Greenwich Village Games 2025
Event Handbook
Version 1.31 4 December 2025
Prepared by the Organising Committee
Updates made:
Feedback: events@gvg.org.au
Table of Contents
Organising Committee Contacts 4
Captains’ Roles and Responsibilities 8
Event 01 – Golf Organised by: Builders 36
Event 02 – Micro Games Organised by: Anarchists 39
Event 03 – Canoe Relay Organised by: Tribe 42
Event 04 – Slow Cycle Race Organised by: Engineers 47
Event 05 – Puzzler Organised by: Lynne Spencer, OC 50
Event 06 – Goanna Egg Throw Organised by: Heroes 53
Event 07 – Caber Toss Organised by: Commerce 57
Event 08 – Basketball Shoot Out Organised by: Natives 61
Event 09 – Scrabble Organised by: Engineers 64
Event 10 – Cornhole Organised by: Anarchists 68
Event 11 – Captain Ball Organised by: Builders 72
Event 12 – Hobby Horse Relay Organised by: Anarchists 75
Event 13 – Kubb Organised by: Heroes 80
Event 14 – Circle Ball Organised by: Guardians 84
Event 15 – Obstacle Relay Organised by: Commerce 87
Event 16 – Revue Organised by: Sarah Tilley 90
Event 17 – Swim Relay Organised by: Anarchists 99
Event 18 – Paper Plane Throwing Organised by: Guardians 103
Event 19 – Gumboot Throw Organised by: Engineers 110
Event 20 – Walking Relay Organised by: Natives 114
Event 21 – Micro Running Relay Organised by: Guardians 118
Event 22 – Running Relay Organised by: Guardians 121
Event 23 – Tennis Ball Throw Organised by: Heroes 125
Event 24 – Trivia Organised by: Tribe 128
Event 25 – Football Skills Organised by: Engineers 132
Event 26 – Water Run Organised by: Builders 135
Event 27 – Medley Relay Organised by: Commerce 138
Event 28 – 3 Legged Relay Organised by: Tribe 142
Event 29 – Micro Tug of War Organised by: Builders 144
Event 30 – Tug of War Organised by: Natives 148
Appendix A: Incident Reporting Form 154
Background
The Greenwich Village Games (GVG) is a non-profit, community event that is held every four years at the end of an Olympic year and will be conducted in 2025 (following postponement of 2020 games to 2022 due to Covid) over the weekend of 5-7 December 2025. The Organising Committee (OC) is a sub-committee of Lane Cove Council (LCC), under s355 of the Local Government Act NSW, 1993.
GVG involves a series of sporting contests and a theatrical revue in which eight teams compete. The structure of the event rules requires that a wide range of age groups compete – from school age to 60+yrs in the standard events, largely with an equal distribution between males and females except for those aged 10 and under and those aged over 60. There are also non-competitive events for pre-school children to 6 years old, known as the Micro Games, Micro Tug of War and Micro Running Relay. All participants in every event are required to wear a coloured wrist band to indicate their age group and the fact that they are registered to compete.
Most of the events occur at Bob Campbell Oval. Golf will be at Lane Cove Country Club. The swimming event will be conducted at Lane Cove Aquatic Centre. The Canoe Relay commences and finishes in the Gore Creek Bay.
It is anticipated that there will be no fewer than 1,000 people in attendance at Bob Campbell Oval during the Saturday and Sunday and closer to 1,500 people during the revue on Saturday evening.
Facilities are provided/organised by the OC including:
Any large gathering of people requires planning to ensure the safe movement of crowds and appropriate responses to adverse events. Each event in the program also notes specific risks that are occasioned by the nature of the contest.
The purpose of this document is to describe the planned events within the Games, identify both the general and particular risks associated with their execution and articulate a planned response, should these risks materialise.
Related Documents:
Thanks to our Sponsors
All donations received for the 2025 Greenwich Village Games will be acknowledged in the Final Report of the Greenwich Village Games 2025 Organising Committee.
Organising Committee (OC)
The staging of the GVG is managed by the General Committee being part of the broader Greenwich Village Games Organising Committee which includes the Captains of each of the eight teams and three East Ward Councillors. The General Committee obtains the infrastructure and equipment necessary to conduct all the events, but each individual sporting event is delegated to a team to administer and staff on the day.
GVG is a Committee of the Lane Cove Council under S355 of the Local Government Act NSW, 1993
NAME | ||
GENERAL COMMITTEE | ||
Chair | Jon Tindall | jon.tindall@finity.com.au |
Secretary | Lynne Spencer | lynne.spencer@bigpond.com |
Events | Alex Crossing | events@gvg.com.au |
Revue | Sarah Tilley | sarah@midesigner.com.au |
Risk Officer | Jeremy Ell | ellj2.1971@gmail.com |
Treasurer | Adam Benjafield | adambenjafield@gmail.com |
Social Media | Eloise Oliver | socialmedia@gvg.org.au |
Registrar &Marketing | David Johnson | registrar@gvg.org.au |
Legal | Anthony Foley | |
Handbook | Bruce Spencer | registrar@gvg.org.au; events@gvg.com.au |
Archives Project | Penny Williams | registrar@gvg.org.au |
Equipment | Peter Walton | peterwalton2065@gmail.com |
Team Placement Liaison/ T-shirts | Natalie Speer Marena Von Behr | |
Contact details for all teams can be found on their team pages on the GVG Website https://www.gvg.org.au/teams/
ANARCHISTS | Micro Games | Cornhole | Hobby Horse | Swimming |
Jo Cooke & Leslie Gorton | Dan Spencer | Nikki Magill & Matt Adney | Tony Mills & Kirst Spencer | |
BUILDERS | Golf | Captain Ball | Water Run | Micro Tug of War |
Nick Tindall | Sue Procopio | Fiona Ell | Prue Clyne | |
COMMERCE | Caber Toss | Obstacle Relay | Medley Relay |
|
Sally Stewart | Ben Clutterham & Mark Beardow | Troy Nixon |
| |
ENGINEERS | Slow Cycle Relay | Scrabble | Football Skills | Gumboot Throw |
Rachel Reynolds | Richard Hawkins | Kay Cudworth | Shara Karamian | |
GUARDIANS | Circle Ball | Paper Plane | Micro Running | Running Relay |
Vanessa Corte | Evelyn Shah | Barbara Sallway | Crispin Corte | |
HEROES | Goanna Egg | Kubb | Tennis Ball Throw | |
Ben Wilson | David Johnson | Neil Weston | ||
NATIVES | Basketball | Walking Relay | Tug of War |
|
Liz Norris | Pete Richards | Annabelle Burley |
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TRIBE | Canoe Relay | Trivia | 3 Legged Relay |
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Peter Reid | Tarah Barzanji | Megan Rose |
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OC | Revue | Puzzler |
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Sarah Tilley | Lynne Spencer |
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Friday 5 to Sunday 7 December
# | Day | Time | Event | Team | Event Lead | OC Adjudicator |
1 | Friday | 5.00pm | Golf | Builders | Nick Tindall | Jon Tindall |
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| Saturday | 8.30am | Opening Ceremony | Committee | Jon Tindall | n/a |
| Saturday | 8:45am | War Cry | Committee | Jon Tindall | n/a |
2 | Saturday | 9:30am | Micro Games | Anarchists | Jo Cooke & | n/a |
3 | Saturday | 9:30am | Canoe Relay | Tribe | Peter Reid | Jeremy Ell |
4 | Saturday | 10:00am | Slow Cycle Relay | Engineers | Rachel Reynolds | Craig Stafford |
5 | Saturday | 10:30am | Puzzler (Collect OC) | Committee | Lynne Spencer | n/a |
6 | Saturday | 11:15am | Goanna Egg Throw | Heroes | Ben Wilson | Adam Benjafield |
7 | Saturday | 11:30am | Caber Toss | Commerce | Sally Stewart | Craig Stafford |
8 | Saturday | 11:45am | Basketball Shoot-out | Natives | Liz Norris | Alex Crossing |
9 | Saturday | 12:00pm | Scrabble | Engineers | Richard Hawkins | Jon Tindall |
10 | Saturday | 12:45pm | Cornhole | Anarchists | Dan Spencer | Natalie Speer |
11 | Saturday | 1:30pm | Captain Ball | Builders | Sue Procopio | Alex Crossing |
12 | Saturday | 2:15pm | Hobby Horse Relay | Anarchists | Nikki Magill & Matt Adney | Jeremy Ell |
13 | Saturday | 3:00pm | Kubb | Heroes | David Johnson | Adam Benjafield |
14 | Saturday | 3:45pm | Circle Ball | Guardians | Vanessa Corte | Alex Crossing |
15 | Saturday | 4:45pm | Obstacle Relay | Commerce | Ben Clutterham & | Marena von Behr |
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| 5:30pm | Puzzler (Return to OC) | Committee |
| n/a |
16 | Saturday | 7.00pm | Revue | Committee |
| Sarah Tilley |
| Saturday | 10.00pm | Close |
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17 | Sunday | 8:00am | Swim Relay | Anarchists | Tony Mills & | Adam Benjafield |
18 | Sunday | 9.00am | Paper Plane Throw | Guardians | Evelyn Shah | Marena von Behr |
19 | Sunday | 9:15am | Gumboot Throw | Engineers | Shara Karamian | Craig Stafford |
20 | Sunday | 10:30am | Walking Relay | Natives | Pete Richards | Jeremy Ell |
21 | Sunday | 11:15am | Micro Running Relay | Guardians | Barbara Sallway | n/a |
22 | Sunday | 11:45am | Running Relay | Guardians | Crispin Corte | Craig Stafford |
23 | Sunday | 12:30pm | Tennis Ball Throw | Heroes | Neil Weston | Jon Tindall |
24 | Sunday | 12:45pm | Trivia | Tribe | Tarah Barzanji | Natalie Speer |
25 | Sunday | 1:15pm | Football Skills | Engineers | Kay Cudworth | Jeremy Ell |
26 | Sunday | 2:15pm | Water Run | Builders | Fiona Ell | Adam Benjafield |
27 | Sunday | 3:15pm | Medley Relay | Commerce | Troy Nixon | Alex Crossing |
28 | Sunday | 4:15pm | 3-Legged Relay | Tribe | Megan Rose | Sarah Tilley |
29 | Sunday | 4:45pm | Micro Tug of War | Builders | Prue Clyne | n/a |
30 | Sunday | 5:15pm | Tug of War | Natives | Annabelle Burley | Jon Tindall |
| Sunday | 6.30pm | Closing & War Cry | Committee |
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Sunday | 7-9pm | Live Band | Sarah TIlley | n/a |
Captains should ensure that all the following tasks are completed, either by themselves or a delegated member of their team. Many of these tasks are suitable for delegation, which is a valuable means of team-building. Many team members are very willing to assist if given a specific role.
Do NOT underestimate the goodwill and support of other team captains – competition is usually limited to the sports field.
Provide a first point of contact for individuals seeking information or wishing to join the team. Respond to enquiries promptly and effectively.
Maintain effective and regular communication with existing team members, via email, SMS, social media and/or web page.
Recruit new members if required, aiming for a cross-section of ages (school-age to 60+. See ‘Matrix’).
Keep all team members up to date on developments re the GVG.
Ascertain team members’ interest in undertaking specific roles in the Games as early as possible, in order to involve them in participating, managing events etc.
Develop database of registered team members, recording age and events each member is participating in (and other details as required).
Ensure all team communications are accurate and that the content of communications to team members is at all times appropriate. Particular care should be taken to ensure that any social media sites such as Facebook pages are properly moderated to ensure that only appropriate material is posted
Attend GVG Organising Committee meetings when scheduled and advocate on behalf of your team.
Respond to requests from OC for information, feedback etc.
Money is paid by individual team members centrally to the GVG OC, to pay for equipment, insurance, hire of amenities and other contingencies. Each team is allocated a modest amount by the OC to help pay for contingencies (e.g. costumes for the revue, registration for team members in financial hardship).
Set up (if necessary) and maintain a team bank account. Most banks will waive fees and charges on an account for a community event such as this.
Obtain registration details from the OC GVG and compile for team communication and events.
Ensure that the systems for collecting and disbursing team fees are transparent and accountable (eg proper records are maintained for recording who has contributed funds and what amounts, and of all payments out, with secure banking). In particular, systems should be established to ensure that appropriate controls are in place to mitigate the risk of mis-appropriation of funds and to mitigate the risk of insolvency (being able to pay debts as and when they fall due).
Identify team members who wish to participate in the Revue. There is no limit on numbers or ages of Revue team; members can participate in ways other than performing (eg stagehands, musicians, scenic artists, costume designers).
Appoint Revue Captain or Director to take responsibility for the team’s production, develop the script, arrange rehearsals, and to liaise with GVG OC Revue Co-ordinator.
Here are links to examples:
Engineers 2012 https://www.youtube.com/watch?v=J1omaXSJjDM
Natives 2012 https://www.youtube.com/watch?v=QmpyTVqWmYQ
Heroes 2016 https://www.youtube.com/watch?v=bAufcDm0y90
Tribe 2016 https://www.youtube.com/watch?v=Z2qMDX5Avfs
We suggest using GVG 2025 as a prefix to any uploads for this year.
There are a wide range of sporting events, from the elite to the frivolous.
The Greenwich Village Games is a unique community experience, the success of which depends on the spirit in which the teams and events come together. The events themselves should express this spirit and the most successful events have been those which:
7. Are accessible to spectators forming a significant proportion of Games’ attendees.
8. Are unlikely (as a result of criteria 1 to 4) to comprise mainstream sports playable
under usual rules on any other weekend of the quadrennial.
May be used by Team Captains when allocating team participants to each event ... use one grid per event.
Event: Event Name
Time: The Day & Time
Place: Area B, Bob Campbell Oval
Age Group | Name – Male | Name – Female |
≤ 8 | Jeremy Bloggs 8 | Jessica Bloggs 7 |
9-10 | Josh Bloggs 8 | Jemima Bloggs 10 |
11-12 | Jack Bloggs 11 | Joanna Bloggs 12 |
13-15 | Joel Bloggs 14 sick today substitute Matt Smith 14 | Jennifer Bloggs 12 |
16-19 | Jim Bloggs 16 | Sally Bloggs 15 |
20-39 | John Bloggs 38 | Jenny Bloggs 41 |
40-49 | Joseph Bloggs 53 | Jackie Bloggs 48 |
50-59 | Bob Bloggs 57 | Mary Bloggs 56 |
60+ | Francis Bloggs 72 | Esme Bloggs 65 |
Captain: Jackie Bloggs 0404 040 404
Ensure that all registered team members are issued with a wristband at the start of the games to indicate their age group.
Ideally appoint an Event Lead for each event to ensure all marshals are aware of the event rules, safety requirements, equipment, timing etc, and to liaise with OC official allocated to oversee that event. Provide required number of Marshals for those events that the team is responsible for marshalling.
Allocate a team member to represent the team in any disputes.
Develop a team War Cry (like William Wallace) for the opening ceremony.
The GVG OC provides a marquee for each team, with chairs, tables, and rubbish bins. The Captain to appoint a team member to set up and decorate the marquee, arrange ice and to liaise with OC.
Tent Decorations: No balloons are permitted in line with Lane Cove Council policy.
OC will provide several cool rooms to be shared between teams.
Each team is required to move their rubbish bins to the carpark at the end of the Revue on Saturday night and Sunday night for clearance and move them back to their tents on Sunday morning.
Food stalls will be available throughout the Games, please take advantage of this and encourage your teams to support the stalls.
(Excerpt from Risk Management Statement, 27 September 2025)
Background
The management of the various sources of risk associated with the preparation for and the running of the games is the responsibility of the Organising Committee (OC). In order to carry oversight of the risk management function the OC commissioned a sub-committee, the Risk Committee.
The Greenwich Games OC is a sub-committee of the Lane Cove Council and as such is covered by the various policies and procedures associated with a sub-committee of Council – including insurance coverages
This Risk Management Statement (RMS) outlines the overall approach of the OC to identifying, mitigating and managing risks. These risks can be approximately divided into:
This document relates to risks emanating from any of these sources.
Risk Management Structure & Responsibilities
The overall responsibilities for risk can be broadly summarised in the following schematic:
Overall Risk Management Framework
There are a number of key personnel outlined in the risk management framework:
Insurances
As a sub-committee of Lane Cove council the OC enjoys the protection of council insurance policies relating to property and liability risks.
The following table outlines insurances relating to the OC being a sub-committee of Lane Cove Council:
Insured | Coverage | Deductible | Limit | Period to |
Metro Pool (on behalf of LCC) | Industrial Special Risks | n/a | - | |
Professional Liability | n/a | $20M | 31 Oct 2026 | |
Public & Products Liability | $20,000 | $20M | 31 Oct 2026 |
The Risk Committee has the ability to consider other insurance coverages, including cancellation insurance should the entire weekend need to be cancelled due to an unforeseen circumstance. These insurances should be considered with reference to the financial, operational and reputational risks relating to the potential cancelation of the games.
Security
Over the weekend of the games there is a need for professional security personnel to undertake a range of security services on behalf of the OC. These include:
Event Security
Asset Security
The proposed schedule of Security Guards for the 2025 games is outlined in the following table:
Security Roster | ||||
Day | From | To | Type | # Guards |
Wed. 3rd Dec | 9:00pm | 8:00am | Asset Protection | 1 |
Thur. 4th Dec | 8:00pm | 8:00am | Asset Protection | 1 |
Fri. 5th Dec | 8:00pm | 8:00am | Asset Protection | 1 |
Sat. 6th Dec | 7:30am | 10:00pm | Event Security | 4 |
Sat. 6th Dec | 10:00pm | 8:00am | Asset Protection | 1 |
Sun 7th Dec | 7:30am | 8:00pm | Event Security | 4 |
Sun. 7th Dec | 8:00pm | 7:00am | Asset Protection | 1 |
Team Safety Officers and the Risk Marshal Roster
Each team is to nominate 2 Safety Officers (SO). In addition to managing risks from a team’s perspective, each SO is required to perform a Risk Marshal role at some stage over the weekend.
The following table outlines the proposed roster for Risk Marshals.
Risk Marshal Roster | ||||
Day | From | To | Risk Marshal A | Risk Marshal B |
Fri 5th Dec | 5pm | 8pm | Builders | n/a |
Sat 6th Dec | 8am | 10:30am | Guardians | Natives |
Sat 6th Dec | 10:30 am | 1pm | Tribe | Builders |
Sat 6th Dec | 1pm | 3:30pm | Engineers | Commerce |
Sat 6th Dec | 3:30pm | 6pm | Anarchists | Heroes |
Sat 6th Dec | 6pm | 9pm | n/a | n/a |
Sun 7th Dec | 8am | 10:30am | Engineers | Heroes |
Sun 7th Dec | 10:30am | 1pm | Natives | Builders |
Sun 7th Dec | 1pm | 3:30pm | Tribe | Commerce |
Sun 7th Dec | 3:30pm | 6pm | Anarchists | Guardians |
The Risk Marshall roles will be handed over to the following shift at the risk marshalling location in the OC tent at the relevant time indicated in the table. All risk officers are required to attend a risk briefing in the week prior to the games where specific details of the requirement and procedures are detailed.
Vehicle Access Procedures
There are very limited access points to Bob Campbell Oval over the duration of the games. Vehicle access is limited to St Vincent’s Road.
During the games (from 8am to 10pm Saturday, 8am to 8pm Sunday) vehicle access will be limited to vehicles whose registrations and driver contact details have been lodged with the Risk Officer who will issue a vehicle parking sticker which must be displayed at all times. These will include 2 vehicles for each team (1 can park in the carpark and the other will need to park on St Vincents Road) and 2 vehicles for the OC. A space will also be available for the St John’s Ambulance vehicle to park and a space for an emergency vehicle (which must be kept clear at all times). An area of the carpark must be kept clear to allow the shuttle bus to drop off and pick up passengers and turnaround (chalk and road barriers can be used to mark this out). This area can also be used for quickly dropping off e.g. catering supplies, but vehicles must leave immediately after the items are dropped off.
All vehicles will be required to undergo a search by security when they first present themselves at the access gate at the entrance to the Oval site at the top of the access road. Transfers of registered vehicles will only be undertaken in special circumstances and will involve the transfer of registrations, vehicle stickers and include a vehicle search performed by security.
