Intramurals Games Guidelines
Prepared by: Auxilio
1.Flag Racing
Game Mechanism (How to Play)
● The two runners from each team start behind the starting line.
● Both players run to the bamboo pole and tie their team flag to it.
● After tying the flag, the players run back to the finish line.
● The team who has their flags up and crosses the finish line first wins.
Number of Players
● 2 players per team.
Rules and Regulations
● No pushing, pulling, or interfering with other teams.
● Flags must be tied securely to the bamboo pole–it won’t count if the flag falls.
● Players can only start running after the SA signals to start.
Game Materials Required
● Flag (60x40cm) - each team must provide their own
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2. Sack Race (Lompat Karung)
Game Mechanism (How to Play)
● Teams line up in a row; player order is fixed once the game begins.
● The first player jumps inside the sack to and around a marker, then returns to the line.
● Upon returning, they tag the next teammate, then move to the back of the line.
● The process continues until all players have gone.
● The fastest team to have all members complete the course wins.
Number of Players
● 6 boys & 1 teacher per team
● 6 girls & 1 teacher per team
Rules and Regulations
● Players must jump (no walking/running) to and around the marker.
● Sack must be held up to the waist at all times.
● Only one player per team is allowed on the course at a time.
● Markers must not be moved.
● Rows must stay behind their designated line.
● The game continues until we get the top 5 fastest teams.
● Teams caught cheating are automatically disqualified.
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3. Tug of War
Game Mechanism (How to Play)
● Two teams pull on opposite ends of a rope, aiming to drag the other team across a
center line.
● Anchoring (leaning back and digging in) is allowed, but sitting on the ground is not.
● Rope must not be wrapped around any part of the body.
● The team wins if they pull the other team past the center line.
● All players must use bare hands (no gloves or hand coverings).
● Teams can only start pulling when the SA signals to start.
Number of Players
● 13 girls per team
● 13 boys per team
Rules and Regulations
● No sitting or lying on the ground to gain advantage.
● No deliberately dropping the rope.
● No stepping outside the designated play area.
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4. Flour Relay
Reference: https://vt.tiktok.com/ZSShDdKSN/
Game Mechanism (How to Play)
● Teams line up in a row.
● Each player holds a paper plate with their mouth.
● The first player’s plate has flour, which they pour onto the next player’s plate without
using their hands.
● The flour is passed from player to player until the last player, who pours it into the team’s
cup.
● This process repeats until 10 minutes are up.
● The team with the most flour in the cup wins.
Number of Players
● 8 players per team.
Rules and Regulations
● Hands may not touch the plate at any point.
● Flour must be passed in order—no skipping players.
● Players must stay in position.
● Only the last player can pour into the cup.
● Spilled flour cannot be recovered.
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5. Water Relay
Reference: https://vt.tiktok.com/ZSSN6PTbV/
Game Mechanism (How to Play)
● Each team forms a line from the starting point to the end point.
● The first player fills a container with water and passes it to the next player without
spilling.
● Water is transferred down the line to the last player, who pours it into the team’s bucket.
● The process repeats until the time is up.
● The team with the most water in their bucket wins.
Number of Players
● 8 players per team
Rules and Regulations
● Do not intentionally shove opposing players.
● No spilling water intentionally.
● No skipping players.
● Water must only be passed using the provided container.
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7. Yel-Yel
Game Mechanism (How to Perform)
● Each team presents a cheer (yel-yel) routine to showcase team spirit and creativity.
● Performance must be completed within the given time limit, including entry and formation
setup.
● Teams may incorporate chants, movements, and props as long as they comply with the
rules.
● Indonesian and English words may be used (English must be included in the cheer).
Number of Participants
● All team members must participate
Rules and Regulations
● Maximum total performance time: 5 minutes (timer starts when SA calls the team).
● The court must be kept clean after the performance.
● No offensive words or gestures allowed.
● No backing track (music from speaker) allowed.
● All other teams must remain silent while a group is performing.
● Indonesian is allowed, but English must also be included in the yel-yel.
Judging Criteria
Criteria Percentage
Solidarity (unity, teamwork, coordination) 25%
Choreography (movement quality, synchronization, stage use) 25%
Creativity (originality of concept, use of theme) 20%
Rhyme & Rhythm (flow, timing, musicality) 15%
Property (effective use of props) 10%
Hype (energy, engagement, crowd impact) 5%
TOTAL 100%
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POINT SYSTEM
SPORTS GAMES YEL-YEL REGULAR GAMES
1st : 150 x 1.5 = 225 pts 1st : 150 x 2 = 300 pts 1st : 150 pts
2nd : 120 x 1.5 = 180 pts 2nd : 120 x 2 = 240 pts 2nd : 120 pts
3rd : 100 x 1.5 = 150 pts 3rd : 100 x 2 = 200 pts 3rd : 100 pts
4th : 70 x 2 = 140 pts 4th : 70 pts
(including Flag Racing and
Tug of War) 5th : 50 x 2 = 100 pts 5th : 50 pts
● PENALTIES
- A fight happens between 2 teams : -200 pts
- Interrupting yel-yel performance : -50 pts
- Breaking a rule/cheating on the game : -30 pts
- Yel-yel overtime : -20 pts
- Wasting time : -20 pts
- Members caught outside of our match zone (roaming around/hiding in the toilet, etc) :
-20 pts / person
● BONUS POINTS
- Most Supportive Team : +50 pts
- Most Coordinated Team : +50 pts
- The team wearing their team color until the end : +30 pts
- First to assemble for their match : +10 pts
- Flag with pony : +30 pts
- MLP related yel-yel : +20 pts