass a rider ahead. So long as you continue to overtake the rider ahead you shall not be deemed drafting. If you cannot pass you must drop back. If you are passed, you must either proceed to overtake the rider ahead, or drop back to allow a distance of a least two bike lengths. Riding side by side in a crosswind is also considered to be drafting. There will be no warning. Course Marshals will be present to enforce this rule. ANY INFRACTION OF THIS RULE WILL RESULT IN DISQUALIFICATION. It is incumbent upon each contestant to immediately reject any attempt to draft or provide a drafting situation. SLOWER BIKERS MUST STAY TO THE RIGHT OF THE ROAD.
  • B) CPSC, ASTM, or SNELL approved helmets are required, and must be buckled at all times during the race. Any athlete riding without a bike helmet will be disqualified.
  • C) No individual support allowed. There are no water stations on the bike course. It is recommended that you have an on-bike water bottle in order to hydrate yourself on the bike course. No person shall drive or bike alongside contestants. Infraction of this “support” rule will result in disqualification of the contestant.
  • D) Each participant will be individually responsible for the repair and maintenance of their own bike. Each biker must be prepared to handle any possible mechanical malfunction.
  • E) Bikers are expected to heed directions and instructions of all race officials and public authorities. SLOWER BIKERS MUST STAY TO THE RIGHT SIDE OF THE ROAD.
  • F) Participants may walk their bikes if necessary.
  • G) Bikers are individually responsible for following traffic laws and are solely responsible for the consequences of any infractions.
  • H) No headphones will be allowed.

SCORING THE TRIATHLON & TEAM TRIATHLON
Please refer to the Point System or the Duathlon Rules for information on points for the Duathlon, Triathlon and Team Triathlon.

Tug-of-War

  • Companies may enter one coed team into the event (with a minimum of three women).
  • A two thousand pound weight limit, per team, will apply. All members of a team will weigh-in on one scale, as a team. The weigh-in will take place the day before the actual event.
  • The only articles of clothing that can be removed during weigh-in are shoes and shirts (women must wear sports bras if removing their shirt). Please have your participants wear shorts and t-shirts to the weigh-in to speed up the process.
  • Team members will be required to wear a wristband after the weigh-in and through the duration of the event.
  • A maximum of two participants per company may weigh-in in advance. Their name and weight must be typed on company letterhead, notarized, and brought to the team weigh-in. Photo I.D. must be brought by these participants to the event check-in on Saturday to receive their wrist bands.
  • No spikes, cleats, etc. Tennis shoes, aqua socks, or bare feet only. An inspection of all team member shoes will take place before each pull. Those participants found to be wearing illegal shoes will not be allowed to compete. Gloves are allowed and recommended. Pets not allowed on beach.
  • The Tug of War rope is 120’ in length and 1 1⁄4” in width.
  • Participants in the Tug may use feet or hands only to gain foothold, no tools. They will not be allowed extensive time to dig in and get set. There will be a one-minute time limit per tug. The winning team will pull another team two feet across the line. If no team has been pulled over the line at the end of the one- minute time limit, the tug will go to the team who has the advantage at that time.
  • Please ask that your participants have an ID with them at all LACC events. Participants who are asked and are not able to produce an ID at an Event will be forfeited from the event. Please see the Protest Policy for more information on protests and disqualifications.
  • Please refer to the Point System for information on points for Tug of War.