All Security personnel and risk officials will be responsible for the monitoring of the carpark for vehicles that have not complied with the vehicle access procedures contained in this document. Any offending vehicles will be notified to the Carpark Supervisor and Risk Officer and appropriate action to mitigate risk should be undertaken.
Searches
Security personnel will be positioned and key access points during the games to perform targeted and random searches of bags or other equipment being brought to Bob Campbell Oval by participants, spectators or service providers.
Searches will focus on participants without registration identification, spectators and service providers who seek to bring bags or other equipment of such a size or type that could conceal contraband that has been identified as a risk in the games risk matrices.
Risk Identification & Mitigation
For the purposes of identifying various risks we have divided the sources of risk into 3 specific areas; Pre-game risks, general games risks and event-specific risks.
Sources of Risk
Risks associated with the overall operation of the Games and the provision of infrastructure and equipment are to be addressed by the central committee, whilst risks associated with the safe conduct of an event are to be addressed by the team responsible for running that event.
Apart from the specific events, there are on-going site supervision roles at Bob Campbell Oval. These supervisors are required to keep a general eye on the smooth operation of their site and take action to eliminate hazards that may arise. The site supervisors should be the first people informed if a problem arises or an incident occurs on their site.
Area | Responsible Person(s) |
Oval and Overall site supervisor | Alex Crossing |
Stage Area Supervisor | Sarah Tilley |
Car Park Supervisor | Paul Gately |
Team Tent Supervisors | Team Captains; backup nominated sub-captains |
Team Garbage Officers | Nominated by team captains |
Pre-Games Risks
For a more detailed description of risks and mitigation strategies please refer to the relevant risk matrix
Financial Risks
There are a number of financial risks that face the OC in the preparation for the games weekend. These include insolvency of the OC or individual teams, misappropriation of funds, insufficient insurance coverage, booking agencies not having a banking licence amongst others.
Action | When | Responsibility |
Dual signature bank accounts | Prior to Games | OC |
OC approval of significant expense items | Prior to Games | OC |
Financial projections of key cash flow items | Prior to Games | OC |
Consideration of insurances: PI, cancellation etc | Prior to Games | OC |
Monitoring of receipt of funds into the Games bank account from the online booking agency. | Prior to Games | OC |
Equipment Risks
Equipment risks relate to the provision and safe working order of any equipment required to undertake the games or associated activities.
Action | When | Responsibility |
Budgeting of equipment costs and incorporation into financial projections | Prior to Games | OC |
Testing of event equipment for suitability and safety issues | Prior to Games | Site Supervisor |
Insurances where relevant | Prior to Games | OC |
Legal Risks
Legal risks are present both prior to and during the games weekend. They include the legal risk of negligence of OC personnel, injury arising from equipment use or malfunction and general criminal activity such as fraud or violent assault.
Action | When | Responsibility |
Detailed site layout and equipment plan | Prior to Games | OC |
Inspection of relevant insurance covering the OC as a sub-committee of council | Prior to Games | OC |
An approved RMS and Emergency Response procedures | Prior to Games | OC |
General Games Risks
For a more detailed description of risks and mitigation strategies please refer to the relevant risk matrix
There are a range of general risk management issues that have been identified.
Non-registered event participants
For insurance purposes, all competitors must complete and sign a Participant Entry form.
Action | When | Responsibility |
Ensure only registered participants are allocated wrist-ids. | Prior to Games | Team Captains |
Ensure all participants have valid wrist-ids | Immediately prior to event | Delegated Event Leader |
Personal Injury
At any stage, for any reason, participants or audience members may sustain an injury.
Action | When | Responsibility |
Ensure first aid facilities are available on site | Prior to Games | Overall site supervisor |
Ensure emergency access available at all times | During weekend | Car Park supervisor |
Trip Hazards around Stage
The stage and associated lighting and sound equipment must be either secured to eliminate trip hazards, or cordoned off from general access.
Action | When | Responsibility |
Ensure contractors secure equipment appropriately | During setup | Stage Area Supervisor |
Monitor stage area | During weekend | Stage Area Supervisor |
Hazards around Tents
Belongings accumulate during the course of the weekend that could cause trip hazards. Unmanaged garbage, particularly broken glass could cause Injury.
Action | When | Responsibility |
Act to cover and/or make obvious sharp hazards | Prior to Games | Tent Supervisors |
Keep immediate tent area clear and tidy | During weekend | Tent Supervisors Team Garbage Officers |
Adverse Weather Conditions
There is no capacity for postponement of the Games, so it is intended that they will proceed if the weather is unfavourable. All events may be modified to fit conditions. High winds may cause the cancellation or modification of the Canoe Relay. Extreme heat will be countered by the provision of tents, chairs and water supplies. If wet weather renders the operation of sound equipment unsafe, the Games will be suspended until safe conditions return.
Any decision to cancel or stop an event will be made by the Risk Officer and Event Manager.
Action | When | Responsibility |
Ensure teams have shelter, chairs and water supplies | Prior to Games | Overall Site Supervisor Team Captains |
St Johns Ambulance will be on site to administer first aid | During weekend | Overall Site Supervisor |
Review event site for slip risks, need for modifications | Prior to event | Event Delegated Leader Event Supervising Officer |
Consult with sound technicians | During weekend | Stage Supervisor |
Adequate Maintenance of Bob Campbell Oval
The renovation of Bob Campbell Oval will be completed in mid 2025 and it is not known how the new surface of the oval will be maintained and used between completion and the Games. Based on previous Games, there is a risk that the ground creating trip hazards and resulting in injuries, and/or excessive dust which could lead to difficulty breathing or allergic reactions. It will be important to liaise closely with LCC to ensure adequate maintenance is undertaken on Bob Campbell Oval so it provides safe conditions to hold the Games.
Action | When | Responsibility |
Raise condition of Bob Campbell Oval with LCC | Prior to Games | OC |
St Johns Ambulance or equivalent first aid provider will be on site to administer first aid | During weekend | Overall Site Supervisor |
Review event site for slip risks, need for modifications | Prior to event | Event Delegated Leader Event Supervising Officer |
Crowd Control
Most events take place in a specified site within Bob Campbell Oval and the crowd will re-position themselves to gain the best spectator positions. It is necessary that each event description includes spectator control lines and resources to instigate and police these control lines. Emergency access lanes must be accessible at all times.
Action | When | Responsibility |
Ensure event rules include crowd control guidelines | Prior to Games | Overall Site Supervisor |
Ensure crowd control guidelines are enacted | Prior to Games | Event Delegated Leader Event Supervising Officer |
Ensure sufficient barriers, tape etc are available | Prior to Event | Provisioning Officer |
Dogs
In the interest of competitor and spectator safety, the 2025 GVG will have a No-Dog Policy. Therefore no Dogs will be permitted at Bob Campbell Oval for the duration of the Games.
Electricity Supply
Power Availability
Light Pole A - south-east corner.
2 x 10-amp 230-volt single phase outlets = 4.6kW of power available
Light Pole B – north-east cornet
1 x 15-amp 230-volt single phase outlet plus 1 x 20-amp 415-volt three phase outlet = combined 11.75kW power available. The 20-amp three phase outlet will be converted into 6 x 10-amp single phase outlets. Buzz Speaker Hire to supply.
Light Pole C – north-west corner
2 x 10-amp 230-volt single phase outlets = 4.6kW of power available
Light Pole D - south-west corner
1 x 10-amp 230-volt single phase outlet + 1 x 20-amp 415-volt three phase outlet = combined 10.6kW
Amenities Building
1 x 32-amp 415-volt three phase outlet + multiple 10-amp single phase outlets.
Power Consumptions
Main power consuming items at the GVG are:
· Stage lighting and sound system.
· 3 cool rooms
o Cool room A to be located between Tribe and Builders
o Cool room B to be located between Engineers and Heros
o Cool room C to be located between Guardians & Commerce.
Each cool room can be run off a single 230-volt x 10-amp single phase outlet, but the outlets should not be shared with any other power drawing device.
· Lighting: Each team tent and the OC tent will have 2 “ceiling mounted” LED lights to be supplied and installed by Pillingers. The lights will plug into a standard 3 pin, 10-amp single phase socket.
Power Distribution
Location | Power drawn from: | Approximate distance
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Stage | Amenities Building | Buzz |
OC Tent | Amenities Building or from Stage | 60m |
GoodSam | Amenities Building or from Stage | 60m |
Food trucks | On board generators |
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Anarchist | Pole A | 40m |
Tribe | Pole A | 50m |
Cool room A | Pole B – from 3phase to 6 x single phase board | 5m |
Builders | Pole B – from 3phase to 6 x single phase board Pole B | 10m |
Engineers | Pole B – from 3phase to 6 x single phase board B | 20m |
Cool room B | Pole B – from 3phase to 6 x single phase board B | 30m |
Heroes | Pole B – from 3phase to 6 x single phase board B | 50m |
Guardians | Pole B – from 3phase to 6 x single phase board B | 60m |
Cool room C | Pole B – from 15amp single phase outlet | 70m |
Commerce | Pole C | 45m |
Natives | Pole C | 30m |
Coffee van | On board generators |
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Stage lighting and sound system will be supplied from the 1 x 32-amp, 415-volt three phase outlet on the change room. Connection to be organized by the lighting and sound system supplier – Buzz Speaker Hire (Buzz).
OC Tent and GoodSam will be supplied from either the stage or from the change room. Buzz to organize the connection.
Cool rooms A and B to be supplied from the 3phase to 6 x single phase board from Pole B
Cool room C to be supplied from the 15-amp outlet on Pole B.
Anarchists and Tribe to be supplied from Light Pole A. One 10-amp power cord each.
Builders, Engineers, Heros and Guardians to be supplied from the 3phase to 6 x single phase board from Pole B. One 10-amp power cord each.
Commerce and Natives to the supplied from Light Pole C. One 10-amp power cord each.
Each team will need to supply their own power board and extension leads for distribution within their tents. Power boards must have a protection circuit that trips out if draw exceeds 10 amps. Please ensure they are clearly named .
Note the lighting for each tent will need to share your power board.
Cords in areas of pedestrian traffic will be housed within trip hazard protection covers. Buzz will supply and run extension cords and the protection covers.
Power restrictions
Each team only has access to maximum current draw of 10 amps. This is ample for laptops, phone chargers, small sound systems and fairy lights. There is not enough power available to run devises that involve creating heat or refrigeration such as portable fridges, kettles, toasters, microwaves, slushy machines, coffee makers, sandwich presses, steam irons etc. It is requested that all teams refrain from using such devices.
Amps multiplied by volts equals watts, which is a measure of power. The amps used by your powered items can be calculated by dividing the rating in Watts by the voltage (240V). The sum of current for all power items used by each team must be less than 10amp.
Watts = Amps × Volts
There is a zippy boiler available in the Kiosk so if teams need access to boiling water for tea or coffee making it is recommended they bring a thermos. If teams wish to iron or steam any revue costumes at BCO, this can be done in the change rooms. There are multiple 10-amp outlets available. Teams to supply their own irons and ironing boards
Where the distance from the light pole to the tents/stage etc is in excess of 30m, external cable trays and distribution boards will be used. No power lines are allowed from Gore Street.
Action – Electricity Supply | When | Responsibility |
Ensure power cables are well secured and tamper resistant and Danger sign erected at power source | During set-up | Stage Supervisor |
Keep power panel locked and key secured | During weekend | Stage Supervisor |
Supervise power pole area | During weekend | Car Park Supervisor |
Ensure teams do not utilise illegal power supplies | During weekend | Team Captains |
Fire
All efforts are to be made to avoid the possibility of starting a fire with Games equipment. If a fire commences it should be reported immediately to the supervisor of the area and to the Overall Site Supervisor.
Action | When | Responsibility |
Naked flames to be banned from inside tents | During weekend | Tent Supervisors |
If fire not brought under control, call fire brigade | At time of fire | Overall Site Supervisor |
Theft / Vandalism of Equipment
The stage is to be erected on Thursday December 4 with sound and lights setup the following day. The tents will also be erected on Thursday, December 4. Arrangements have been made for professional overnight security on the nights of December 4, 5, 6 and 7. Additionally, police and LCC Rangers will be asked to monitor the area with surveillance cars.
Traffic Management
Bob Campbell Oval is a dead-end with limited parking spaces and turning circle. Access will be restricted to cars with authorised parking stickers (8 team captains and 2 vehicles from OC) plus one space for St John’s Ambulance and one space for emergency access vehicle whilst maintaining an area for the shuttle bus to turn. Drop offs of substantial equipment by cars without stickers will be carefully policed. Gore Street neighbours will be warned of traffic problems.
Note: Coloured boxes in the image indicate a parking spot for each team. White boxes indicate space for OC truck and car, St John’s Ambulance & space for emergency vehicle. Remainder of carpark to be Area F which is used for the Basketball Shoot-out event. Barriers will be in place between the parked car area and Area F.
Action | When | Responsibility |
Engage independent parking attendants (TBC) | Prior to Games | General Committee |
Allocate parking stickers | Prior to Games | Overall Site Supervisor |
Provide constant monitoring of access at Gore Street | During weekend | Car Park Supervisor |
Ensure traffic access policy is understood by participants | Prior to Games | Team captains |
Write letter to Gore Street residents informing of road closure | Prior to Games | Overall Site Supervisor |
Risks to the Environment
Bob Campbell Oval is surrounded by natural bushland and Gore Creek which runs into Sydney Harbour. Team decorations like glitter bombs, confetti and balloons could pollute the surrounding environment and are not permitted.
Action | When | Responsibility |
Ensure teams are aware of potential for pollution when selecting decorations | Prior to Games | Team Captains |
Ensure teams secure their decorations and manage any littering | During Weekend | Tent Supervisors Garbage Officers |
Drones
No drones are to be used unless authorised by the GVG Committee
Event Specific Risks
See Appendix A and individual event listings in the Event Handbook for event-specific.
BCO Cliff Face
No climbing on the cliffs. Children must not be allowed to climb the cliff face adjacent to the oval. If this rule is broken, team points will be deducted. The whole family may be asked to leave the Games if numerous warnings are issued.
Emergency Procedures
Emergency Incidents
Whilst unlikely, there are a number of serious circumstances that could arise that would require the cessation of the Games and the evacuation of the site. These circumstances would include situations such as:
This section of the RMS outlines a general approach to dealing with emergency situation that arise over the weekend of the games. Whilst there are specialist personnel responsible for a range of risk management activities it is the responsibility of the entire OC to uphold the procedures contained in this section – including team captains and their appointed risk marshals.
Notification
To facilitate required actions in the case of an emergency the OC should formally notify police and other emergency services of the timing, size and scope of the games, ideally more than a month prior to the games weekend.
This information should be updated in the week prior to the games in order to ensure that relevant details on participant numbers and timing are up to date.
Site Access
Access to Bob Campbell Oval is relatively limited when compared with the overall scale of the games weekend. There are three exit sites from BCO:
At all times direct access to the carpark must be maintained for the use of emergency services or other first responders. The carpark will have a dedicated Emergency Vehicle Space which is to be cordoned off or in some other way ensured to be free and available over the entirety of the weekend.
Access to the site is required to be maintained during events, including those events that require parts of the access path for the undertaking of the event. Event captains are responsible to ensure that marshals are briefed in regard to the response during the event if access to the site is required in an emergency situation.
General Safety Procedures
The general safety procedures are in place to provide a clear and concise process to be followed by risk officers, In the case of any emergency that would require the attendance of emergency services and the possible evacuation of the site, the Risk Officer and/or Site Supervisor will liaise with emergency services and direct the other risk management personnel appropriately.
The emergency response procedures have been divided into 2 classes: Accident Emergency response and ‘Event’ Emergency response. Accident Emergency Response (AER)
The Accident Emergency Response is for those incidents relating to bodily injury that are relatively contained and unlikely to become systemic. This would include local incidents of bodily injury during events or across the site.
Accident Emergency Response (AER)
The general procedures for an accident emergency are:
‘Event’ Emergency Response (EER)
The Event Emergency Response is to be enacted incidents such as fires, floods or terrorist attacks that would likely affect a large number of the game’s participants or spectators.
The general procedures for an ‘event’ emergency are:
Emergency Contacts
The following table outlines key contact information for groups or individuals charged with risk management responsibilities.
Position | Name | Mobile # | |
OC Chairman | Jon Tindall | 0414 586 511 | jon.tindall@finity.com.au |
Risk Officer | Jeremy Ell | 0402 953 457 | |
Site Supervisor | Alex Crossing & Richard Sicobo | 0497 788 020 (Alex) 0418 286 875 (Richard) | |
Car Park | Bruce Spencer | 0407 286 696 | bruced.spencer@outlook.com |
Position | Name | Mobile # | |
Risk Marshal A | various | n/a | n/a |
Risk Marshal B | various | n/a | n/a |
Team | Safety Officers | Mobile # | |
Anarchists | Myles Kennedy | 0410 548 581 | |
Sandra Montez | 0405 123 227 | ||
Builders | Margot Branson | 0409 222 591 | |
Peter Procopio | 0413 615 747 | ||
Commerce | Mark Beardow | 0418 247 049 | |
Pete Mackey | 0416 059 776 | ||
Engineers | Jonathan Stormont | 0478 415 528 | |
Mary Homer | 0427 017 420 | ||
Guardians | Simon Stafford | 0414 235 287 | |
Sapna Ganeshan | 0487 190 011 | ||
Heroes | James Hall | 0412 552 760 | |
Bill Firth | 0405 144 807 | ||
Natives | Jack de Flamingh | 0403 222 954 | |
Richard Hawkins | 0421 999 004 | ||
Tribe | Bede Thompson | 0401 077 210 | |
Clive Billinghurst | 0401 405 059 |
The tent placement for 2025
Age Matrix rules
With the exception of Golf, Puzzler, Scrabble, Cornhole, Kubb, Trivia and the Revue in which there are no gender or substitution restrictions, all events to aim to be split evenly between male and female, i.e. if the matrix indicates two competitors from a given age group, one must be male and one female. If there is an odd number, the Team Captain has discretion over that entrant. However, for age group 7-8 and 60+ there is no gender split requirement.
Age criteria is based on the age of the individual on 5TH December 2025.
The Participant Age Matrix
Age Group | 7-8 | 9–10 | 11–14 | 15–19 | 20–39 | 40–49 | 50–59 | 60+ | ||
Sub Group | n/a | n/a | 11-12 | 13-14 | 15-16 | 17-19 | n/a | n/a | n/a | n/a |
The 20-39 age group is fixed. No-one in this age group can play in the age groups above or the age groups below.
Anyone in an age group below 20-39 (i.e. between the ages of 7 and 19) can be substituted to play in an event older than their age group, up to and including 20-39 age group. i.e. a 12 year old can be substituted into the 15-19 age group or the 20-39 age group but they cannot be substituted into the age groups above 20-39 age group, such as the 40-49 age group.
Anyone in an age group above the 20-39 age group (ie. 40 or older) can be substituted to play an event younger than their age group, down to and including the 20-39 age group i.e. a 53 year old can be substituted into the 40-49 age group or the 20-39 age group, but they cannot be substituted into the age groups below the 20-39 age group, such as the 15-19 age group.
As noted earlier, team event leaders need to keep a Participation Event Grid for each event for spot-checking by the Marshals. The Organisers will allow a degree of flexibility eg teams lacking a particular age group, cross age filling to make up for illness, team members not turning up etc, however the principle of diverse participation should be observed and the spirit of the Games upheld. Blatant stacking of participation will relegate the offending team to the last place in the event.
Exemptions to the Matrix
It is understood that in rare instances, something may occur over the weekend (or in the immediate lead up to) in which a team may need to make a substitution to their submitted matrix. For example, where a participant has injured themselves. In these cases, it is expected that the team will first replace this participant within the matrix rules for that event. Where this is unable to be achieved, teams are able to apply to the event lead to substitute a participant via a matrix exemption.
The following scoring penalties will apply for exemptions that are required by a team due to extenuating circumstances:
These penalties are applied for each age-group that the exemption needs to move. When a position penalty is applied, other team’s positions will be adjusted as required. For example, if a team with a 1 position penalty came 2nd in an event, they would take 3rd place and the team who came 3rd would take 2nd place. Penalties will be applied by the event lead after the event, and reviewed by OC, prior to event results being finalised.
The overarching responsibility of captains is to attempt to provide an even gender representation where possible. This means an allocation of 50%/50% for those events that aren’t specifically genderless.
Often teams will have significant gender imbalances at particular age-groups, making it difficult to provide some team members with a meaningful games experience and leaving others overloaded. Therefore, we look to provide for some flexibility where teams have acute imbalances.
Whilst events are expected to be allocated evenly between genders (where they aren’t otherwise specified), a gender-exemption penalty will not apply where:
For gender-exemptions that do not meet each of these criteria, a penalty will apply. In these instances, the OC will assess the extent to which a genuine imbalance exists by referencing a team’s membership mix as well as other context where appropriate. This is an additional position penalty to any age-based penalty.
Events attracting a gender-exemption penalty:
Participant Eligibility Rules
Captains are to ensure that the spirit of the Games is protected. Teams are strongly discouraged from targeting an elite sports person with no connection to the area.
Marshalling Grid
OC shall provide each Event lead with a Marshalling Grid appropriate to their game.
EL and Marshalls to check participants’ wrist bands to monitor compliance with the event matrix.
Examples:
Event Scoring
1st 8 points
2nd 7 points
3rd 6 points
4th 5 points
5th 4 points
6th 3 points
7th 2 points
8th 1 point
In the event of a tie for 1st place, both teams will receive 8 points, the next team shall receive points for 3rd place etc.
Example
Dispute Resolution
A team may lodge a protest with the presiding member of the OC no later than five minutes after an event has concluded, i.e. placings announced.
As soon as practicable thereafter:
The OC members shall then deliberate and announce their decision, by majority if necessary.
In the event of a protesting team losing a second protest, that team shall be relegated to last in the second event in which it protested.
All decisions are final.
Event Map
Area A | Area B | Area A&B | Area C | Area F | Stage | Gore Creek |
Micro Games Caber Toss Captain Ball Kubb Obstacle Relay (with Gore Creek) Gumboot Throw Football Skills Medley Relay Micro Tug of War Tug of War | Slow Cycle Relay Goanna Egg Throw Cornhole Hobby Horse Relay Tennis Ball Throw Water Run 3 Legged Relay | (circuit) Walking Relay Running Relay Micro Running Relay | Circle Ball | Basketball Shoot out | Scrabble Trivia Revue Paper Plane Throw | Canoe Relay Obstacle Relay (start) |
Note: Two events are held off-site (i) Golf which is at the Lane Cove Country Club and (ii) the Swim Relay which is at the Lane Cove Pool. Puzzler is collected and returned to the OC tent.
Logistics
Number of participants | 8 per team |
Equipment by GVG OC | None |
Equipment by teams: | All golf equipment |
Third Party involvement (Hire, Licenses, etc) | Lane Cove Country Club |
Event organisation | Builders |
Duration | Event takes approximately 3 hours |
Setup Time | 20 Minutes |
Dismantle Time | 20 minutes |
GVG points scoring | Standard |
Additional needs | nil |
Risk Management | Check table below for other requirements |
Venue | Lane Cove Country Club |
Map Reference | N/A |
Participant Matrix
≤ 8 | 9-10 | 11-12 | 13-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
8 players of any age or gender | |||||||||
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Kylie Dunlop Nick Tindall |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals and ensure they understand the rules and their roles Site preparation & risk mitigation | Nick Tindall |
Marshals | Scoring & compliance with the rules | Selected from the team by the Event Leader – 1 per hole |
OC Equipment Officer | Not Applicable | |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Jon Tindall 0414 586 511 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
Number of participants: 8 per team, divided into 2 separate groups of 4. This event assumes participants will know the general rules of golf and how to play safely.
Any local rules will also apply and be advised at the briefing.
Event Format
9 hole event; shotgun start off 8 holes at 5pm Friday (second group follows first 5 mins later). All players are to meet at 4.30 pm near the first tee for a briefing.
Each team split into two 4 ball Ambrose teams; males to tee off male members’ tees; females off red tees.
Handicaps: official Australian Golf Union (AGU) to be used. If a competitor does not have a current AGU, then the lower of his / her last AGU handicap or, to the competitor’s reasonable estimation of current handicap (with a maximum of 18 for males and 36 for females) will be used. No slope factor will be applied.
Each team must submit the Handicap for each player to the Event Lead prior to the Event commencement.
Standard Ambrose, but each player may only carry a maximum of two clubs, with sharing amongst team members permitted, provided that left-handers may bring up to 4 clubs each; no golf bags permitted; unlimited number of balls permitted amongst teams.
All players drive, then best shot is selected, and the ball position is marked; each player then places ball within one club length of that spot (but no nearer hole) and plays second shot; that process continues until hole completed.
A team may NOT use the one club length rule to improve their position OUT of a marked hazard or change the ground condition (ie fringe to green, rough to fairway etc). Once on the green, the selected ball is marked and each putt is taken from within 10cms of that spot/ no closer to the hole.
Each player must have their tee shot selected “as best” at least twice.
Handicaps are aggregated per group then divided by 8 (for groups of 4) or, in the case of an absence, divided by 6 (for groups of 3) to reach group handicap. Net team score equals net group score minus group handicap.
At the end of the round, one scorecard per group of 4 is handed to the event lead.
Point scoring
Lowest net team aggregate score achieves most points. Points split for ties.
Scoring and Score Card
Every group score card must have the full name of each golfer followed by their handicap.
e.g. John Citizen (19)
A score is to be registered against each hole on the completion of that hole. The initials of the golfer whose tee shot was selected should be marked next to the score.
So, in the case of John Citizen;
Hole 1 Score 5 JC
It is the responsibility of the 4 ball team captain to submit a score card to the Event Lead that is complete, correct and legible. Failure to do so will result in disqualification.
The Event Lead is responsible for completing the Event Score Sheet and submitting it to the OC by Saturday morning.
Draw: Sequence designed so 8 holes are played each by 2 teams (previously Hole 5 excluded due to distance from other Holes).
Hole 1A – Builders 2 Hole 1B – Tribe 2
Hole 2A – Commerce 1 Hole 2B –Heroes 1
Hole 3A – Natives 1 Hole 3B –Anarchists 1
Hole 4A – Commerce 2 Hole 4B – Engineers 2
Hole 6A – Engineers 1 Hole 6B – Guardians 2
Hole 7A – Builders 1 Hole 7B – Anarchists 2
Hole 8A – Guardians 1 Hole 8B – Natives 2
Hole 9A – Tribe 1 Hole 9B – Heroes 2
Risks & Treatments
No specific risks identified.
Event Venue: Lane Cove Country Club, River Rd
Meeting location for briefing at temporary clubhouse on Gamma Rd. Golfers to arrive and register.
Logistics
Number of participants | About 85 in total (aged 6 and under) |
Equipment by GVG OC | Megaphone Cordon Whiteboard (used for welcome sign) and markers Beanbags Witches hats/cones Hoops Slalom poles Hurdles |
Equipment by teams: | None. Team Captains to encourage children to wear their team t-shirts or a t-shirt in the colour of their team. ALL children must wear shoes at ALL times. |
Third Party involvement (Hire, Licenses, etc) | Ribbons, medals, hats, parachute, fluoro vests (for helpers), pagoda, bubbles, to be sourced from community – preschool, sports club etc Low tables and chairs (sourced from pre-school) |
Event organisation | Event Leader plus 30 helpers |
Duration | Event takes 1.5 hours to run |
Setup Time | 1.5 hours hours to create cordon, Setup pagoda, table, games etc and to brief Marshals |
Dismantle Time | 15 minutes |
GVG points scoring | No scoring – outside scoring requirements |
Additional needs | Starting line for each team. Cordoned off area. Funding for prizes, to be purchased by event leader |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval – Running lanes at far end of field away from main tent and surrounding area |
Map Reference | Area A |
Participant Matrix
≤ 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
10+ | About 85 |
As there are limited events for the 6 and under age groups to participate in during the games, 7 year olds are not permitted to join the Micro Games as they have other opportunities to compete in events in the 7-8 age group category
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Anarchists: Karen Markell 0422 002 939 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals/Helpers and brief Site preparation & risk mitigation | Jo Cooke Leslie Garton 0420 350 475 |
Marshals/Helpers | Keeping children and parents happy Helping with start and finish lines Awarding ribbons Helping with equipment during games Keeping people off cordoned area Handing out prizes | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team A Bruce Spencer 0407 286 696 |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Not required |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The Micro Games is not part of the main competition. It is an opportunity for younger children (6 years old and under) to run in a few races and novelty events and feel part of the fun and excitement of the Games.
The children will be grouped roughly according to age and physical size.
There will be running races and novelty events and a fun space to play in.
There are ribbons and prizes awarded for each child who participates.
Children will be encouraged to wear their team t-shirt if they have one or a t-shirt in the colour of their team. Shoes must be worn by ALL children at ALL times.
Each child should have a parent or guardian throughout the event. The event is not a “drop and go” situation. Parents are encouraged to watch and support their children from behind the cordons to help the smooth running of the event. This does not preclude younger children being accompanied by a parent if necessary.
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
Fallen or upset children to be cared for by numerous Marshals | During event | Event leader |
Event Venue
Logistics
Number of participants | 18 per Team |
Equipment by GVG OC | Hire of 8 x three man canoes (‘Bushranger’) with 24 life jackets in a variety of sizes 1 Rescue/Support power boat (Greenwich Flying Squadron) 3 buoys (Greenwich Flying Squadron) – see image, competitors must round the buoys as part of course. Flag for each team to be put in a bin as finish line Star picket/stakes and ropes (2 pickets for entry point – at bottom and top of stairs with rope between to delineate an “in” and an “out” route for competitors), 2 in mud to delineate the “Finish line” with orange rope between them and 3-5 pickets in the mud to outline the course with orange rope(see images) Megaphone CB Radio for support boat and/or mobile phones Starter gun/whistle Extra cordon to create Crew Muster area and Spectator areas |
Arranged by organising team: | One compulsory practice per Team during the 1 month before GVG with 2 x loan canoes (Scouts) with the Event Lead. Note the loan canoes will be different to those used in the event. Scan area for debris and remove if possible. |
Equipment by teams: | Each team to provide THREE life jackets for this event in addition to the 24 provided by the OC. Closed running shoes essential – NO CROCS. |
Third Party involvement (Hire, Licenses, etc) | Canoe Hire Company: Kayakadventures Flying Squadron Authorisation Rescue Vessel Agreement |
Event organisation | Event Leaders: Peter & Freya Reid 2 Risk Marshalls at start (liaise with Risk Officer) 2 Safety crew on support boat 8 Marshalls to monitor Crew Muster area 8 Marshals at start of race then redeployed to other locations |
Duration | Event takes no more than 1 hour |
Setup Time | 30 Minutes to get canoes in. Position starting and finishing posts and flags (best done at lower tide). |
Dismantle Time | 30 minutes to remove vessels from water, remove posts and flags (can be done at low tide). |
GVG points scoring | Standard, the first Team to get their final canoe across the Finish line is deemed first, then so on to last. |
Additional needs | To set up the stakes at low tide in the days before the event |
Risk Management | Check table below for other requirements |
Venue | Gore Creek Foreshore and Bay. |
Map Reference | 39 deg 49’S 151deg 10’E |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | TOTAL | |
11-12 | 13-14 | 2 | 12 | 2 | 18 | ||
2 | |||||||
Participants are asked to arrive at the game area 30 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event: 8 x 3 Man Canoes, 24 x Lifejackets, 1 x Support Vessel | Dave Scardino Jenny Allen |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules and safety procedures at a meeting to be held with all Team participants the week before the Event. A short recap will be held 30 minutes before the start of the race. Provide the Event Summary to the OC Site preparation & risk mitigation Services, Flying Squadron support boat and agreement. Hire of Canoes | Peter Reid |
Safety Crew | 3 safety crew. | Eva Pyburn & Robyn Latus from Greenwich Flying Squadron and Brian Cullinane |
Marshals | Safety & compliance with the rules Ensure Competitors’ lifejackets are correctly fitted Ensure all Competitors wearing closed footwear. Marshalls to stand in the water holding the stern (back end) of the canoe | 16 x selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Jeremy Ell 0402 953 457 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
Competitors to meet at steps down to the water in the playground for briefing 30 minutes before the event starts. All competitors to wear closed footwear (no Crocs). Each team to provide 3 lifejackets.
Timing of the race is scheduled at High tide to avoid crews having to cover excessive distance over mudflats and minimise exposure to obstacles.
The event will run as a standard relay with each team being allocated one 3 man canoe and 3 paddles. There are 6 crews of 3 paddlers per team. The canoe acts as a baton between crews. Each team member must take a turn in a canoe, no member may paddle twice. Lane allocation for starting position provided below.
The composition of each canoe is at the discretion of the team, within the confines of the age group requirements. However, it is recommended that younger ages are paired with older ages.
A Marshall shall be assigned to each team and wear that team’s colour for ease of identification. Marshalls to stand in the water holding the stern (back end) of the canoe whilst Competitors board the canoe and until the starter gun is fired.
All 8 canoes will commence racing at the same moment. The canoes will start at Gore Creek and proceed into the bay where each canoe is required to proceed around each of the buoys, returning to the rock wall area. When a canoe passes the buoy closest to the finish line, the Marshall shall raise their hand to indicate that the next crew may leave the Crew Muster area and approach the stairs. The incoming crew leaves their paddles in the canoe, exits via the stairs keeping to their left. The outgoing crew walks down the stairs, keeping to their left and moves to their canoe. The changeover can occur in the water. The Marshall will be holding the canoe parallel to the shore so the outgoing crew can get in and commence paddling (no need to turn canoe around).
The team that crosses the finish line and takes the team flag out of the bin and raises it above their head first wins 1st place and so on to 2nd, 3rd and down to 8th place. The bin will be located to the left of the gate (as the crew are walking up the stairs out of the water).
Lane Allocation
Team Lane
Guardians 1
Commerce 2
Heroes 3
Anarchists 4
Builders 5
Natives 6
Tribe 7
Engineers 8
Risks & Treatments
Action | When | Responsibility |
High winds above 25knots will require cancellation of event. | One hour prior to start | Event Leader and Event Manager |
Support power boat and crew to assist. | Immediately | Support Crew |
Greenwich Flying Squadron to be notified of timing in Agreement | +Conditions of Agreement with Flying Squadron | GVG OC Event Leader |
Spectators impeding the movement of participants – ensure cordon provides sufficient space | Before and during event | OC site supervisor Risk Marshalls |
Teams to attend compulsory pre-Games training for safety | During the month prior to the Games | Event Leader and Team Captains |
Event Venue
Logistics
Number of participants | 20 per team |
Equipment by GVG OC | 8 stop watches Megaphone for Event Lead Cordon: to allow 1.5-2 m between course and spectators 8 Clipboards and pens: To hold matrix sheets |
Equipment by teams: | Closed running shoes |
Third Party involvement (Hire, Licenses, etc) | 8 bicycles – all the same (Boris style), helmets |
Event organisation | Event Leader plus 10 Marshals (2 to manage crowd control and heckling, 8 to be assigned to the teams) |
Duration | Estimated 45 minutes |
Setup Time | 15 minutes to get bikes from storage |
Dismantle Time | 15 minutes to return bikes to storage |
GVG points scoring | Standard |
Additional needs | Event to run in the lanes. Need to be 1.5 metre wide minimum. Starting line and finishing line for each team. Distance 20 metres |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area B |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
2 | 2 | 12 | 2 | 2 | 20 |
Participants are asked to arrive at the game area 20 minutes prior to event to confirm the matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Erin Cini 0422 581 317 John Saleh 0498 237 965 |
Event Leader | Smooth running of the event in the spirit of the GVG | Rachel Reynolds 0419 762 581 |
Marshals | Scoring & compliance with the rules | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo 0434 602 967 |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Craig Stafford 0438 842 700 |
OC Event Manager | GVG event management and adjudication | Alex Crossing 0497 788 020 |
Rules
The event will run in one race using the 8 lanes in relay style. The racetrack is 20m long. The aim is to cycle as slowly as possible along the allocated distance. The team is divided into two, with riders at opposite ends of the lanes.
One Marshall is allocated to each team and will confirm their arrival and confirmation with the matrix prior to the event commencing, and then mark off each player as they participate in their leg of the relay (e.g. tick against the age group and ensure the correct number of people per age group have participated).
Riders must always maintain a forward motion (no standing still), ride within their allocated lane (no touching of black line to avoid collisions with neighbouring lanes) and no part of their body can touch the ground. The front wheel crossing the line completes each rider’s turn. One error is allowed per rider (for enjoyment and fairness) before bikes have to be given to the next participant. If they make a second error, the Marshall will take the bicycle as quickly as possible and walk it briskly to the next rider.
For clarity, to monitor the forward momentum, the Marshall will watch a mark on the rear wheel and ensure it is moving. If the Marshall observes the mark on the rear wheel not moving, they will notify the participant of their error. If the participant does this a 2nd time the bicycle will be taken off the participant and progressed to the next participant.
Teams can adjust the bike seat prior to the start of the event. Riders must not adjust their bike (e.g. seat, chain etc.) unless it is within the 5 seconds (i.e. no deliberate wasting of time), and must commence the ride immediately when they receive the bike from the incoming rider on their team. There is a maximum of 5 seconds for change over between riders (stopwatches will be provided).
If riders breach any of the conditions, the Marshal will take the bicycle as quickly as possible and walk it briskly to the next rider.
Examples of errors:
Team captains are to ensure their team participate in the spirit of the games, focusing on skill to stay on the bike rather than ways to slow down their progress whilst their feet are on the ground. Marshals and team captains are to discourage heckling or negative commentary from the spectators.
The competition is over when the last team rider’s front wheel crosses the line. The team that finishes last is 1st and so on with the team that finishes first being in 8th position for scoring.
Lane Allocation
Team Lane
Engineers 1
Guardians 2
Heroes 3
Natives 4
Tribe 5
Anarchists 6
Builders 7
Commerce 8
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
Event Venue
Logistics
Number of participants | Open to all |
Equipment by GVG OC | Go to OC Tent for Puzzler Materials 8 boards |
Equipment by teams: | Working paper |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Lynne Spencer, Captain & Event Leaders |
Duration | Weekend |
Setup Time | NA |
Dismantle Time | NA |
GVG points scoring | OC |
Additional needs | NA |
Risk Management | NA |
Venue | Team Tents |
Map Reference | NA |
Participant Matrix – Open to All
7- 8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL* |
Open to all ages | ||||||||
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | OC |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals Site preparation & risk mitigation | Lynne Spencer 0413 313 347 |
Marshals | Not applicable | |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Richard Sicobo |
OC Event Adjudicator | NA | |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The Puzzler event consists of 6 individual puzzles to be completed sequentially by any number of participants from each team. The event kicks off at the OC tent at 10:30am on Saturday and the final component is to be returned to the OC tent no later than 2pm on Sunday.
Puzzle | Time for Release (no earlier than) | Time for Return (no later than) |
Jigsaw | Saturday 10:30 Second Jigsaw will be released when first Jigsaw is returned | Second Jigsaw to be returned no later than 2pm on Sunday |
Crossword | Saturday 11:00am | No later than 4pm on Saturday but note you will not be issued subsequent puzzles until the crossword is returned |
Cryptic Crossword | Saturday 11:30am
| No later than 4pm on Saturday but note you will not be issued subsequent puzzles until the cryptic crossword is returned |
Code Breaker | Saturday 12:30pm. | No later than 4pm Saturday. |
Treasure Hunt | Saturday 1:30pm. May be collected before returning Code Breaker | No later than 5pm Saturday |
Puzzles will not be given out prior to the scheduled time, and the preceding puzzle must be surrendered in order to obtain the next one. For clarity, the Crossword must be returned to be given the Cryptic Crossword and the Cryptic Crossword must be returned to be given the Code Breaker, but the Treasure Hunt can be collected at 1:30 even if other puzzles are outstanding.
The second Jigsaw Puzzle must be returned no later than 2pm on Sunday. .
Scoring
100 puzzle points will be awarded for each puzzle, a total of 600 puzzle points. At the end of the event, the team with the most puzzle points will win the event and receive the 8 GVG points, the team coming second will receive 7 GVG points etc. Ties will receive split points.
If writing is illegible, points will be lost.
Jigsaw Puzzle
Each team will send a representative to the OC tent to pick up the first jigsaw puzzle and board.