Volleyball

  • Each group or company may enter one Men’s team, one Women’s team, or one Coed team in the Volleyball Tournament. Six players constitute a team, but teams may play with four players. At least four players must be present to start a game or a forfeit will be called. If a team begins a game with four players, and a fifth or sixth player arrives during the course of that game, he/she may enter the court when the ball is dead
     All teams must check in at the check in table to receive their roster. All rosters must be signed and turned in before their first game.
  • Teams may have an unlimited number of participants listed on their tournament roster (filled out on site at the event). A maximum of 12 players may be used per game. All the players used in the tournament must be legal players from the company’s participation list.
  • If a team is playing with 4 players, the server is considered back row and can not block or attack in front of the 3 meter line.
  • Scheduled game time is forfeit time. Teams will compete only against companies from within their division.
  • The Tournament begins with round robin pool play (with each team playing a minimum of three other teams in the pool play). Round robin pool play will be one game to 25 points using rally scoring, where a point is scored on every serve. (On a side out, the team that gets the ball receives a point.) The first team to reach 25 points, and has a winning margin of 2 points, wins the game – there is no point cap. Teams will be allowed one time-out per game in pool play. The top two teams from each pool, based on win-loss records, advance to a single elimination bracket. (Some Divisions could also have 3rd Place Wildcard teams that advance. This will depend on the number of companies entered in that Division). Tie-breakers in pool play will be determined as on the following page.
  • Teams forfeiting any game in pool play will be forfeited out of the entire Volleyball Tournament.
  • Once teams have reached the single elimination tournament bracket, all matches will be the best two out of three games. Teams will be allowed a 10 minute grace period to show up for bracket play. If a team still does not have enough players after 10 minutes from game time, the match will be forfeited. The first two games will be rally scoring to 25 points – win by 2 points – no point cap. If a deciding third game is needed, it will be rally scoring to 15 points – win by 2 points – no point cap. In the single elimination tournament, losers of the semi-final matches will play for third place.
  • Please ask that your participants have their ID with them at all LACC events. For more information on protests/use of illegal players, please see the Protest Policy.
  • Each team is required to provide a line judge for their volleyball games. This applies to both the round robin pool play and the single elimination tournament play. This line judge may be a team member or a spectator, but must be 18 years or older. It is to your company’s advantage to provide a line judge who is knowledgeable about the game of volleyball. Please be sure that your company’s line judge is at each of your games.
  • If a team cannot provide a line judge then it is the team’s responsibility to have one of their players serve as the line judge. A team can play with 5 players, using the 6th player as the line judge. Teams playing with 5 players, who cannot provide a line judge, must play with four players using the 5th player as their line judge. Teams playing with four players who cannot provide a line judge will forfeit unless a line judge can be found.
  • USA Volleyball (USAVB) rules will be followed with LACC exceptions: a) like uniforms or numbers will not be required; b) free substitution will be allowed (but serving order cannot be altered); c) teams may be eliminated from the tournament after pool play by point spread; d) one time-out per game in round robin pool play; e) jewelry may be worn providing it does not pose a playing hazard; f) no point cap.

TIE-BREAKERS:

 

  • If two teams tie for first place, head to head competition will determine seeding for single elimination tournament.
  • If two teams tie for second place, head-to-head competition will determine the team that will advance as the #2 seed to the single elimination tournament.
  • If three or four teams tie for first place, total point spread in all games will determine the #1 and #2 teams which will advance, seeded accordingly, to the single elimination tournament.
  • If three or four teams tie for second place, the team with the highest total point spread in all games will advance as the #2 seed to the single elimination tournament.
  • In the event of a two-way tie in point spread, head-to-head competition will break that two-way tie.
  • In the event of a three- or four- way tie in point spread, the next tie-breaker will be points allowed in all games. If there is still a tie, the last tie-breaker will be points scored in all games.

 

VOLLEYBALL RULE HIGHLIGHTS – FOR RULES COVERING SPECIFIC SITUATIONS, PLEASE REFER TO THE USAVB RULE BOOK.