Completed jigsaw puzzles on boards must be returned to the OC tent for the second jigsaw to be issued. It may be returned at any time as long as a relevant OC member is there to receive and document. If the completed puzzles are not returned at 2pm Sunday, there will be a penalty of 20 points for each 30 minutes late. Puzzles not returned by 4.00pm Sunday will forfeit 100 points per puzzle.
Crossword
Each correct word will be of equal value such that the total puzzle points available is 100.
Cryptic crossword
Each correct word will be of equal value such that the total puzzle points available is 100.
Treasure Hunt
25 items with 4 puzzle points per correct item.
Codebreaker
50 questions with 2 puzzle points per correct answer.
Use of Internet and Phone Apps
The idea behind the Puzzler is inclusion of all participants, particularly those who don’t have other events, or are waiting for their events.
The committee is aware that there are applications available for use by phone, iPad and laptop that can be used to assist in some of these puzzle events. The OC has decided not to restrict the use of such applications. The Master Puzzler, however, suspects that using these tools in the time available, if a team wants to maximize that time, may not provide as much advantage and certainly not as much fun as it may seem.
Logistics
Number of participants | 30 per team |
Equipment by GVG OC | 12 eggs per team plus a spare dozen = 108 eggs in total) 8 cartons to hold eggs for each team 8 coloured sashes (for 1st member in team) 8 cones to mark metre lines paper towel to clear up broken eggs on the ground bin for egg mess & paper towels 1 stopwatch (30 minutes) |
Equipment by teams: | Plastic sacks to protect against egg mess (if desired) damp cloth to wipe up egg mess |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader plus 17 Marshals (two per lane, one with the thrower and one with the team/catcher) and one to hold spare eggs. |
Duration | Event takes 30 minutes to run inclusive of 5 minutes contingency |
Setup Time | 20 minutes to create cordon; place cones; distribute eggs into baskets |
Dismantle Time | 15 minutes clean up; collect cones |
GVG points scoring | Standard |
Additional needs | Baseline plus markers at 4m, 6m, 8m, 10m, 12m |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area B |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL* |
6 | 6 | 4 | 4 | 6 | 4 | 30 |
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | David Johnson 0412 218 568 Jonathan Coatley 0420 314 356 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals Site preparation & risk mitigation | Ben Wilson 0407 966 083 |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team A Bruce Spencer 0407 286 696 |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Adam Benjafield 0466 634 609 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Set Up
Rules
Each team stands on the baseline at the end nearest to the stage. The first team member of each team puts on the sash and all other members line up behind them. Teams can line up in any order.
At the start, the first team member (wearing the sash) runs to the egg basket, collects an egg and runs back to the first marked line (the 4m line marked by the cone). They throw the egg to the next member in the team who is standing on the baseline. The catcher then runs to the marked line and throws the egg to the next member in the team who is standing on the baseline. The thrower runs to the back of the line of team members.
The activity is repeated until all team members have had a turn in throwing the egg from the marked line. At this point the team member wearing the sash should be at the front of the line, ready to catch the egg from the last thrower of the team.
The Marshall with the team shall monitor the orderly progression of team members and verify that all team members have had a go at throwing/catching the egg. The other Marshall is monitoring the thrower’s positioning and moving the cones to the next marked line once all participants have had a throw at that distance i.e. from 4m to 6m.
When this has been done, the first team member runs to the new marked line, throws the egg to the next team member standing on the baseline, and the activity is repeated for all team members. Once the team member wearing the sash arrives at the front again, the cone is moved to the marked line at 8m, and the activity repeated … and again for the 10m and 12m lines.
When the first team member wearing the sash reaches the baseline for the 12m throw stage, they catch the egg and run to the finishing line, which is just beyond the egg baskets (ie at the 25m line). The finishing order of the teams is determined by the order in which teams cross the finishing line. Any teams that fail to complete the 12m distance due to all eggs being broken will be ranked by the distance at which the last cone is located when the last egg was broken. If more than one team is eliminated at the same distance, scoring will be based on the number of participants in the team that have successfully thrown/caught the egg at that distance (with reference to the position of the first participant with the sash in the line).
If an egg breaks, regardless of whether it has crossed the baseline, the team member who is the catcher must run to the egg basket to get a new egg and return to the marked line to throw to the next team member.
If all eggs are broken, the team stops, and their game is over. The distance line for that team is recorded and how many participants in their team have caught the egg successfully at that distance (i.e. with reference to the position of the first participant wearing the sash) to determine the final scoring.
The event will run for a maximum of 30 minutes. If teams still have eggs and have not completed the course at that time, they will receive scores based on their progression through the course at the 30 minute mark. Where two teams have both reached the same distance (e.g. 10m), then reference will be made to the number of participants in the team that have successfully caught an egg at that distance (i.e. with reference to the position of the first participant wearing the sash) to determine the scoring.
The thrower must ensure their feet are behind the marked line when they throw the egg. The catcher’s feet must be behind the baseline when the egg is thrown, but the catcher can then move forward/back/sideways to catch the egg. No other team members are allowed to touch the egg, other than the thrower and the catcher. If any of these rules are broken, then the Marshal declares a foul throw, and the throw must be repeated with the same catcher/thrower.
Lane allocation
Team Lane
Tribe 1
Anarchists 2
Builders 3
Commerce 4
Engineers 5
Guardians 6
Heroes 7
Natives 8
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
Egg mess to be thoroughly cleaned up from grass after the event (to avoid slip risks) | After the event | Event Leader |
Event Venue
Logistics
Number of participants | 12 per team |
Equipment by GVG OC | 4 cabers (2 large, 2 small) 16 flags (2 per team) on spikes 2 timber strips 1 x 30m long tape measure White Board and markers 12 cones. Megaphone |
Equipment by teams: | Closed running shoes, no blades, football boots or spikes allowed |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Inside the cordoned area – Event organiser plus 3 Marshals, 2 to return caber and 1 to place team flag, 1 to measure distance On the cordon – 6 safety Marshals to keep spectators out of the field of play |
Duration | Event takes 90 minutes to run |
Setup Time | 15 minutes to create cordon |
Dismantle Time | 10 minutes |
GVG points scoring | Standard |
Additional needs | |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area A |
Event Matrix:
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL | |
15-16 | 17-19 | 4 | 4 | 2 | 12 | ||||
2 | |||||||||
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Carla O’Connor 0422 045 301 Adam Simpson 0414 372 589 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals and ensure they know the rules and their roles Site preparation & risk mitigation To hold a compulsory training session with Event Captains and participants from each team. | Sally Stewart 0434 100 479 |
Marshals | Scoring & compliance with the rules Check wristbands Return caber Place team flag Safety of competitors and spectators | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Craig Stafford 0438 842 700 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
This will be run as a single event with all 8 teams competing at once. The aim is for the 12 participants in each team to toss the caber the longest combined distance. *(A caber is a small ‘telegraph pole’ about 2.5m long and weighing about 20kg). Females will toss a lighter caber.
Each team will start per the order below and the starting point will be the southern end of Area A (closest to the stage). The first male and female age pair competitors from each team will take their turn completing their tosses in ‘relay’ order, with the second competitor from that team tossing from the finish point of the first toss. The finish point will be marked with a team flag, before the next pair from the next team commence, and so on, until all teams have had a turn. The Marshals will then measure the distance of each team’s flag from the starting line and record it. The distances for each round will be updated on the white board.
Each team can select the order of their age group pairs. To toss the caber correctly, each competitor takes a short run with caber supported by both hands at ‘sporran’ level and the caber over one shoulder. At the launch point, marked by a timber strip, the caber is tossed upwards and outwards so that it cartwheels forwards, with the upper end striking the ground first somewhat over the caber’s length from the competitor, and the lower end continuing upwards and forwards so that it strikes the ground further away from the launch point. In an ideal throw, the lower end of the caber ends up 180 degrees from the launch point, ie without falling backwards or sideways. This is seldom exactly achieved.
The throw is measured to the furthest end of the caber and marked with a timber strip. The strip marks the launch point for the second thrower in the pair.
Note: competitors should not step on or over the launch point (timber strip) before or after releasing the caber. 1 metre penalties will be applied for minor (but significant) overstepping and 2 metre penalties applied for gross violations. If required to reduce risk of injury, competitors can use a team partner to assist them when lifting the caber and placing it into position on the shoulder.
There is no option for a second or re-throw.
Adjustments will be made back to the centre line (marked by cones) should a toss result in the caber landing too close to the cordon on either side. This will be achieved by looking at where the furthest end of the caber lands and placing the team’s flag on the centre line that is perpendicular to this point.
NB: To minimise risk of back injury, competitors are recommended to practise lifting similar weights, and to lift with the knees, keeping the back as straight as possible. Cabers will made available for training prior to the Games (noting the practice cabers will not be exactly the same as those used during the Games).
Team Order
Natives 1
Tribe 2
Anarchists 3
Builders 4
Commerce 5
Engineers 6
Guardians 7
Heroes 8
Risks & Treatments
Action | When | Responsibility |
Audience and other competitors to be kept away from tossing zone | Before & during event | Event Leader |
To minimise risk of back injury, competitors are recommended to practise lifting similar weights, and to lift with the knees, keeping the back as straight as possible. Participants to attend the training session provided by the Event Leader and Marshals | Before & during the event | Participants |
Event Venue
Logistics
Number of participants | 24 per team |
Equipment by GVG OC | 2 basketball hoops 2 coloured sashes 8 Clipboards and pens |
Equipment by teams | Closed running shoes |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader plus 8 Marshals (to be selected from the team) |
Duration | Event takes 60 minutes to run inclusive of 5 minutes changeover and 5 minutes contingency |
Setup Time | 30 minutes to create cordon, set up basketball nets |
Dismantle Time | 30 minutes to secure basketball nets |
GVG points scoring | Standard |
Additional needs | Starting line for each team (chalked tbc) |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval car park |
Map Reference | Area F |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL | ||
2 | 11-12 | 13-14 | 15-16 | 17-19 | 6 | 2 | 2 | 24 | ||
2 | 4 | 4 | 2 | |||||||
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Peter Richards Kirsty Oliver 0421 648 312 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals and ensure they know the rules and their roles Site preparation & risk mitigation | Liz Norris 0403 906 189 |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Alex Crossing 0497 788 020 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The event will run in 4 heats with 2 teams competing in each heat. The aim is for the team to score the most number of baskets in a 10 minute period.
The teams playing in the heat will be in the carpark and the other 6 teams will be waiting in the Muster Area in the playground area which will have a cordon around it. Barriers will be placed in the carpark at the edge of the playing area to stop cars driving in and non-participants entering the playing area. A cordon will be placed to stop any non-participants entering the playing area from the playground.
The start line is located 5 metres from the hoop and will be marked in chalk. No. 1 thrower wears a sash to identify the progress of the team. Players must take their turn in sequence – no queue jumping.
Each shooter can either shoot from behind the starting line or, after receiving the ball behind the line, they can move in front of the line if the ball is bounced at least once prior to shooting. If a player ‘travels’ without bouncing the ball at least once and scores a basket, that basket will not count. The shooter cannot touch the rim when shooting i.e. no dunking.
For the 1st shot, the retriever is the No. 24 shooter. No. 1 then becomes the retriever, No. 2 takes a shot while No. 24 joins the end of the queue and so on. The retriever may stand where they choose and must pass it to the next shooter at the starting line.
There is no limit to the number of shots a team can make in the 10 minutes. The team that scores the most baskets in the time wins. Tied teams will average the points won.
There will be a Marshal at the front of each of the teams when they are playing and a Marshal keeping track of the score for each team (i.e. 4 in total in the playing area). There will be two Marshals in the Muster Area who will direct the teams to move in and out of the Muster Area/Playing Area, when it is their turn to play in a heat. To minimise interruptions to the play by non-participants, one Marshals will be stationed at the carpark barrier and one will be stationed at the cordon blocking the playing area.
Heats
Heat 1 : Anarchists & Tribe
Heat 2 : Commerce & Engineers
Heat 3 : Guardians & Builders
Heat 4: Heroes & Natives
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to and during event | Event Leader |
Play area adequately separated from parked cars with form of barrier | Prior to event | OC Equipment officer |
Event Venue
Logistics
Number of participants | Open to all |
Equipment by GVG OC | 4 Large Scrabble Boards, letters from four Scrabble sets, 2 Scrabble Bags - cloth bags with a draw-string for storing unplayed letters 5 tables, 18 chairs 2 copies of The Official Scrabble Player’s Dictionary 7th Edition (same one), 4 copies of a list of permitted 2 and 3 letter words (laminated): https://scrabble.org.au/words/Birch23.pdf Eight Starting Words and One Wild Word (see instructions) |
Equipment by teams: | Working paper |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader & 5 Marshals |
Duration | 2 hours 45 minutes |
Setup Time | NA |
Dismantle Time | NA |
GVG points scoring | normal |
Additional needs | NA |
Risk Management | NA |
Venue | Revue Stage |
Map Reference | NA |
Participant Matrix – Open to all ages. No limit on number in squad.
7- 8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
Open to all ages | n/a | |||||||
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Erin Cini 0422 581 317 John Saleh 0498 237 965 |
Event Leader | Smooth running of the event in the spirit of the GVG Site preparation & risk mitigation | Richard Hawkins |
Marshals | Scoring & compliance with the rules | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team A Bruce Spencer 0407 286 696 |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Jon Tindall 0414 586 511 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules and How to Play
The Scrabble event plays as a normal game of Scrabble. There will be 4 boards set up on the Revue stage and 4 games’ worth of letters will be available with two sets in each of the two Scrabble Bags. Each team will play 8 games over 2 hours and 30 minutes as per the Scrabble Start Time Table. See Note 1 for team composition. See Notes 2 and 4 for the role of Marshals.
Before The Games Commence
GVG Scrabble Playing instructions
The Marshal’s Start:
Team Play:
Scrabble Start Time Table
TABLE 1 | TABLE 2 | |||
Start Time | Team | Start Time | Team | |
12.00 | Natives 1st | 12.00 | Builders | |
12.05 | Anarchists | 12.05 | Heroes | |
12.10 | Tribe | 12.10 | Engineers | |
12.15 | Commerce | 12.15 | Guardians | |
12.20 | Builders | 12.20 | Natives 2nd | |
12.25 | Heroes | 12.25 | Anarchists | |
12.30 | Engineers | 12.30 | Tribe | |
12.35 | Guardians | 12.35 | Commerce | |
12.40 | Natives 3rd | 12.40 | Builders | |
12.45 | Anarchists | 12.45 | Heroes | |
12.50 | Tribe | 12.50 | Engineers | |
12.55 | Commerce | 12.55 | Guardians | |
13.00 | Builders | 13.00 | Natives 4th | |
13.05 | Heroes | 13.05 | Anarchists | |
13.10 | Engineers | 13.10 | Tribe | |
13.15 | Guardians | 13.15 | Commerce | |
13.20 | Natives 5th | 13.20 | Builders | |
13.25 | Anarchists | 13.25 | Heroes | |
13.30 | Tribe | 13.30 | Engineers | |
13.35 | Commerce | 13.35 | Guardians | |
13.40 | Builders | 13.40 | Natives 6th | |
13.45 | Heroes | 13.45 | Anarchists | |
13.50 | Engineers | 13.50 | Tribe | |
13.55 | Guardians | 13.55 | Commerce | |
14.00 | Natives 7th | 14.00 | Builders | |
14.05 | Anarchists | 14.05 | Heroes | |
14.10 | Tribe | 14.10 | Engineers | |
14.15 | Commerce | 14.15 | Guardians | |
14.20 | Builders | 14.20 | Natives 8th | |
14.25 | Heroes | 14.25 | Anarchists | |
14.30 | Engineers | 14.30 | Tribe | |
14.35 | Guardians | 14.35 | Commerce |
Note: Timing is based on the clock, not based on when teams are set up.
Scoring
As per a normal Scrabble game. Each team takes 7 tiles and forms a word, unused letters are returned to their table’s Scrabble Bag at the end of each turn. Marshals will photograph the board after each turn to ensure against a dispute or in case the tiles are disturbed.
#1
A score pad will be used to keep a tally of each team’s score, entering it after each turn. The score value of each letter is indicated by a number at the bottom of the tile. The score value of a blank is zero. And once the blank is played it remains that letter. Teams may also keep their own score but the Marshal’s is responsible for keeping score.
#2
The score for each turn is the sum of the letter values in each word(s) formed or modified on that turn, plus the additional points obtained from placing letters on Premium Squares.
#3
Premium Letter Squares: A light blue square doubles the score of a letter placed on it; a dark blue square triples the letter score.
#4
Premium Word Squares: The score for an entire word is doubled when one of its letters is placed on a pink square: it is tripled when one of its letters is placed on a red square. Include premiums for double or triple letter values, if any, before doubling or tripling the word score. If a word is formed that covers two premium word squares, the score is doubled and then re-doubled (four times the letter count), or tripled and then re-tripled (nine times the letter count). NOTE: the centre square is a pink square, but for this game will not double the score for the first word as this is part of the Marshal’s Start.
#5
Letter and word premiums count only on the turn in which they are played. On later turns, letters already played on premium squares count at face value.
#6
When a blank tile is played on a pink or red square, the value of the word is doubled or tripled, even though the blank itself has no score value.
#7
When two or more words are formed in the same play, each is scored. The common letter is counted (with full premium value, if any) for each word.
#8
BINGO! If you play seven tiles on a turn, it’s a Bingo. You score a premium of 50 points after totalling your score for the turn.
#9
Marshals will verify the validity of each word against The Official Scrabble Player’s Dictionary 7th Edition. If an attempted word is found to be invalid, the team may make another word if there is still time available. Teams may consult the GVG copy of the Official Dictionary briefly during their turn but must return it immediately when asked by the Marshals e.g. if the other team wishes to consult.
#10
If a team passes or does not turn up to play, no points are scored. At the end of 8 rounds, the points will be tallied up and the highest point scoring team will be awarded first place and so on.
#11
The Wild Word for each year shall be the same as the Revue Theme Word or an agreed shortened derivation of that word (Event Manager to determine). If a team makes the Wild Word as part of their play then they are awarded an extra 30 points.
Use of Internet and Phone Apps
The committee is aware that there are applications available for use by phone, ipad and laptop that can be used to assist in some of these puzzle events. Their use is not permitted when the teams are on the stage.
Note 1 – Team Composition
Teams are advised to assemble a squad of players for the overall event, but a maximum of 4 players from each team may attend the Revue stage to make a word. A Scrabble Master who is familiar with all of the rules should be nominated by each team for this event / each play.
Note 2 – Rules while “Considering”
The incoming team may confer quietly as they consider their options, using pen and paper to arrange letters, but they must not disturb the team that is currently playing their word. They may also look briefly and quietly at the boards as the other team is playing their word, again without disturbing the previous team. They may take photos of both boards but cannot expect the playing team to make way for the photograph. Supervising Marshals will require players who do not respect this etiquette to return their letters to the pile. They will receive no score for that round. They may play in subsequent rounds.
Note 3 – Marshals
5 Marshals are involved:
Note 4 – Marshal Scoring
Marshals will need to perform the following tasks:
Four copies of a sheet of acceptable 2 and 3 letter words will be provided by the Event Lead at the time of play.
Logistics
Number of participants | 32 per team |
Equipment by GVG OC | 1 x Board for each team (8 total) spray painted in team colours 8 x Bean Bags for each team (in team colours) + 1 spare per team (72 total) 8 timber strips 8 x clicker counters |
Equipment by teams: | None |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader + 8 marshals + 1 scorers (10 in all) |
Duration | Event takes 45 minutes to run inclusive of 5 minutes contingency. |
Setup Time | 15 min to create cordon, set up playing area |
Dismantle Time | 15 min |
GVG points scoring | Standard |
Additional needs | |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area B |
Participant Matrix
7- 8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL* |
Open to all | 32 | |||||||
*≤ 8 at the Captain’s discretion
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Karen Markell 0422 002 939 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshalls and ensure they know the rules and their roles Site preparation & risk mitigation | Dan Spencer |
Marshalls | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Natalie Speer 0417 658 768 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Set Up
8 Boards are set up in a line with each board in one lane.
Each team fields two groups of 16 players i.e. 32 in total.
Play starts from the end furthest from the stage.
The first group of each team (Group A) stands behind timber strips placed 5m from the front of their board. The second group (Group B) waits behind Group A at the northern end of Area B (closest to the dog park).
1 Marshall behind each board to record scores for each team.
1 tally board and scorer to add scores.
Rules
The event shall be played in 4 sessions of 6 minutes each.
In the first session, team members in the first group (Group A) take turns to throw 4 Bean Bags each to the board opposite them. When they have finished their throws, they collect the 4 Bean Bags they threw and pass them to the next person in line. And so on, ensuring that every team member in the squad takes a turn in an orderly fashion. Repeat the process until the first session concludes.
Then the first squad in each team swaps position with the second squad in their team and the second group play the second session. Then this is repeated such that each group has two turns of throwing the Bean Bags i.e. Group A plays session 1 and 3 and Group B plays session 2 and 4.
Scoring:
1 point for the Bean Bag to land on the board.
3 points for the Bean Bag to land in the hole.
At the end of each session, there is a short pause for the Marshalls to add up teams’ scores and record them on the Corn Hole tally board. After the 4 sessions have been completed, the Event Leader announces the final scores and places.
Lane allocation
Team Lane
Builders 1
Commerce 2
Engineers 3
Guardians 4
Heroes 5
Natives 6
Tribe 7
Anarchists 8
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
Event Venue
Logistics
Number of participants | 34 per team |
Equipment by GVG OC | 16 netballs 16 sashes 8 stop watches |
Equipment by teams | None |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader plus 16 Marshals |
Duration | Event takes 45 minutes to run inclusive of 5 minute changeover and 5 minutes contingency |
Setup Time | 30 minutes to create cordon |
Dismantle Time | 15 minutes |
GVG points scoring | Standard |
Additional needs | None |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area A |
Participant Matrix
7- 8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
4 | 4 | 8 | 4 | 4 | 6 | 4 | 34 |
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Builders Kylie Dunlop Nick Tindall 0414 912 221 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals and ensure they understand the rules and their roles Site preparation & risk mitigation | Sue Procopio 0402 856 956 |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team A Bruce Spencer 0407 286 696 |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Alex Crossing 0497 788 020 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The teams will be in each 6.25m section of Area A. Each team will have a timing Marshall. Each team fields two squads – make-up is discretionary as to gender and/or age-groups so long as each squad has 17 members.
Whilst the first squad is playing, the second squad must wait in a Muster Area that will be created with a cordon on the southern end of Area A (closest to the carpark). Once the first squad has completed, they should swap with the second squad waiting in the Muster Area.
The Team Captain (wearing a coloured sash) starts as ‘Thrower’ from western boundary of Area A (cliff side). First catcher starts at 2m mark (which is the first line from the western boundary), and other 16 team members line up between 2m and 8m marks. The last team member (No. 16) must be behind the 8m line (which is the fourth line from the western boundary).
Two marshals per team with one to monitor the thrower and hold the stop watch and at the rear to monitor the last person being behind the 8m line and to ensure all participants have played.
After the start gun sounds, the ‘Thrower’ throws the ball to each squad member in turn, with the receiver returning the ball and then crouching down. When the last receiver catches the ball (behind the 8m mark), they run down the right hand side of the squad to occupy the thrower’s position. The previous thrower moves to the 2m mark to become the first receiver, and all other players move back a space with the last in line moving behind the 8m mark.
This cycle is repeated until the first thrower (Team Captain wearing the coloured sash) has advanced behind the 8m mark, receives the ball in the normal sequence, then runs down the right hand side of the squad to the western boundary line to finish the game and the team sits down. The squad is timed from the gun to the moment the first thrower returns to western boundary line and the team sits down.
The second squad from each team will play in the same fashion and be timed. The winner will be the team with the lowest combined times with scoring applied from fastest to slowest.
Other Rules:
Starting position (starting from the closest to the carpark)
Team Order
Heroes 1
Natives 2
Tribe 3
Anarchists 4
Builders 5
Commerce 6
Engineers 7
Guardians 8
Risk & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
Spectators asked to leave any stray balls for the players to retrieve | During event | Event Leader |
Event Venue
Logistics
Number of participants | 18 per team |
Equipment by GVG OC | 8 broom sticks Instructions to construct a basic hobby horse head (teams to construct their own on Saturday morning before event) Craft materials provided to make hobby horse head (cardboard horse head, sticky tape, glue stick, stapler and stuffing) 32 agility hurdles 48 slalom poles 8 witches hats 8 sashes 8 whistles for the marshals |
Equipment by teams: | Closed running shoes Construct hobby horse head and add to broom stick – provide own decorations e.g. glitter, stars, ribbons |
Third Party involvement (Hire, Licenses, etc) | Hurdles and poles to be sourced from Greenwich Sports Club |
Event organisation | Event Leader plus 10 Marshals (to be selected from the organising team) – one for each team/lane and two at the other end to monitor scoring and roving to assist |
Duration | Event should take around 30 minutes |
Setup Time | 30 minutes to create cordon, gather teams and do pre-event briefing |
Dismantle Time | 10 minutes to collect equipment |
GVG points scoring | Standard |
Additional needs | Starting line for each team |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area B |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
0 | 2 | 4 | 2 | 2 | 4 | 2 | 2 | 18 |
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Karen Markell |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals and ensure they understand the rules and their roles Site preparation & risk mitigation | Nikki Magill 0424 318 519 |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team A Bruce Spencer 0407 286 696 |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Jeremy Ell 0402 953 457 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The event will be run as a single race with all 8 teams competing against each other. The teams will be placed as they finish i.e. the quickest to complete the event wins.
Each team queues separately at the start line of their course, and the first participant wears the sash and has the hobby horse between their legs, with both hands on the pole/stick. The first participant of each team starts simultaneously at the firing of the starting gun and each completes identical and separate courses. The hobby horse acts as the baton in the relay.
Team participation will be based on those participants in age groups under 19 going ahead of the rest of the participants. After which it is encouraged but not required to follow the age progression matrix after the under 19s have completed their turns.
Each participant must complete the course as shown in the figure (and described below) including returning the hobby horse to the next participant – noting it acts as the baton. Once each team has completed their course, they will sit down.
The course has 5 different parts for each participant to complete, when moving between different parts of the course the participant must keep the hobby horse pole/stick between their legs, with both hands on the pole.
1. Agility leaps or jumps over hurdles
Each participant will start with the hobby horse pole/stick between their legs with both hands on the pole/stick. Each participant will leap or jump over two low hurdles. It does not matter if they use one or two feet.
2. Weaving
Each participant will weave in and out between the six slalom poles.
3. Agility leaps or jumps over hurdles
Each participant will leap or jump over two hurdles. It does not matter if they use one or two feet.
4. Circle movement
Each participant will gallop/skip keeping one leg in front, making a full circle and a half around the witches hat at the end of the lane, in an anti-clockwise direction (i.e. to the right of the witches hat to avoid crashing into the participants in the adjacent lane) to end up facing the direction they came from.
5. Gallop/skip return to starting position
Each participant will gallop/skip keeping one leg in front, back to the starting line and hand the hobby horse to the next participant. This is not meant to be a run or a sprint. If the gallop/skip is not maintained, the participant will need to re-do (see section on penalties).
When the last participant has run the course, they pass the hobby horse back to the first participant who is wearing the sash. Teams are to sit down on completion to make it easier for the Marshals to determine when they have finished.
Points will be awarded based on the order teams complete the course.
Penalties:
The penalty will be to return to the start of the section where an infringement has occurred and re-do e.g. if they let go of the hobby horse in the middle of the slalom, the marshal will direct them to go back to the beginning of the slalom section to re-do that section.
Set Up
The following spacings are recommended for the set up.
Distance between start line and first hurdle 4.0 metres
Distance between first and second hurdle 1.5 metres
Distance between second hurdle and first slalom pole 3.0 metres
Distance between slalom poles 1.5 metres between each
Distance between sixth slalom pole and third hurdle 3.0 metres
Distance between third and fourth hurdle 1.5 metres
Distance between fourth hurdle and final cone 5.0 metres
Lane allocation
Team Lane
Commerce 1
Engineers 2
Guardians 3
Heroes 4
Natives 5
Tribe 6
Anarchists 7
Builders 8
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
Event Venue
Logistics
Number of participants | 32 total per team (Two teams of 16) |
Equipment by GVG OC | 8 full Kubb sets (10 Kubbs (rectangular wooden blocks), 1 King Kubb, 6 round throwing batons (25cm long, 4cm diameter) Cordon fence 8 hoops 8 sashes Spray paint Starter gun/whistle |
Equipment by teams: | Closed running shoes |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader plus 16 Marshals (to be selected from the team) |
Duration | Event takes 45 minutes to run, inclusive of 5 minute changeover and 5 minutes contingency |
Setup Time | 30 minutes to create cordon, set up playing area 30 minutes prior to event teams to gather at car park end to |
Dismantle Time | 10 minutes |
GVG points scoring | Standard |
Additional needs | None |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area A |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
32 |
* 36 players of any age or gender <8 at team Captain’s discretion
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | David Johnson 0412 218 568 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals Site preparation & risk mitigation | David Johnson 0412 218 568 |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Adam Benjafield 0466 634 609 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Set up
All 8 teams will compete at the same time on their own court and own Kubb set. Teams will be throwing from the boundary line on the cliff side across the lanes with each team standing side by side.
Area A will be divided into 8 x 6.25m "courts" as per the line markings.
Each row is set up using existing line markings, dots will show positions of Kubbs
Each team will have a full Kubb set.
Rows | No. Kubbs | Distance from Thrower | Distance apart |
Row 1 | 4 Kubbs | 4m | 1m apart |
Row 2 | 4 Kubbs | 6m | 1m apart |
Row 3 | 2 Kubbs | 8m | 1m apart from midpoint |
Row 4 | King Kubb | 10m | Midpoint |
Each team will have a Thrower and a Setter standing at the baseline. The Thrower is standing in a hoop and the Setter is standing to the right of the Thrower. The remainder of the team will line up behind the Setter.
Rules
The Thrower throws 6 Batons
The Setter
As each Thrower completed their turn, they return to the back of the line and the previous Setter becomes the Thrower. The next person in line then becomes the Setter. Teams keep moving from Setter to Thrower and rotate until time runs out.
If a Kubb falls down, it falls down, no points are allocated. It is then set up on the next throw.
This is a timed event consisting of TWO twenty-minute rounds with each team trying to score the most points in total. Each team will consist of 2 Groups of 16 participants each. Group A will play first for 20 minutes and Group B will wait in the cordoned Muster Area to the south of Area A (closest to carpark). Scores will be tallied whilst Group A moves to the Muster Area and Group B will move into position to play the second round for another 20 minutes. When that 20 minute round is completed, scores will be tallied.
If the Thrower’s Baton rolls into neighbouring teams court and knocks over a Kubb, the team in the neighbouring court will be awarded the appropriate points. The Thrower cannot retrieve the Baton until after they have played their six Batons and after the neighbouring team’s Thrower has finished their six Batons.
Starting position (Court 1 is closest to car park)
Team Order
Tribe 1
Natives 2
Builders 3
Guardians 4
Commerce 5
Heroes 6
Anarchists 7
Engineers 8
Scoring
Marshals:
Each team will be allocated two Marshalls. One Marshall will be standing near the King Kubb and will be scoring all the Kubbs that are knocked down. They will also be monitoring if Kubbs are thrown into neighbouring courts or if Kubbs are thrown from neighbouring courts into that Team’s court.
The other Marshal will be standing at the baseline and monitoring the Thrower and Setter for any breaches e.g. if the Thrower steps out of the hoop before throwing all 6 batons, ensuring the hoop is on the baseline. Should a baton fall into a neighbouring court, the second Marshal will also be responsible for keeping the team in its own court until the neighbouring court’s Thrower has thrown their 6 Batons and it is safe to enter.
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
Event Venue
Logistics
Number of participants | 27 per team |
Equipment by GVG OC | 8 netballs 8 sashes 8 armbands/ties Starter gun/whistle |
Equipment by teams: | None |
Third Party involvement (Hire, Licenses, etc) | None |
Marshals | Event organiser plus 8 Marshals |
Duration | Event takes 60 minutes to run inclusive of 5 minute changeover and 5 minutes contingency |
Setup Time | 15 minutes to create cordon |
Dismantle Time | 15 minutes to clear |
GVG points scoring | Standard |
Additional needs | Ground layout |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area C |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
3 | 6 | 6 | 4 | 4 | 2 | 2 | 27 |
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Edwina Volz 0403 608 898 Wendy Suen 0416 222 418 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals and ensure they understand the rules and their roles Site preparation & risk mitigation | Vanessa Corte |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo |
OC Event Adjudicator/Referee | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Alex Crossing |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The 27 players for each team are divided into two squads of 13 and a Captain (27 in all) who wears a sash. Teams have complete discretion on the make-up of each Circle Ball squad. Each squad will play in one round, but the Captain will play in both rounds. At the start of each round, the active squad will form a circle with the 13 players’ arms outstretched so their finger-tips touch. The Captain will stand on the marked dot when throwing. The 13 team members will face towards the Captain. The inactive squad (the 13 not playing in the current round) will stand in a group to one side of the circle but must not obscure the view of the scorers who will be located together in a group on the stage.
When the gun discharges, the scorer attached to each team will start their stopwatch and the Captain will throw the ball to the player wearing the armband/tie, who will be then considered player No.1. The No. 1 will return the ball to the Captain before running behind No. 2 in a clockwise direction to reach the gap between No. 2 and No. 3. The Captain will throw the ball again to No.1, who will return it before running on to the gap between No. 3 and No. 4, and so on. Thus the ball will pass from the Captain to No.1 and back, at each of the gaps between the players comprising the circle.
When No. 1 returns to their original position, they retain the ball and run to the centre taking the position of the Captain. The Captain exchanges position with No. 1, then No. 1 throws to No. 2 and No. 2 completes the same circuit and so on until all players have completed a circuit. The first round finishes when the original Captain has completed their circle of the other players, returns to the starter and holds ball high in the air, with all other team members sitting. The scorer assigned to that team will then stop their watch and record the time.
After all teams have completed the first round, the second squad takes their places on the circle and playing for the second squad starts on the discharge of the gun.
The cycle will then repeat, with each team member having the opportunity to complete the circle, in the same fashion as No. 1 and each team member taking the position of Captain for one circle. The game finishes when the original Captain has completed their circle of the other players, returns to the starter and holds ball high in the air, with all other team members sitting. The scorer assigned to that team will then stop their watch and record the time.
The time score for the two rounds will be added together and the lowest overall time score for the two events will determine finishing order. A tie for any position will result in the teams sharing the combined points for the positions. Scoring for the event will be standard, according to the final finishing order of the teams.
Risks & Treatments
No particular risk elements have been identified.
Event Venue
Logistics
Number of participants | 14 per team |
Equipment by GVG OC | 8 ping pong balls, 8 brooms 1 limbo bar, 1 set limbo bar holders approx. 120cm high (eg high jump ends) 2 cans of spray to paint lines 24 SAO biscuits (includes 8 spares) 24 party blowouts (includes 8 spares) 40 golf balls 6m x 10m tarpaulin, dark and heavy preferable. 1 mud turning mark |
Equipment by teams: | 1 pair gumboots for each mud runner |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | 14 Marshals |
Duration | Event takes 60 minutes to run, inclusive of 5 minutes changeover and 5 minutes contingency |
Setup Time | 45 minutes to set station and create cordon |
Dismantle Time | 15 minutes |
GVG points scoring | Standard |
Additional needs | Starting line for each team |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval and mud flats |
Map Reference | Area A |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
2 | 2 | 4 | 2 | 2 | 2 | 14 |
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Carla O’Connor 0422 045 301 Adam Simpson 0414 372 589 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals and ensure they know the rules and their roles Site preparation & risk mitigation | Ben Clutterham 0415 159 188 |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team A Bruce Spencer 0407 286 696 |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Marena von Behr 0405 489 750 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The event is a relay. The ‘baton’ will be one XXL GVG Tshirt worn by all team members no matter what its condition. The OC will provide a XXL Tshirt for each team.
The 8 teams will compete simultaneously.
Leg 1: Mud run Team members No. 1 & 2 | Lane 1 nearest Northwood end of starting line. Member no. 1 wears the team Tshirt. Runs down stairs in the sandstone wall (at high tide mark) out over the mud flats, round the mud turning mark, and back to base of sandstone wall. No. 1 takes off the Tshirt and passes to No. 2. (Gumboot change optional.) Note: Participants can wear gardening gloves to protect their hands in case of falling over in the mud. Strings/ropes around gumboots are not allowed. No. 2 puts on Tshirt, repeats the run and finishes by handing Tshirt to No. 3. If a gumboot comes off, it must be replaced before progressing further. Sharing gumboots between runners is optional. |
Leg 2: Tarp/Limbo Team member No. 3 | No. 3 puts on team Tshirt, runs to tarpaulin, crawls under tarpaulin, ‘limbos’ under the limbo bar then runs to next change point. Takes off the Tshirt and passes it to the next team member. |
Leg 3: Ping pong (in the lane) Team members No. 4 & 5 | No. 4 puts on Tshirt. No. 4 & 5 race over approximately 20 metres with the ping-pong held between their heads. No hands allowed on ping-pong while progress is being made. If the ball is dropped, competitors must stop and replace the ball between their heads before proceeding. Take off the Tshirt and pass it to No. 6. |
Leg 4: Sweep | No. 6 puts on the Tshirt and sweeps the ping-pong ball with the broom head over approx. 30 metres. Sweeps the ball into a hoop on the ground at the end of the course. Takes off the Tshirt and passes it to No. 7. |
Leg 5: Wheelbarrow Team members No. 7 & 8 | No. 7 (Wheelbarrow pusher) puts on Tshirt. No. 7 & 8, one as wheelbarrow travels on hands, the other as the wheelbarrow pusher holds the barrow’s legs. Race over 30 metres, change Tshirt and position and race back over 30 metres, all within assigned lanes marked on field. No. 8 takes off the Tshirt and passes it to No. 9. |
Leg 6: Golf Ball Team member No. 9 | No. 9 puts on Tshirt. Stands behind a line 4 metres from hoop on the ground. They then throw or roll 5 golf balls until all are in the hoop. They will retrieve any balls that finish outside of the hoop and repeat the throw/roll until all balls are in hoop. When all golf balls are in the hoop, takes off the Tshirt and passes it to No. 10. |
Leg 7: Skipping Team members No. 10, 11 & 12 | No. 10 puts on Tshirt. Skips 20 beats. Passes Tshirt to No. 11 and repeats process with No. 12. |
Leg 8: Triathlete
| No. 13 puts on Tshirt, eats one SAO biscuit and blows a party blowout 10 times. Takes off Tshirt and hands to No. 14 who repeats, eating the SAO and blowing up the balloon until it bursts. Once their balloon has burst, No.14 then runs to the finish line which is at the end of Area A closest to the carpark |
No assistance is to be provided to competitors changing Tshirt. The winning order will be indicated by the fastest times to complete the course. In the event of a tie, the points will be shared.
Lane allocation
Team Lane
Engineers 1
Guardians 2
Heroes 3
Natives 4
Tribe 5
Anarchists 6
Builders 7
Commerce 8
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
Marshals monitor progress of competitors and provide support as required | During event | Event Marshals |
Youngest age groups not to do mudflat leg | During event | Event Marshals |
Event Venue
The Greenwich Village Games (GVG) Revue is a major event that requires each team to perform a revue item (10 minutes maximum) for the entertainment of a substantial crowd of between 1,000 and 1,500 people. Revue items are to provide light theatrical entertainment consisting of a series of short sketches, songs and dances, typically dealing satirically with topical issues.
What is it?
When is it?
Where is it?
Who’s doing what?
2025 Rehearsal and Performance Times
Team | Order | Rehearsal Time | Revue Captain |
Engineers | 1 | Wed 6pm | Clare DIxon & Ellie Mantle |
Anarchists | 2 | Wed 7pm | Megan Cribb |
Commerce | 3 | Wed 8pm | Paul Waterhouse |
Builders | 4 | Thu 6pm | James McKenzie |
Tribe | 5 | Thu 7pm | Deanne Banjafield & Jenny Allen |
Natives | 6 | Thu 8pm | Kim Arlington |
Guardians | 7 | Fri 6pm | Peita Pini |
Heroes | 8 | Fri 7pm | Jess Scanlon |
Team | Order | Performance Time |
Engineers | 1 | Sat 7:10pm |
Anarchists | 2 | Sat 7:30pm |
Commerce | 3 | Sat 7:50pm |
Builders | 4 | Sat 8:10pm |
Tribe | 5 | Sat 8:30pm |
Natives | 6 | Sat 8:50pm |
Guardians | 7 | Sat 9:10pm |
Heroes | 8 | Sat 9:30pm |
Judging | Sat 9:55-10:15pm |
BCO Stage Rehearsals
Off-site Rehearsal Venues
Revue Coordination
Staging, Audio and Lighting
Power
Restrictions
Audience Facilities
Indicative Audio and Lighting Equipment – final details to be provided closer to the event.