  • SUBSTITUTIONS: Teams may use the USAVB Substitution method, but there will not be a limitation on the number of times a player can enter the game or the total number of team substitutions. When returning to the game, a player must re-enter in the same position relative to adjacent players when he or she was in the game previously. USAVB Rules will be followed in the event of an injury that requires substitution.
    OR....
  • Your team may select a specific position on the court and every time a player rotates in or out of that position, a player from the sidelines comes in the game. A team cannot skip players to keep someone in a particular position. In case of an injury, any player on the sideline may substitute for the injured player, but the injured player cannot come back into that game.
  • TIME-OUTS: In round robin pool play, each team may have one 30-second time-out per game. Injury time-outs do not count against this time-out limitation. In playoff matches (best two out of three games), each team may have two 30-second time-outs per game and USAVB Rules will govern injury situations.
  • ROTATION BEFORE SERVICE: The receiving team will rotate one position, clockwise, before their first service.
  • STARTING / STOPPING PLAY: The referee will blow the whistle before each serve and will blow the whistle to stop play when a fault occurs, or the ball becomes dead.
  • BLOCKING THE BALL AT THE NET: The defense may block a ball coming over the net (provided the attacking team has completed its legal attempt to return the ball across the net). A blocked ball does not count as a hit. The team then has three legal hits to return the ball across the net to the opponents. Any player participating in a block (except back row players) shall have the right to make the next contact of the ball. Back row players may not spike or block a ball in front of the 3 meter attack line, or return a ball across the net that is completely above the net at the moment of contact.
  • LET SERVE: A served ball that hits the net and goes over to the receiving team’s side is legal.
  • CENTER LINE: A player’s foot or hand may touch the other court as long as part of the foot or hand remains on or above the center line. Any other part of the player’s body (except hair) touching the opponent’s court is a center line violation.
  • PLAYER OR BALL TOUCHING THE NET: A ball in play (including a serve) may touch the net and go on over to the opponent’s side of the court, but a player cannot touch the net.
  • BLOCKING OR SPIKING THE SERVE: A serve may not be blocked or spiked.
  • Reminder of additional USAVB rules in effect:
    The server may serve the ball from anywhere behind the baseline.
    After the referee’s “beckon” for service, the ball must be served within 8 seconds.
    There is no “toss and drop” once the referee beckons for service.
    The ball may be played with any part of the body.
    Insignificant net violations will not be called by the officials, as long as the ball is not being
    played at the net.
    Back row players in front of the attack line may not return the ball across the net unless part of the ball is below the net when the player contacts the ball.

Additional Rules

  • Round robin pool play will be one game to 25 points using rally scoring where a point is scored on every serve. (On a side out, the team that gets the ball receives a point.) The first team to reach 25 points and has a winning margin of 2 points wins the game – there is no point cap. Teams forfeiting any game in pool play will be forfeited out of the entire Volleyball Tournament.
  • Once teams have reached the single elimination tournament bracket, all matches will be the best two out of three games. The first two games will be rally scoring to 25 points – win by 2 points – no point cap. If a deciding third game is needed it will be rally scoring to 15 points – win by 2 points – no point cap.
  • Please refer to the Point System for information on points for Volleyball.

Walk

The Walk is for participation only. No medals will be awarded, but each legal participant will receive one point for completing the mile course, with a maximum number of points allowed per company. Point maximums are as follows:

Division / Points
A 30
B 28
C 26
D 22
E 20
F 18
G 14
H 12

  • Participants may check-in anytime between 4:00 pm - 7:00 pm, and begin their walk immediately after check-in. All participants must check-in, where they will be given a card that will be collected as they finish. The amount of cards (from legal participants; those on a company’s participation list) collected at the finish line will determine the number of points scored by each company, not to exceed the maximum allowed.
  • All participants must start and finish the walk at the designated locations.
  • Distance of the Walk is approximately one mile.
  • All employees or family members are welcome to join you for the walk.
  • NO PETS ALLOWED.
  • The walk will be held in conjunction with the Kick-Off Party.

Weightlifting

  • Officials will notify participants after each lift if it was a successful or unsuccessful lift.
  • Each company is allowed to enter one coed team, consisting of three people (two men and one woman, or one man and two women) in the Weightlifting competition. If your company is unable to field a three-person team, individual participants may still compete for individual medals and points.
  • Each individual participant must check-in before your Division’s check-in deadline time otherwise you will not be able to compete.
  • The weightlifting event will be a bench press competition. Competitors will have 3 minutes to complete their lift from the time they are called to the bench.
  • Competition will consist of a maximum single rep, with each participant allowed three attempts.
  • Competition Guidelines:
    Head, shoulders and glutes must remain in contact with the bench at all times
    Touch and go
    No sinking; No heaving
    Pressing the Bar
    Once the press begins, the bar cannot go back down in any way. You must have an even
    lock out with both elbows locking out at the same time before racking the bar.
  • Competitors may go up or down in weight after each lift.
  • NEW: 4 inch wide belt (must be buckled or lever with no padding on the inside of the belt), wrist wraps, and knee sleeves. No elbow wraps, sling shots, or bench shirts of any kind are allowed.
  • A competitor's coach or teammate is responsible for the lift-off of the racked attempt. Judges will be used to determine legal or illegal lifts and will signal to the competitor after each lift.
  •  The Team’s three individual scores will be totaled to determine the Team score. The top three teams in each division will receive medals, and the top eight teams in each division will be awarded points toward their company’s overall LACC total.
  • Please refer to the Point System for information on points for Weightlifting.