(Note that up to 7 headset mics and 5 hand held [or lapel] mics are anticipated)
Judging
In addition to the main team award there may be supplementary awards for standout performances (at the discretion of the judges and the Chairperson) … some suggestions below:
Captains are responsible for leaving the stage in a safe state for the subsequent performers. For example, groups that use bubbles or water in any form, must ensure the stage is mopped. Performers wearing microphones must hand them over to the next team quickly. This will inform part of the 10 points for safety and adherence to the program.
Scoring
The panel judges will allocate points according to the following:
The performance must be a ‘REVUE – a light theatrical entertainment consisting of a series of short sketches, songs, and dances, typically dealing satirically with topical issues.’
Scoring Category | Criteria | Maximum Points | |
Content/theme Special word | Consideration of cleverness of plot or theme, witty dialogue, choice of songs and adaptation of lyrics.
| 20 10 | |
Presentation | Consideration of effort expended in costumes and scenery, use of lighting and props | 20 | |
Performance | Consideration of the quality of the singing, acting, dancing, acrobatics, etc. of the performers on the stage. | 20 | |
Team Inclusiveness | Consideration of participation by different age groups from within the team | 10 | |
Total | 80 | ||
The Organising Committee will provide a Chairperson for the scoring panel who will be responsible for assisting the panel members and collating the scores. For 2025 this will be Doomscrolling and Brain rot. They will determine which are the lowest and highest scores to be discarded, sum the remaining 6 scores for a total out of 480, then divide by 6 for an average total out of 80. The judges can elect an official timekeeper (or 2) who will allocate scores for the following two categories, which would bring each score to a total out of 112.
Scoring Category | Criteria | Maximum Points |
Adherence to Time | 2 Points deducted for each 30 seconds (or part thereof) over time | 20 |
Adherence to program and safety rules | Based on stage manager’s report of team interaction with technicians and handover between items – points only to be deducted for significant breaches. | 10 |
Total | 30 |
Note that all teams should achieve a full score of 30 for these categories if they are within time and have acted in a considerate manner.
Stage Diagram
Event Map
Logistics
Number of participants | 24 per team |
Equipment by GVG OC | 8 stop watches 8 armbands/ties whistle |
Equipment by teams: | None |
Third Party involvement (Hire, Licenses, etc) | Lane Cove Pool – OC Event Manager to make arrangements and confirm with Lane Cove Pool Management on Friday prior to the event. To ask for a false start rope to be set up. |
Event organisation | 8 time keepers, 1 starter, 4 referees (2 at each end of pool) |
Duration | Event should take around 30 minutes |
Setup Time | 30 minutes to allow teams to gather and pre-event briefing |
Dismantle Time | None |
GVG points scoring | Standard |
Additional needs | 8 roped-off lanes in pool |
Risk Management | Check table below for other requirements |
Venue | Lane Cove Aquatic Leisure Centre |
Map Reference | N/A |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL | ||
2 | 11-12 | 13-14 | 15-16 | 17-19 | 6 | 2 | 2 | 24 | ||
4 | 4 | 2 | 2 | |||||||
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Karen Markell 0422 002 939 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Wardens Site preparation & risk mitigation To collect the equipment from OC tent on Saturday afternoon | Tony Mills 0438 276 219 Kirst Spencer 0447 108 444 |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Richard Sicobo |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Adam Benjafield 0466 634 609 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
This event will be a freestyle relay race, with each participant covering one lap of the 50m pool, and the following swimmers not being permitted to start until the previous swimmer touches the pool end. Goggles and swimming caps can be worn (especially helpful if caps are in team colours). Swimming aids (flippers etc.) are not permitted unless with prior approval from the Organising Committee.
After the Marshals have verified the age groups, each team will split in two with 12 participants at each end of the pool made up of 7 participants aged under 19 and 5 participants aged 20 and over.
The first swimmer can be any participant from an age group under the age of 19 and they will start from the end furthest from the entry building (the deep end). Swimmers lined up at the shallow end must not dive into the water but must be in the water ready, and when their incoming teammate touches the wall, they can commence their lap. Each competitor may only swim one lap, with the younger participants under 19 swimming (in any age order) the first 14 laps with the following laps swum by older participants aged 20 and over (in any age order). The most important thing is that all participants in a team swim a lap. Marshals are encouraged to tick off each swimmer on the matrix a second time as they swim the leg to ensure all swimmers on the team have participated (the first time being when they lodged their arrival and compliance with the matrix).
The 24th swimmer will be located at the shallow end of the pool nearest the entry building (i.e. opposite the end the first swimmer started from). The 24th swimmer will wear an armband so the marshal monitoring that team will know they are the last swimmer.
Leg | Competitor No. | Lining up position |
1 | Age Group 19 & Under | Start/finish – Deeper End |
2 | Age Group 19 & Under | Other end – Shallower End |
3 | Age Group 19 & Under | Start/finish |
4 | Age Group 19 & Under | Other end |
5 | Age Group 19 & Under | Start/finish |
6 | Age Group 19 & Under | Other end |
7 | Age Group 19 & Under | Start/finish |
8 | Age Group 19 & Under | Other end |
9 | Age Group 19 & Under | Start/finish |
10 | Age Group 19 & Under | Other end |
11 | Age Group 19 & Under | Start/finish |
12 | Age Group 19 & Under | Other end |
13 | Age Group 19 & Under | Start/finish |
14 | Age Group 19 & Under | Other end |
15 | Age Group 20 & Over | Start/finish |
16 | Age Group 20 & Over | Other end |
17 | Age Group 20 & Over | Start/finish |
18 | Age Group 20 & Over | Other end |
19 | Age Group 20 & Over | Start/finish |
20 | Age Group 20 & Over | Other end |
21 | Age Group 20 & Over | Start/finish |
22 | Age Group 20 & Over | Other end |
23 | Age Group 20 & Over | Start/finish |
24 | Age Group 20 & Over | Other end |
The Relay is timed from the discharge of the starter’s gun/whistle until the time when the 24th swimmer wearing their armband (i.e. team’s final participant) touches the end of the pool on completion of the final lap.
Placings will be determined by recorded times, and in the event of a dispute, the referees’ decision at the finishing end of the pool will be final. For early starts, a referee will apply a 5 second penalty for each violation. The Marshals are to collate the times for each team and deduct any penalties.
If a participant runs into difficulty and is struggling to finish the lap using freestyle, they can switch to another stroke (noting freestyle is typically the fastest stroke). If someone runs into difficulty and must get out of the pool, another person from the same age group in their team must then swim their lap in addition to that person’s own lap. If a team has a no-show for a particular age group, then someone from that team in the same age group as the no-show must swim an additional lap to ensure 24 people swim in each team.
Lane Allocation
Team Lane
Tribe 1
Anarchists 2
Builders 3
Commerce 4
Engineers 5
Guardians 6
Heroes 7
Natives 8
Risks & Treatments
Action | When | Responsibility |
Arrange at least two Lane Cove Pool staff with life guard experience to be present for the event | Prior to event | OC Event Manager |
Team supporters adequately separated from marshals and participants | Prior to event | Event Leader |
Event Venue
Lane Cove Aquatic Leisure Centre
2 Little Street, Lane Cove
Logistics
Number of participants | 16 per team |
Equipment by GVG OC | 4 trestle tables from tents 16 chairs 25 sheets each of 8 different colours A4 80gsm paper 10+ m of masking tape to mark the throwing area on the stage 8 paper weights (to stop paper blowing away) 2 x garbage bags for used paper/scraps – one on stage, one on the field 8 Witches hats in colours to mark the zones (red, orange, yellow, blue) 2 x Spraypaint cans (draw line between witches hats of same colour) stop watch to time plane construction Equipment to cordon off the throwing area 2 sides approx. 30-40m Signs to be stuck on each table with the team name/colour to indicate who constructs where. PA equipment to play music Starter gun/whistle |
Equipment by teams: | Nil |
Third Party involvement (Hire, Licenses, etc) | None |
Event Organisation | Event Leader + 10 Marshalls (to be selected from the team) |
Duration | Estimated 70 minutes. |
Setup Time | 20 minutes overall.
|
Dismantle Time | 15 minutes overall
|
GVG points scoring | Standard |
Additional needs | Use main stage to throw from. |
Venue | Bob Campbell Oval |
Map Reference | Area E (Stage) |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
2 | 2 | 4 | 6 | 2 | 16 |
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Edwina Volz 0403 608 898 Wendy Suen 0416 228 418 |
Event Leader | Smooth running of the event in the spirit of the GVG. Explain rules at the start of each game Provide the Event Summary to the Marshals know the rules and understand their roles Site preparation & risk mitigation | Evelyn Shah 0400 285 282 |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Marena von Behr 0405 489 750 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The winner of this event is the team that accumulates the most points based on the throws by their team.
The event will be run with 8 rounds with 16 people building their planes (2 per team of any mixed gender/age). For each round, the first set of 8 players will throw their planes (in team order), followed by the second set of 8 players.
Each competitor throws individually from the throwing area box.
On the stage, there will be a rectangular throwing box area established using masking tape 2 metres from the centre front, 3 metres wide and 2 metres deep.
Competitors must throw their plane from inside this area. The 2 metre depth allows for a small ‘run-up’ if required. However, if more than a competitor’s toes cross the line nearest to the edge of the stage, their throw will be disqualified. This will be monitored by the Event Leader.
Competitors wait while the field Marshals assess which zone the plane has landed in and notes the score. If the plane lands across a zone line, the score will be based on the zone in which the centre of the plane’s “nose” has landed.
If the plane lands outside of the cordoned sideline areas, it is disqualified from measurement, unless if it hits a spectator and lands back inside. If the plane lands past the end line of the cordoned off area (parallel to the stage) the team receives 10 points.
The Event Leader will signal the next thrower to begin with a flag. The next thrower has a maximum of 10 seconds to throw their plane once in the throwing box.
Once the first set of 8 competitors have completed their throws, and the field Marshals have completed all scoring, a Marshal will direct any remaining competitors off the stage. Marshals will collect all planes from the ground/stage and dispose of them so that the landing field will now be clear of planes.
A stage Marshal will then gather the next 2 sets of 8 throwers (16 competitors, 2 per team) to queue to the rear side of the throwing box area in throwing order, ready to start the next round, while the next round begin construction their planes at the tables.
Plane construction
There will be 4 trestle tables setup at the rear of the stage for each group of 16 competitors to construct their planes (this means 4 people share each table). The paper plane must be made at the tables by the throwers themselves (not parents), and cannot be pre-constructed prior to the event. Each group of 16 has a maximum of 5 minutes to construct their secret weapon. A stage Marshal will time this. Any planes not completed within the timeframe can still be thrown as is.
It is recommended that competitors memorise their designs as no books, cheat sheets, instructions, phones or other electronic devices can be used as a reference for building on the day. Competitors are not allowed to use anything but the paper provided i.e. no glue, paper clips, tape, weights etc., are permitted.
Each plane is to be made from 1 sheet of A4 80gsm coloured paper. The table Marshals are to monitor adherence to the rules and reserve the right to check/examine any plane in question.
Planes must be constructed from folding the paper. Scrunched up missiles will be disqualified.
Re-throws
Each competitor gets one throw to do their best. Re-throws will only be allowed in the following circumstances:
In each case, the same plane must be used for the re-throw, damaged, wet or otherwise.
Re-throws will not be awarded for:
Scoring
Standard. Ties will receive split points.
Team Order
Groups of 16 throwers (two from each team) will be brought forward to throw in each round. The order of throwing is as follows:
Team Order
Anarchists 1
Builders 2
Commerce 3
Engineers 4
Guardians 5
Heroes 6
Natives 7
Tribe 8
Marshals
There will be 11 Marshals for this event, plus the Event Leader. 8 Marshalls will check team wristbands at the start of the event before taking up their positions.
The Event Leader will ensure the competitors stand in the throwing box and watch for toes crossing the line (and potential disqualification) and manage safety/risk factors. The Event Leader will also announce the winning team, the name of the person whose plane it was and the winning distance.
6 stage Marshals:
5 field Marshals:
The aim is for all participants in each team to throw the paper planes the longest combined distance and therefore score the most points. Points will be awarded based on the distance the paper plane is thrown. Points, rather than distance in metres, will be the basis for scoring to avoid issues and complexity of measuring distances. A points system will also allow scoring to be updated quickly, and excitement to build through the event. The points will be awarded based on the following table.
Zones | Red Zone | Yellow Zone | Blue Zone | Orange Zone | Beyond end line of Cordoned Area |
Witches’ hat | o | o | o | o | |
Throw from Throwing Box | 1 point | 2 points | 4 points | 6 points | 10 points |
Witches’ hats | o | o | o | o |
Risks & Treatments
Action | When | Responsibility |
Winds
| Before & during event | Event Leader and Event Manager |
Rain
| Before & during event | Event Leader |
Audience to be kept at a safe distance from throwing zone. | Before & during event | Field Marshals |
Someone falling off the stage
| Before & during the event | Event Leader |
Event Setup
The following diagram indicates the setup for this event:
Event Venue
Logistics
Number of participants | 20 per team |
Equipment by GVG OC | 8 gumboots – all one size and marked individually with the team initials i.e. “A” for Anarchists, “B” for Builders etc. Cordon fence 40 small cones (10 each of 4 distinct colours) Starter gun/whistle Whiteboard and markers to show the score tally Megaphone |
Equipment by teams: | None |
Third Party involvement (Hire, Licenses, etc.) | None Event Leader to provide clipboard, pens and score sheets to Marshals for recording the results and to mark off the participants against the Matrix Event Leader to provide clipboard, pens and score sheets to marshals for recording the results and to mark off the participants against the Matrix Tablet for calculating scores on the run |
Event organisation | Event Leader plus 9 marshals (to be selected from the organising team) – one for each team and one as Tally Scorer |
Duration | Event should take around 30 minutes |
Setup Time | 20 minutes to create cordon, gather teams and do pre-event briefing |
Dismantle Time | 5 minutes to collect equipment |
GVG points scoring | Standard |
Additional needs | Starting line for each team |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area A |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL | ||
2 | 2 | 11-12 | 13-14 | 15-16 | 17-19 | 4 | 2 | 2 | 2 | 20 |
2 | 2 | 1 | 1 | |||||||
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Erin Cini 0422 581 317 John Saleh 0498 237 965 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals and ensure they understand the rules and their role Site preparation & risk mitigation | Shara Karamian |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Craig Stafford 0438 842 700 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The 8 gumboots will be identical and pre-marked (spray painted) with the colour of each participating team
This event will be run in one single heat with all 8 teams competing together. The aim is for all participants in each team to toss a gumboot the longest combined distance and therefore score the most points. Points will be awarded based on the distance the gumboot is thrown. Points, rather than distance in metres, will be the basis for scoring to avoid issues and complexity of measuring distances. A points system will also allow scoring to be updated quickly, and excitement to build through the event. The points will be awarded based on the figure below. If there is a “line boot” decision the marshal is to award the higher points value to the thrower.
Throw Positions | 1 Point zone | 2 Point zone (yellow hats) | 4 Point zone (blue hats) | 6 Point zone (orange hats) |
Boundary Marker | o | o | o | o |
Team 1 | o | o | o | o |
Team 2 | o | o | o | o |
Team 3 | o | o | o | o |
Team 4 | o | o | o | o |
Team 5 | o | o | o | o |
Team 6 | o | o | o | o |
Team 7 | o | o | o | o |
Team 8 | o | o | o | o |
Boundary Marker | o | o | o | o |
Throw line | ||||
Teams may choose their throwing order based on their own strategies. Marshals will mark off each participant, as per the event matrix, prior to their throw. Marshals will be stationed at the throwing line. Each team will have a designated Marshal. The nominated competitors from each team will line up as called by the Event Leader. The teams will line up at the western side of the Event Venue and throw towards the other side of Area A.
The Event Leader will call the first participants to throw, by calling ‘Thrower 1 to the Line’ (or similar). The participants will throw the gumboot from the throw line when the Event Leader calls. The Marshals will review the gumboot landing zone and allocate the points to that throw. Throwers may take no more than 4 steps as part of the throwing action. Long and exaggerated run ups are not allowed. No points will be allocated for throwers who take long run ups.
In the event of a mid-air boot collision, the Marshals will take the landing place of the gumboot as is. There is no option for a second or re-throw. If the landing of a gumboot knocks a cone from its position, the Marshals are to return the cone to its original location.
Once the Marshals have recorded the first participants’ results,the gumboots are collected and returned to the next thrower. The Event Leader will call the second participants to throw, by calling ‘Thrower 2 to the Line’ (or similar). The process will be repeated for all 20 throws. At the conclusion of each throw, the Tally Scorer will sum the results and mark the progress on a whiteboard so participants can see their progress. The purpose of the score being tallied and shown on the whiteboard is to ensure that the winner is known immediately and there is tension for the final (say) three (4) throws. Prior to the 18th throw, the Event Leader will give all participants an update on the score. The Tally Scorer will update the score prior to the 19th and 20th throw too. This will allow competitive tension to develop for spectators and competitors. Final results will be subject to cross-referencing as outlined below rather than on the landing of the final gumboots.
1 point penalties will be applied for minor (but significant) overstepping, and 2 points penalties applied for gross violations. The penalties will be noted by the Marshal and deducted after the final count.
Minor overstepping is when one foot is front of the line when the boot is thrown. A gross violation is when both feet are over the line when the boot is thrown. Zero points will be allocated to participants who throw the boot from more than 2 metres in front of the Throw Line.
Once completed, the Marshals will measure and add up the total thrown distance based on simple addition. The Marshals and Tally Scorer will cross reference the Marshals’ hand written score sheets against the Tally Scorer’s figures. Official results will be based on this cross-reference after the event is concluded.
Lane Allocation
Team Lane
Guardians 1
Heroes 2
Natives 3
Tribe 4
Anarchists 5
Builders 6
Commerce 7
Engineers 8
Risks & Treatments
Action | When | Responsibility |
Audience and other competitors to be kept away from throwing zone. It is noted a small minority of competitors maybe able to throw the boot beyond the designated zone. The Event Leader should be aware of this potential and ensure the centre of BCO is clear before calling each thrower | Before & during event | Event Leader |
Event Venue
Logistics
Number of participants | 22 per team |
Equipment by GVG OC | 1 bean bag per team (ideally in each team’s colours) which acts as the baton 1 spare bean bag (white) Cordon fencing 4 stop watches 8 whistles Starter gun/whistle Spraypaint |
Equipment by teams: | Closed running shoes |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader + 16 Marshals (selected from the team) - see roles below |
Duration | Event takes 60 minutes |
Setup Time | 30 minutes to create fenced cordon around track, |
Dismantle Time | 15 minutes to take down fence (if not being used by running race) |
GVG points scoring | Standard |
Additional needs | None |
Risk Management | Check table below for other requirements |
Venue | Circular track around Bob Campbell Oval inside of tents. Briefing and start from corner nearest water (position F) |
Map Reference | Area A and B (Oval Circuit) |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
2 | 4 | 4 | 6 | 2 | 2 | 2 | 22 |
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Organise participants in the right age categories and ensure all team members understand the rules. | Peter Richards Kirsty Oliver 0421 648 312 |
Event Leader | Site preparation & risk mitigation Train judges Explain rules to all participants at the start of the event Provide the Event Summary to the Marshals and ensure they understand the rules and the roles | Peter Richards |
Marshals | 8 Marshals, monitoring the race at various points around the track. | Selected from the organising team by the Event Leader |
Crowd Control Marshals | 8 in all, 2 at each of the 4 access points to control the public wishing to cross the track. | Selected from the organising team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team A Bruce Spencer 0407 286 696 |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Jeremy Ell 0402 953 457 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Instructions
A briefing will take place 20 minutes prior to the event in the designated event area. After the briefing, all male participants will walk across to oval to Area B. Females remain in Area F near the carpark area designated for the Basketball Shoot-out
Only walking is permitted. Walking is defined as always having one foot on the ground. No running is permitted.
Each participant must balance the bag on their head, whilst walking. Participants may not touch or hold the bag with their hands whilst walking, nor secure the bag in any way to their head – it must balance. Similarly, participants cannot wear any hats, caps or other such headwear, nor hair gels, clips or pins that could assist. This does not preclude hairstyles such as braids for people with longer hair. In the event that the bag falls from the head, it cannot be caught mid-air, but rather must be allowed to hit the ground, before the participant stops, picks up the bag and replaces it on their head, after which they are permitted to recommence the walk. If someone accidentally catches a bag falling off their head by reflex, then they must drop it on the ground and stop before putting it back on their head. Whilst the bag is not on the head, the person must be completely stationary with both feet on the ground.
A 5 second penalty will be given for walking without a bean bag on the head. 30 second penalties will be given for gross or repeated breaches of this rule. There is no limit as to the number of times the beanbag may be retrieved and replaced.
The event will start at Position F using the starting line-up below. Each participant will walk half a lap of the oval and pass on the team ‘baton’ (ie the bean bag) to the next walker in the order indicated in the Age Groups table below. The ‘baton’ must be passed within the marked transition boxes at positions F and B (marked with spraypaint). In the transition boxes, both incoming and outgoing participants must be stopped while the bag transfer takes place. The outgoing competitor cannot start walking until their hand has been removed from the bag.
Marshals will be located at four positions around the course to ensure participants comply with the rules above. They will have a whistle and will call out to a participant to stand for 5 seconds if they start to move before their bean bag is resting on their head or stop a passing participant counting out a 30 second penalty for gross or repeated breaches of this rule.
Points will be allocated to teams in order of finishing.
Age Groups
The age groups from each team will walk in the same order set out below:
Area F | Area B | ||
1st | Female: 9-10 | 2nd | Male: 9-10 |
3rd | Female: 11-14 | 4th | Male: 11-14 |
5th | Female: 11-14 | 6th | Male: 11-14 |
7th | Female: 15-19 | 8th | Male: 15-19 |
9th | Female: 15-19 | 10th | Male: 15-19 |
11th | Female: 20-39 (Open) | 12th | Male: 20-39 (Open) |
13th | Female: 20-39 (Open) | 14th | Male: 20-39 (Open) |
15th | Female: 20-39 (Open) | 16th | Male: 20-39 (Open) |
17th | Female: 40-49 | 18th | Male: 40-49 |
19th | Female: 50-59 | 20th | Male: 50-59 |
21st | Female/Male: 60+ | 22nd | Female/Male: 60+ |
Starting Line-up
The line will be angled to ensure equal distance to the first turn on the track. Number 1 will be on the inside through to number 8 on the outside.
Team Lane
Builders 1
Commerce 2
Engineers 3
Guardians 4
Heroes 5
Natives 6
Tribe 7
Anarchists 8
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players by string fencing. | Prior to event | Event Leader |
Crowd control Marshalls at crossing points to ensure there are no collisions | During event | Marshalls |
Event Venue
Logistics
Number of participants | Around 80 (10 players on each team) |
Equipment by GVG OC | Cordon fence Starter gun/whistle 4 cones: 2 to mark the lining up mark at each end of the course Ribbons/prizes |
Equipment by teams: | None. Team Captains to encourage children to wear their team t-shirts or a t-shirt in the colour of their team. ALL children must wear shoes at ALL times. |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader and 16 helpers/marshals |
Duration | Event takes 30 minutes to run |
Setup Time | Track already established, set up cones to mark the 25m length |
Dismantle Time | Depends on the other event (walking) |
GVG points scoring | No scoring – outside scoring requirements |
Additional needs | Starting line for each team |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area D (Oval Circuit) |
Participant Matrix
≤ 6 | 7-8 | 9-10 | 11-12 | 13-15 | 16-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
About 64 | About 64 |
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Wendy Suen 0416 228 418 Edwina Volz 0403 608 898 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals and brief Site preparation & risk mitigation | Barbara Sallway 0403 380 384 |
Marshals | Keeping children and parents happy One helper at each start and finish line for each team Keeping people off cordoned area | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team A Bruce Spencer 0407 286 696 |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Not required |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The Micro Running Relay is not part of the main competition. It is an opportunity for younger children (preschool and up to 6 years old) to feel part of the fun and excitement of the Games.
Teams
Course
The Race
Tagging
Winning the Race
Children will be encouraged to wear their team t-shirt if they have one or a t-shirt in the colour of their team. Shoes must be worn by ALL children at ALL times.
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
Fallen or upset children to be cared for by numerous Marshals | During event | Event leader |
Event Venue
Logistics
Number of participants | 22 per team |
Equipment by GVG OC | 8 relay batons 8 sashes (to be worn by the last runner of each team) Cordon fence Starter gun/whistle Clipboards and score sheet |
Equipment by teams: | Closed running shoes. No bare feet, thongs, sandals, crocs or specialised running spikes or shoes with cleats e.g. football boots. |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader 4 circuit Marshals to watch for infringements 8 Marshals to verify teams |
Duration | Event takes 30 minutes to run |
Setup Time | Track already established |
Dismantle Time | Depends on the other event (walking) |
GVG points scoring | Standard |
Additional needs | Starting line for each team |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval carpark |
Map Reference | Area D (Oval Circuit) |
Participant Matrix
7- 8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60 + | Total | ||
2 | 11-12 | 13-14 | 15-16 | 17-19 | 8 | 2 | 2 | 22 | ||
2 | 2 | 2 | 2 | |||||||
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Wendy Suen 0416 228 418 Edwina Volz 0403 608 898 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals and ensure they understand the rules and their role Site preparation & risk mitigation | Crispin Corte 0412 560 843 |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team A Bruce Spencer 0407 286 696 |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Craig Stafford 0438 842 700 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The event is a relay race run in an anti-clockwise direction with the baton being handed from one participant to another on the way to the finish. The route will be a circuit defined on the Oval and cover 22 legs and the scoring is based on the order of completing the 22 legs (i.e. first team to complete wins 1st place etc.. The marshalling area is in the carpark in Area F.
The event will be run entirely at Bob Campbell Oval. There will be one changeover point at the corner of the circuit nearest the carpark.
All competitors must be in place at the start of their leg at least 10 minutes before the race starts.
One Marshall is allocated to each team and will confirm their arrival and confirmation with the age matrix prior to the event commencing, and mark off as each player participates in their leg of the relay (e.g. tick against the age group and ensure the correct number of people per age group have participated).
Each team will have a dedicated Marshal who will verify the next competitor and therefore the participation of all 22 participants (marking the matrix sheet differently to when they ticked them off at registration). The last runner will be wearing a sash to identify them.
Marshals will mark off the age and gender of each competitor on the ‘Marshalling Grid’ and return that sheet to the official tent as soon as possible after the running relay. Marshal will record the final time and position for each team.
The age groups from each team will run in the order set out below:
Order | Participants | Order | Participants |
1st | Male: 20-39 | 12th | Female: 50-59 |
2nd | Female: 20-39 | 13th | Male: 9-10 |
3rd | Male: 15-16 | 14th | Female: 9-10 |
4th | Female: 15-16 | 15th | Male: 11-12 |
5th | Male: 20-39 | 16th | Female: 11-12 |
6th | Female: 20-39 | 17th | Male: 13-14 |
7th | Male: 20-39 | 18th | Female: 13-14 |
8th | Female: 20-39 | 19th | Male: 20-39 |
9th | Male: 40-49 | 20th | Female: 20-39 |
10th | Female: 40-49 | 21st | Male: 17-19 |
11th | Male: 50-59 | 22nd | Female: 17-19 |
Participants cannot touch, grab, push, trip or obstruct other participants while running and there will be 4 marshals distributed around the circuit to check for any infringements. If a baton is dropped, the participant should pick it up and continue running.
Starting Line-up
The start line is in the changeover area and will be angled to ensure equal distance to the first turn on the track. Number 1 will be on the inside through to number 8 on the outside. The first runner of each team will line up on the start line.
The finish line is the end of the changeover area closest to the cliff face. Each subsequent runner will line up here and will have the length of the changeover area to receive the baton from their team’s previous runner.
Each team will line up in the marshalling area beside the changeover point and a marshal dedicated to that team will check off the running order and let each team member into the changeover area one at a time in the verified order. In addition to each participant wearing their wristband and closed running shoes, they should be wearing their team colours, preferably a team t-shirt, to make it obvious which team they belong to.
Team Lane
Commerce 1
Engineers 2
Guardians 3
Heroes 4
Natives 5
Tribe 6
Anarchists 7
Builders 8
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
When setting up cordon, to remove any debris on the track | Prior to event | OC Equipment |
Hazard on the track: cable tray between the stage and the audio tent. Ensure all participants are notified of the hazard prior to the event starting. | Prior to and during event | Event Leader and Marshals |
Event Venue
Logistics
Number of participants | 36 per team |
Equipment by GVG OC | 2,304 tennis balls (8 balls, 36 players, 8 teams) 24 equal-sized large plastic rubbish bins (3 per team) 8 containers each of sufficient size to hold 288 tennis balls 8 sashes Starter gun/whistle |
Equipment by teams: | None |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader plus 8 Marshals at throw line, 3 Marshals at furthest bins and 3 for crowd management |
Duration | Anticipate 50 minutes to run inclusive of 5 minutes contingency |
Setup Time | 15 minutes to set up – position bins and create cordon around playing area |
Dismantle Time | 20 minutes to collect bins / balls and dismantle cordon |
GVG points scoring | Standard, with a tie for any position meaning teams sharing the combined points for the positions |
Additional needs | Throwing line for each team; markings for bins placed at 5m, 7m, 10m from the throwing line |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area B |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
4 | 4 | 6 | 6 | 4 | 4 | 6 | 2 | 36 |
Participants should arrive at the game area 20 mins prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | David Johnson 0412 218 568 Jonathan Coatley 0420 314 356 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals Site preparation & risk mitigation | Neil Weston 0437 453 440 |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team A Bruce Spencer 0407 286 696 |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Jon Tindall 0414 586 511 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Set Up
The event will take place on Area B, so all 8 teams can compete at the same time. 3 bins are to be placed in each lane (a set for each team), at distances 5m, 7m and 10m from the throwing line.
288 tennis balls to be placed in each of the 8 containers, in turn placed at the throwing line in each track (one for each team).
The area is to be cordoned off to keep spectators away from the throwing zone and to ensure that no one is able to place tennis balls into the bins at the end of the event.
The throwing line is at the northern end of Area B. Teams queue behind the throwing line. The last person (i.e. 36th) on each team to wear the sash to help Marshals monitor players. Marshals assigned to each team are to keep count of number of players who have completed a turn.
Once Marshals have checked team numbers and wristbands, no latecomers can join the team to participate given the need to remove balls if teams are short of players.
Rules
The first player in each team stands on the throwing line, to throw 8 consecutive balls to try and get them into any of their team’s bins. The thrower can choose which of the 3 bins to aim at for each ball, and any ball that lands in a bin – by any natural means and stays in the bin – counts.
Once the player has thrown their 8 balls, the next player takes their turn. After 40 minutes of throwing time, the event is finished therefore teams to move quickly to ensure all players can participate to maximise scoring. The Marshals will then put the lids on the bins to stop any more going in and then progressively count the number of tennis balls in each of the bins for each team and calculate the scoring as follows:
First bin = 1 pt; second bin = 3 pts; third bin = 7 pts. The team with the highest total score is the winner.
While counting is underway, the Marshals must ensure that no one enters the cordoned off area to avoid the risk of people picking balls up and putting them into the bins (note requirement to put lid on when completed). Marshals to also monitor for spectators throwing spare balls into the bins. Once counting is complete, the balls and bins must be cleared away and the cordon removed.
For every missing participant (ie. Less than 36) within a team (once checked by the Marshals), 8 balls will be removed before the event start.
Lane allocation (Lane 1 is nearest cliff face and Lane 8 is next to tents)
Team Lane
Engineers 1
Guardians 2
Heroes 3
Natives 4
Tribe 5
Anarchists 6
Builders 7
Commerce 8
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
Event Venue
Logistics
Number of participants | 8 per team |
Equipment by GVG OC | Answer sheet for various rounds 2 trestle tables A3 pages with information 8 Clipboards and pens Whiteboard and markers for scoring Megaphone/microphone 8 x large ziploc bags to hold each team’s smartphones and smart watches Bucket to hold all the ziploc bags. Cordon to keep audience out of trivia playing area |
Equipment by teams: | None |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader & 6 Marshals per round (one to hold onto the basket of smart appliances). |
Duration | Event takes 6-8mins to run each round |
Setup Time | 20 minutes to set up the stage and cordon area for seated participants |
Dismantle Time | 15 minutes |
GVG points scoring | Standard |
Additional needs | NA |
Risk Management | TBC |
Venue | Bob Campbell Oval |
Map Reference | Stage |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
Players of any age and gender | 8 | |||||||
Participants are asked to arrive at the venue 20 minutes prior to the start.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | David Scardino 0412 351 182 Jenny Allen 0423 394 898 |
Event Leader | Act as Trivia Master – read each of the questions twice, repeat if requested. Preparation of Trivia Questions in conjunction with Team Captain and Event Manager. Act as time keeper:
Countdown from 10 seconds Smooth running of the event in the spirit of the GVG Explain rules at start of each round Provide the Event Summary to the Marshals and ensure they understand the rules and their roles Site preparation and risk mitigation | Tarah Barzanji |
Marshals | Scoring & compliance with the rules Check wristbands Collect phones and smart watches Crowd control – discourage audience from shouting out the answers. | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Natalie Speer 0417 658 768 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
Teams will sit on the grassed area in front of the stage in a cordoned area. If the ground is wet they can bring chairs from their tents and cluster them together.
Round 1: The sight of Greenwich – Geoguesser
Teams are given an A3 sheet with 8 pictures of spots around Greenwich; they write out the name of the street the picture was taken on.
Teams will have 5 minutes to complete the sheet.
Marshalls will have 2 minutes to collect the sheets and score the results.
Round 2: The taste of Greenwich – Price is Right
Each Team sends a contestant up to the front and they are given an A3 sheet of paper and shown 5 products that are sold by businesses in Greenwich. The contestants must guess the price with the points awarded based on how close the answer is to the actual price.
Contestant will have 5 minutes to complete the sheet.
Marshalls will have 2 minutes to collect the sheets and score the results.
3. Round 3: The language of Greenwich – Conundrum
Teams are given an A3 sheet with 5 scrambled landmarks and streets in Greenwich to unscramble
Teams will have 5 minutes to complete the sheet.
Marshalls will have 2 minutes to collect the sheets and score the results.
4. Round 4: The slogan of Greenwich
Teams are given 4 minutes to make up a slogan for Greenwich and submit to the Trivia Master. The results will be judged by chatgpt
Teams will have 4 minutes to make up a slogan and bring it to the Trivia Master who will then read out the submissions.
Marshalls will have 2 minutes to collect the sheets and score the results
Round 5: In touch with Greenwich – Family Feud
Family Feud style event where questions are sent to people in Greenwich to answer and the answers are collated in advance.
Teams must guess the top 3 answers for each of the 5 questions
Compere on stage reads out question and the Compere on the ground roams the teams and asks for answers
No phones/devices allowed to be held by participants, no assistance from the audience allowed - cheating will result in points deducted.
Winning team will be the team with the most points collectively, a tie is possible, no tie-break required, teams receive equal points in the event of a tie.
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players by string fencing. | Prior to event | Event Leader |
Crowd control Marshalls to monitor for anyone calling answers to ensure the game is played fairly and in the spirit of GVG | During event | Marshalls |
Event Venue
Logistics
Number of participants | 16 per team |
Equipment by GVG OC | 8 identical portable goals with net and pegs to hold down 8 agility hurdles 8 size 5 soccer balls plus 1 spare 48 slalom poles/cones 16 cones Starting gun/whistle 8 stop watches Sash for 1st player |
Equipment by teams: | Closed running shoes |
Third Party involvement (Hire, Licenses, etc) | Goals, poles, cones and balls to be sourced from Greenwich Sports Club. 8 x low solid barriers (details TBC) |
Event organisation | Event Leader plus 8 Marshals (to be selected from the team) |
Duration | Event takes 90 minutes to run inclusive of 5 minute changeover |
Setup Time | 60 Minutes to setup nets, fences and course |
Dismantle Time | 30 minutes to secure equipment |
GVG points scoring | Standard |
Additional needs | Starting line for each team |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area A |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
2 | 4 | 2 | 4 | 2 | 2 | 16 |
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Erin Cini 0422 581 317 John Saleh 0498 237 965 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals Site preparation & risk mitigation | Kay Cudworth 0424 014 352 |
Marshals | Timing & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Jeremy Ell 0402 953 457 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The event will run be in a single race with all 8 teams competing against each other. The teams will be placed as they finish i.e. the quickest to complete the event wins etc.
Each team queues separately at the start line of their course which is the western boundary of Area A (against the cliff), and the first participant has the ball. The first participant of each team starts simultaneously at the firing of the starting gun and each completes identical and separate courses.
The teams do not need to participate in the event in age/matrix order. Teams may choose to order their 16 participants in a way that suits their own strategies.
Each participant must complete the course as shown in the figure (and described below) including returning the ball to the next participant. Once each team has completed their course, the Marshall will stop their timer.
The course has 4 skills for each participant to complete:
1st skill is a dribble around poles, slalom style. The participant must dribble the ball between a row of 6 poles before moving onto the 2nd skill.
2nd skill is a small, controlled chip kick. The participant must kick the ball over a low hurdle. The ball must go over the hurdle. The participant must reset their ball if this is not accomplished.
Each participant can attempt this skill 3 times. After 3 failed attempts, the Marshal will direct the player to move to the next skill.
3rd skill is a goal shot. After completion of the chip kick, the participant must kick the ball between the 2 cones. Once the ball has passed between the cones, the participant must take a shot on goal. The shot must be from behind the cone set at 6m from the goal. The player continues to the 4th skill once they have scored a goal.
Each participant can attempt this skill 3 times. After 3 failed attempts at scoring a goal, the Marshal will direct the player to reset the goals (if required) and move to the next skill.
4th skill is returning the ball to the next participant using football skills only. That is, each participant can choose any of the following methods to return the ball to the start line:
The participant cannot pick up the ball and run with it, nor can they use non-football passing techniques (e.g. rugby passes) to return the ball to the start line. Additionally, the next participant cannot advance past the start line to collect the ball. The participant collecting the ball may move along the start line laterally to receive the ball.
If a participant’s ball ends up out of bounds (that is outside the Venue Area) the participant is responsible for collecting their ball and bringing it back to the skill task that had been attempted.
Lane Allocation
Team Lane
Guardians 1
Heroes 2
Natives 3
Tribe 4
Anarchists 5
Builders 6
Commerce 7
Engineers 8
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
Diagram
Event Venue
Logistics
Number of participants | 24 per team |
Equipment by GVG OC | 8 buckets containing water coloured for each team 8 sturdy cups to carry water (+ 16 spares) that can’t be crushed 8 receptacles to receive water (tall 3 litre juice transparent juice bottle) Coloured food dye Starter gun/whistle |
Equipment by teams | None |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader plus 2 marshals per team i.e. 16 in total |
Duration | Event takes 60 minutes to run inclusive of 5 minute changeover and 5 minutes contingency |
Setup Time | 15 minutes to create cordon |
Dismantle Time | 15 minutes to clear up |
GVG points scoring | Standard |
Additional needs | None |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area B |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
2 | 2 | 4 | 2 | 4 | 4 | 4 | 2 | 24 |
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Kylie Dunlop Nick Tindall 0414 912 221 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals Site preparation & risk mitigation | Fiona Ell 0402 012 010 |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Adam Benjafield 0466 634 609 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The overall aim is to fill the receptacles to capacity by ferrying water from the buckets to the receptacles using the sturdy cups provided. The cup acts as the baton and must be passed to the next team member before their leg can commence.
All team members line up at the 40 metre line on the track at the northern end of Area B (closest to the dog park), participants will be numbered 1 to 24. A bucket full of coloured water is at the start line and an empty receptacle at the finish line. The cup is on the ground by the bucket at the start line. One Marshal stands by the start line and the other at the receptacle for each team.
The first team member fills the cup with water and runs down the track to the receptacle. They pour the water into the receptacle and then run back to the start-line carrying the cup. They pass the cup to the next team member who then repeats the process. This process is repeated, cycling through team members as many times as necessary, until the receptacle is full. Participants are to take turns in their number sequence 1 to 24, then cycling through in order till their receptacle fills to overflow.
The bucket and receptacle must not be moved within the start and finish lines during the race. No other team member can touch any of the equipment apart from when it is their turn. If this occurs, the Marshal will declare a foul run and insist that the run is to be repeated with the same team members with no water carried.
The cup must be carried in one hand, the participant’s other hand is to be placed on their head for the duration of the run. Two hands maybe used to pour the water into the receptacle at the end of the run. Any runner who places two hands on the cup during the run will be sent back to the start line and void their turn, passing the cup to the next runner. Any team that ferries water with any receptacle apart from the cup provided or tampers with the water will be disqualified.
When the receptacle is full, the teams finish. The finishing order is determined by the sequence in which the receptacles are filled to capacity.
Lane allocation
Team Lane
Builders 1
Commerce 2
Engineers 3
Guardians 4
Heroes 5
Natives 6
Tribe 7
Anarchists 8
Risks & Treatments
No particular risk elements have been identified.
Event Venue
Logistics
Number of participants | 28 per team |
Equipment by GVG OC | 8 netballs each marked with a team’s name and/or colour 8 sacks 8 hoops 24 eggs Cordon fence Starter gun/whistle |
Equipment by teams: | Closed running shoes |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader plus 16 Marshals (to be selected from team) with one marshal at the end of each lane. |
Duration | Event takes 60 minutes to run inclusive of 5 minute changeover and 5 minutes contingency |
Setup Time | 30 minutes to create cordon |
Dismantle Time | 15 minutes |
GVG points scoring | Standard |
Additional needs | Marked out 8 lane 50 metre track |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area A |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
2 | 2 | 4 | 4 | 8 | 6 | 2 | 28 |
60+ at the Captain’s discretion
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Carla O’Connor 0422 045 301 Adam Simpson 0414 372 589 |
Event Leader | Smooth running of the event in the spirit of the GVG Provide the Event Summary to the Marshals and ensure they know the rules and their roles Site preparation & risk mitigation Explain rules at the start of each game | Troy Nixon 0404 832 365 |
Marshals | Scoring & compliance with the rules Check wristbands Ensure each competitor runs their leg | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team A Bruce Spencer 0407 286 696 |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Alex Crossing 0497 788 020 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
The event is a relay race with a netball acting as a baton being handed from one participant to another on the way to the finish. For the Octopus Walk, the netball can be left on the ground after Leg 4, for Competitor 13 or 14 to pick up on Leg 7, once Competitors 9-12 have completed Leg 6. The 18 legs are as follows:
Leg | Action | Competitor No. | Lining up position |
1 | Sack race | 1 | Start/finish |
2 | Sack race | 2 | Other end |
3 | Backwards running | 3 | Start/finish |
4 | Backwards running | 4 | Other end |
5 | Octopus walk | 5, 6, 7 & 8 | Start/finish |
6 | Octopus walk | 9, 10, 11 & 12 | Other end |
7 | 3 legged race | 13 & 14 | Start/finish |
8 | 3 legged race | 15 & 16 | Other end |
9 | Egg & spoon | 17 | Start/finish |
10 | Egg & spoon | 18 | Other end |
11 | Forward jumping | 19 | Start/finish |
12 | Forward jumping | 20 | Other end |
13 | Hoop walk | 21 & 22 | Start/finish |
14 | Hoop walk | 23 & 24 | Other end |
15 | Piggy-back | 25 & 26 | Start/finish |
16 | 50m dash | 26 (after piggy-back) | Other end |
17 | Piggy-back | 27 & 28 | Start/finish |
18 | 50m dash | 28 (after piggy-back) | Other end |
16 of the team members (Competitors 1, 3, 5-8, 13&14, 17, 19, 21&22, 25&26, 27&28) line up behind the start/finish end, with the remaining 12 at the other end (2, 4, 9-12, 15&16, 18, 20, 23&24). A Marshal will be stationed at each end for each team.
In all cases, team members must not start their leg until the previous team member has crossed the end of the track and handed the netball to them (except for Legs 5 & 6 when it is not possible to hold the netball). The netball (the baton) must be handed (not thrown) to the next competitor at the end of each leg. If a Marshal detects that this rule is broken, they will call the starting team member back until the finishing team member has correctly completed their leg. Any team that does not satisfactorily respond to the Marshal’s call will lose 1 point for each incident.
For the sack race legs, the team members can be in their sacks before the start of their leg. The netball baton may be carried in the sack or in the team member’s hands.
For the Octopus walk, the team members link elbows, facing away from each other and walk the leg (i.e. 8 legs of the octopus are walking). They can squat and push their backs together if they wish. No-one must be carried and elbows must be kept interlocked. Be careful when passing other teams as the width of the octopus may be wider than the lane. Example shown here: https://www.instagram.com/reel/DA-ezl1ypKK/?igsh=MW5xdXVjYXZ6dnM2bA==
For the 3 legged race, the team members must have their ankles satisfactorily tied together with a leg tie before the start of the race.
For the egg & spoon legs, if any egg breaks, the competitor must return to the end from which they started to retrieve another egg, and start that leg again. If, however, an egg is dropped but not broken, the competitor may retrieve the egg and continue. Spoons must be held with one hand only, by their stems. A spoon may not be held in the palm. A marshal may direct a leg be restarted if this rule is breached. A 1 point penalty per incident will also apply for failure to observe a direction to restart.
For the forward jumping leg, the competitor must have their ankles satisfactorily tied together with an elastic leg tie before the start of the race.
For the hoop walk, the two competitors must face away from each other and put the hoop at waist height against their backs and hold it in place between their backs without using their hands i.e. by pushing the hoop against each other’s back. The two competitors must then walk the leg, maintaining the hoop in that position. If the hoop falls down, the competitors must stop and put the hoop back into position before continuing the leg. No hands can be on the hoop when they recommence walking. Be careful when passing other teams as the width of the two competitors plus the hoop may be wider than the lane.
For the piggy back legs, the competitor who is carried in the piggy-back must then immediately run the 50m dash (legs 16 and 18).
The winning order will be determined by the finishing order on completion of the course. In the case of a tie, points will be split. 1 point will be deducted for each infringement.
Lane allocation
Team Lane
Natives 1
Tribe 2
Anarchists 3
Builders 4
Commerce 5
Engineers 6
Guardians 7
Heroes 8
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
Competitors to avoid crashing into each other | During the event | Competitors and Marshals |
Event Venue
Logistics
Number of participants | 40 per team (ie 20 pairs) |
Equipment by GVG OC | 160 leg-ties (must be identical) 8 relay batons |
Equipment by teams: | Closed running shoes. |
Third Party involvement (Hire, Licenses, etc.) | None |
Event organisation | Event Leader plus 12 Marshals (to be selected from the team) |
Duration | Event takes 30 minutes to run |
Setup Time | 15 minutes to give out leg ties and organise teams |
Dismantle Time | 10 minutes to collect equipment |
GVG points scoring | Standard |
Additional needs | None |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area B |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
4 | 4 | 8 | 4 | 6 | 6 | 6 | 2 | 40 |
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | David Scardino 0412 351 182 Jenny Allen 0423 394 898 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of the event Provide the Event Summary to the Marshals Site preparation & risk mitigation | Megan Rose 0408 655 695 |
Marshals | Quickly check the age distribution of entrants and confirm best attempts to follow Participant Matrix. Distribute leg ties and help participants tie them if necessary. Organise the teams to divide in two and stand in orderly lines at each end of the 50m track Watch for falls or accidents Check team members do not cross the start line until they have the baton in their hands Converge on finish line towards the end of the event and adjudicate team places. | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team A Bruce Spencer 0407 286 696 |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Sarah Tilley |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
Each team consists of 20 pairs of runners with 10 pairs standing at either end of the track at the beginning of the race. Each pair runs with a leg-tie binding the participants together and holding a baton. Leg-ties must be uniform across all pairs.
Relay race up and down a marked out 8 lane 50m track. Subsequent team members wait behind the start line and must not cross the line to commence running until the baton has been handed over to them.
If a leg-tie comes loose a Marshall shall raise their hand, call out to them to stop and re-tie, before re-commencing.
Pairs must stay in their allocated lane. If a pair impinges on another lane, a Marshall shall call out to them. 30 second penalties will be given for gross or repeated breaches of this rule.
Lane allocation
Team Lane
Anarchists 1
Builders 2
Commerce 3
Engineers 4
Guardians 5
Heroes 6
Natives 7
Tribe 8
Risks & Treatments
Action | When | Responsibility |
Marshals monitor position of fallen pairs and provide assistance if necessary | During event | Event Leader |
Event Venue
Logistics
Number of participants | About 80 in total (aged 6 and under) – 10 from each team |
Equipment by GVG OC | Smaller tug of war rope Ribbons for children participating Megaphone Cordon |
Equipment by teams: | None. Team Captains to encourage children to wear their team t-shirts or a t-shirt in the colour of their team. ALL children must wear shoes at ALL times. |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader plus 10 marshals |
Duration | Event takes 30 minutes to run |
Setup Time | 15 minutes to create cordon, |
Dismantle Time | 10 minutes |
GVG points scoring | No scoring – outside scoring requirements |
Additional needs | Cordoned off area. |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | Area A |
Participant Matrix
≤6 | 7- 8 | 9-10 | 11-12 | 13-15 | 16-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
10 | 10 |
Event Lead will have discretion to even up numbers with kids from other teams if there are insufficient in one team compared to others since the main focus is for the kids to have a go and have fun.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Kylie Dunlop Nick Tindall |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of the event Provide the Event Summary to the Marshals and brief Site preparation & risk mitigation | Prue Clyne 0439 341 623 |
Marshals | One marshal per team Two marshals assisting Event Lead to run the Tug of War event. Keeping children and parents happy Keeping people off cordoned area | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Not required |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
Children to be grouped in their teams with parents supervising whilst the children are waiting for their team to play. One marshal allocated to each team and two marshals assisting the Event Lead to run the Micro Tug-o-War. Each team will have two turns.
Round 1 | Natives | Guardians |
Round 2 | Guardians | Heroes |
Round 3 | Heroes | Anarchists |
Round 4 | Anarchists | Commerce |
Round 5 | Commerce | Builders |
Round 6 | Builders | Engineers |
Round 7 | Engineers | Tribe |
Round 8 | Tribe | Natives |
Children will be encouraged to wear their team t-shirt if they have one or a t-shirt in the colour of their team. Shoes must be worn by ALL children at ALL times.
Usual Tug-o-War rules apply: a ‘handkerchief’ marker at the centre of the rope is positioned at the central line. A team wins when they have pulled the marker over their near-hand line.
How to Play
The centre of the rope should align with the centre marked on the ground. As soon as the referee blows the whistle, each team can start pulling the rope into their territory. The objective of the game is for each team to pull the rope along with the members of the opposition team to their side. As soon as the handkerchief marker in the centre of the rope crosses over one of the near-hand lines on the grass, the team to pull the rope to their area wins the game.
No points awarded. Participants will receive a ribbon at the end for being part of the fun!
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players | Prior to event | Event Leader |
Fallen or upset children to be cared for by Marshals and parents | During event | Event leader |
Event Venue
TEAM CHEERING LOCATIONS
Logistics
Number of participants | 14 per team |
Equipment by GVG OC | Two long thick ropes Cordon fence Handkerchief marker on the rope Megaphone |
Equipment by teams: | Flat rubber soled sandshoes should be worn. No bare feet, thongs, crocs, walking/hiking shoes/boots, cleated boots (soccer/rugby) work boots, climbing/mountain attachments (spikes). Gloves allowed and encouraged. |
Third Party involvement (Hire, Licenses, etc) | None |
Event organisation | Event Leader plus 6 Marshals (to be selected from the team) |
Duration | Estimated 60 minutes |
Setup Time | 10 minutes to create cordon |
Dismantle Time | 10 minutes |
GVG points scoring | Standard |
Additional needs | Three parallel lines on grass to be marked just prior to event (score lines 2.5m either side of centre line) |
Risk Management | Check table below for other requirements |
Venue | Bob Campbell Oval |
Map Reference | See map below |
Participant Matrix
7-8 | 9-10 | 11-14 | 15-19 | 20-39 | 40-49 | 50-59 | 60+ | TOTAL |
6 | 6 | 2 | 14 |
Participants are asked to arrive at the game area 20 minutes prior to event to confirm matrix and compliance with shoe rules. Team captains to ensure no noisy instruments are used by spectators.
Roles
Team Captain | Ensure Event Leader has the necessary resources to run the event | Peter Richards Kirsty Oliver 0421 648 312 |
Event Leader | Smooth running of the event in the spirit of the GVG Explain rules at the start of each game Provide the Event Summary to the Marshals Site preparation & risk mitigation | Annabelle Burley 0408 628 476 |
Marshals | Scoring & compliance with the rules Check wristbands | Selected from the team by the Event Leader |
OC Equipment Officer | Provide supplies & equipment in liaison with the Event Leader | Event Team B Richard Sicobo |
OC Event Adjudicator | Monitor event and adjudicate on rule interpretation if Event Leader is not able to resolve | Jon Tindall 0414 586 511 |
OC Event Manager | GVG event management and adjudication | Alex Crossing |
Rules
Lines will be carefully marked on level ground with no apparent advantage to either end. Teams will toss for choice of end and will ‘tug’ only once each heat.
Usual Tug-o-War rules apply: a ‘handkerchief’ marker at the centre of the rope is positioned at the central line. A team wins when they have pulled the marker over their near-hand line.
How to Play
The centre of the rope should align with the centre marked on the ground. As soon as the referee (usually GVG OC Chair) blows the whistle/startergun), each team can start pulling the rope into their territory. The objective of the game is for each team to pull the rope along with the members of opposition team to their side. As soon as the handkerchief marker in the centre of the rope crosses over one of the near-hand lines on the grass, the team to pull the rope to their area wins the game.
Competition
The tug of war competition requires a referee. There are three different commands that they give to the players. The referee first announces ‘Pick up the rope’, they then say ‘Take the strain’. A megaphone is available for the referee. The starter gun is fired and the teams start to pull the rope. If a member of the team falls down, that member is given a caution. Each team is allowed two cautions before getting disqualified.
Two marshals are stationed at the lines 2.5m on each side of the central line to watch for when the handkerchief is pulled across. Two other marshals are monitoring teams and issuing cautions if required. Two other marshals to assist with crowd control and teams moving in and out of the course.
Fouls
There is a particular technique that needs to be applied while playing this game, if not, then there will be a foul which can result in disqualification. e.g. lowering your elbow below the knee level while pulling the rope (called ‘locking’) is considered to be a foul. Touching the ground for a longer period of time is also considered a foul.
Locking the Rope
No knots or loops shall be made in the rope, nor shall it be locked across any part of the body of any member of the team. Crossing the rope over itself constitutes a loop. From the start, the rope shall be taut, every pulling member shall hold the rope with both hands by the ordinary grip, i.e., the palms of both hands facing up, and the rope shall pass between the body and the upper part of the arm. Any other hold which prevents the free movement of the rope is a lock and is an infringement of the rules. The feet must be extended forward of the knees and team members should be in the pulling position at all times.
Anchor’s Grip
The end puller is known as the “anchor”. The anchor usually has the rope pass round their waist (on the right hand side), run diagonally across their back up to their left shoulder. The rope then runs over the left shoulder and under the left arm pit with the remaining rope running fee to the side, but not behind the anchor (see photo for anchor position). The anchor may wish to wear additional protection (e.g. by wearing additional t-shirts/padding underneath).
Footware
Flat rubber soled sandshoes should be worn.
No bare feet, thongs, crocs, walking/hiking shoes/boots, cleated boots (soccer/rugby) work boots, climbing/mountain attachments (spikes).
Noise/Instruments
To allow all participants to hear their team’s “calls”, no instruments like drums or trumpets are permitted.
Round Order
Teams to be pulled from a hat on the day ahead of the event for the first four rounds. Then the rounds will progress according to the table below.
Round | Team A | Team B | Placing Determined |
Round 1 | TBC | TBC | |
Round 2 | TBC | TBC | |
Round 3 | TBC | TBC | |
Round 4 | TBC | TBC | |
Round 5 | Loser of Round 1 | Loser of Round 2 | |
Round 6 | Loser of Round 3 | Loser of Round 4 | |
Round 7 | Winner of Round 1 | Winner of Round 2 | |
Round 8 | Winner of Round 3 | Winner of Round 4 | |
Round 9 | Loser of Round 5 | Loser of Round 6 | 7th and 8th |
Round 10 | Winner of Round 5 | Winner of Round 6 | 5th and 6th |
Round 11 | Loser of Round 7 | Loser of Round 8 | 3rd and 4th |
Round 12 | Winner of Round 7 | Winner of Round 8 | 1st and 2nd |
Risks & Treatments
Action | When | Responsibility |
Team supporters adequately separated from players by cordon | Prior to event | Event Leader |
Event Venue
T
Saturday – Games open at oval at 8:30am and day concludes at end of the Revue at 10:30pm.
Sunday – Games open at oval at 9am.
The following food stalls will be available at BCO:
SITE NO: | VENDOR + TYPES OF FOOD |
1 | Coffee Van with icecreams and slushies (Saturday & Sunday) |
2 | Coffee Van (Saturday & Sunday) |
3 | Pizza Van (Saturday & Sunday) |
4 | Gozleme Stall (Saturday & Sunday) |
5 | Filipino (Saturday & Sunday) |
6 | Harris Farm Fruit Stall (Saturday only) |
7 | Girl Guide Cake Stall (9am to 11am Saturday only) |
(All information contained above is subject to change without notice)
Greenwich Village Games – 6 & 7 December 2025
The 12-seater Shuttle Bus will operate a free service in a circuit from Bob Campbell Oval to Innes Road, the Greenwich Shops, Shell Park and George Street during the following times every 20 minutes or so:
Saturday 6 December 7:30am – 7pm
Sunday 7 December 8:30am – 4pm
Our Bus Drivers will be Keith Chidiac and John Chidiac and they will share mobile 0409 249 721. The phone number for the Bus Charter Company is 1800 287 242.
DETAILS OF INJURED REGISTERED PARTICIPANT
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DETAILS OF THE INCIDENT
Date of injury: . . . . . . . . . . . . . . . . . . . . . . Time of incident: . . . . . . . . . . . . . . . . . |
State fully and clearly exactly what happened: |
If the incident was caused by a dog, details of the dog’s owner, and the dog’s ID and registration numbers (or if not possible, a description of the dog): |
Part(s) of the body injured: |
Describe the injury: |
Event in which the person was engaged at the time of injury: |
DETAILS OF FIRST AID TREATMENT (WHEN PROVIDED)
Name of person rendering first aid:. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . |
Treatment given/action taken: |
Details of any referral for further treatment: |
Reported by: . . . . . . . . . . . . . . . . . . . . . . . . . . .
Signed: . . . . . . . . . . . . . . . . . .
Address: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Date: . . . . . . . . . . .
ABOUT YOU
Surname:. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Team: . . . . . . . . . . . . .
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WHAT FEEDBACK WOULD YOU LIKE TO PROVIDE TO TEAM CAPTAINS / THE ORGANISING COMMITTEE TO HELP IN PLANNING FOR FUTURE GAMES?
About pricing:
About the opening/closing ceremonies:
About the events:
About the revue:
About the equipment supplied:
About the venue:
About the catering:
About the amenities at BCO (toilets, change rooms etc):
About waste management:
Other feedback:
Would you like to assist in the organisation/team management in 2028? Yes / No (please circle)
Thank you for your Feedback!
Please return this completed form to a member of the General Committee, a Team Captain, place in the letterbox in the General Committee tent, post to the Secretary c/- 25 Ronald Avenue, Greenwich NSW 2065 or, email to lynne.spencer@bigpond.com
Greenwich Village Games Organising Committee is a Committee of the Lane Cove Council under S355 of the Local Government Act NSW, 1993