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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

Team Captains and Contacts        4

Teams and Event Leads        5

Event Schedule        5

Event Matrix        7

Captains’ Roles and Responsibilities        8

Risk Management        12

Tent Placement        28

General Rules        29

GVG Event Summaries        36

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

Catering         152

Free Shuttle Bus        153

Appendix A: Incident Reporting Form        154

Appendix B: Feedback Form        157


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


Organising Committee Contacts

NAME

EMAIL

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

Anthony.Foley@bakermckenzie.com

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

recruitme@gvg.org.a

Team Captains and Contacts

Contact details for all teams can be found on their team pages on the GVG Website https://www.gvg.org.au/teams/ 


Teams and Event Leads

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

 

TRIBE

Canoe Relay

Trivia

3 Legged Relay

 

Peter Reid

Tarah Barzanji

Megan Rose

 

OC

Revue

Puzzler

 

 

Sarah Tilley

Lynne Spencer

 

 


Event Schedule

Friday 5 to Sunday 7 December

#

Day

Time

Event

Team

Event Lead

OC Adjudicator

1

Friday

5.00pm

Golf

Builders

Nick Tindall

Jon Tindall

 

 

 

 

 

 

 

 

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 &
Leslie Garton

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 &
Mark Beardow

Marena von Behr

 

 

5:30pm

Puzzler (Return to OC)

Committee

 

n/a

16

Saturday

7.00pm

Revue

Committee

 

Sarah Tilley

 

Saturday

10.00pm

Close

 

 

 

 

 

 

 

 

 

 

17

Sunday

8:00am

Swim Relay

Anarchists

Tony Mills &
Kirst Spencer

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

 

 

Sunday

7-9pm

Live Band

Sarah TIlley

n/a


Event Matrix


Captains’ Roles and Responsibilities

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.

  1. Team Building and Communication

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

  1. GVG Committee Matters

Attend GVG Organising Committee meetings when scheduled and advocate on behalf of your team.

Respond to requests from OC for information, feedback etc.

  1. Finances

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).

  1. Revue Preparation

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.

  1. Sporting Events

There are a wide range of sporting events, from the elite to the frivolous.  

  1. Attributes of an ideal Greenwich Games event

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:

  1. Are events predominantly of skill rather than of chance.
  2. Are played between teams which include a cross-section of ages and genders.
  3. Are conducted as a relay, with each team member’s achievement contributing to the team’s final result.
  4. Accordingly do not directly pit single competitors against other single competitors.
  5. Require teams to interact with all or most other teams in the course of the event, either simultaneously or in heats. A team should not do well simply because the one team they played against was weak.
  6. Are safe for competitors and spectators alike.

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.

  1. Sample Participation Event Grid

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

  1. GVG Operations

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.

  1. Team Amenities

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.


Risk Management 

(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

 A diagram of a company

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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

 

Stage

Amenities Building

Buzz

OC Tent

Amenities Building or from Stage

60m

GoodSam

Amenities Building or from Stage

60m

Food trucks

On board generators

 

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

 

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:

  1. Notification of incident to the Risk Officer, Site Supervisor, Risk Marshals or a team Safety Officer:
  1. If the accident is during an event then notification to the Event Leader should be prioritised and a decision as to the suspension of the event can be made.
  1. Notification of event to OC tent
  1. SMS txt sent to all risk officials – if required risk officials to report to emergency meeting point in OC tent.
  1. Risk Officer, Site Supervisor or other most senior risk official to decide on emergency response reaction
  1. Is the danger still present?  
  2. Is the immediate cancellation of the event required?
  3. Are there injured persons requiring immediate medical assistance?
  1. First-aid to be applied by a suitable person – a loud speaker ‘call-out’ for medical practitioners available.
  2. Risk Officer and/or Site Supervisor to notify relevant emergency services.
  1. Site Supervisor to secure site access where emergency services required.
  2. Risk Officer to consider enhanced management procedures to assist with further mitigation of associated risks.  Complete an incident report.

 ‘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:

  1. Notification of incident to the Risk Officer, Site Supervisor, Risk Marshals or a team Safety Officer;
  2. Notification of event to OC tent – SMS txt sent to all risk officials and/or loud speaker announcement; An Emergency response meeting point should be established within the OC tent where all available risk officers are to gather if not instructed otherwise.
  3. Risk Officer, Site Supervisor or other most senior risk official to decide on emergency response reaction
  1. Communication or advice to participants and spectators.  Achieved via loud speaker announcement and SMS messages by the team RRs.
  2. The notification of relevant emergency services.
  1. Site Supervisor to initiate crowd control procedures and secure site access where necessary;
  2. Formal briefing of all risk officials by the Risk Officer regarding next steps and communication to participants and spectators.

Emergency Contacts

The following table outlines key contact information for groups or individuals charged with risk management responsibilities.  

Position

Name

Mobile #

Email

OC Chairman

Jon Tindall

0414 586 511

jon.tindall@finity.com.au

Risk Officer

Jeremy Ell

0402 953 457

ellj2.1971@gmail.com

Site Supervisor

Alex Crossing & Richard Sicobo

0497 788 020 (Alex)

0418 286 875 (Richard)

alex@crossings.com.au

rsicobo@elite.com 

Car Park

Bruce Spencer

0407 286 696

bruced.spencer@outlook.com

Position

Name

Mobile #

Email

Risk Marshal A

various

n/a

n/a

Risk Marshal B

various

n/a

n/a

Team

Safety Officers

Mobile #

Email

Anarchists

Myles Kennedy

0410 548 581

mkenny77@yahoo.com

Sandra Montez

0405 123 227

smontez1@hotmail.com 

Builders

Margot Branson

 0409 222 591

mebranson@yahoo.com.au 

Peter Procopio

0413 615 747

peter-procopio@bigpond.com

Commerce

Mark Beardow

0418 247 049

beardow@me.com 

Pete Mackey

0416 059 776

peterinhanoi@gmail.com

Engineers

Jonathan Stormont

0478 415 528

stojo01@lukraun.com 

Mary Homer

0427 017 420

mhomer51@gmail.com

Guardians

Simon Stafford

0414 235 287

simonstafford@msn.com

Sapna Ganeshan

0487 190 011

sapna_mantena@hotmail.com

Heroes

James Hall

0412 552 760

james@loddington.com

Bill Firth

0405 144 807

firthbill@gmail.com 

Natives

Jack de Flamingh

0403 222 954

jack.de.flamingh@corrs.com.au

Richard Hawkins

0421 999 004

rchawkins2016@gmail.com 

Tribe

Bede Thompson

0401 077 210

bede_thompson@hotmail.com

Clive Billinghurst

0401 405 059

clive_billinghurst@yahoo.com.au


Tent Placement

The tent placement for 2025

                               


General Rules

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.

  1. Matrix Exemptions Penalties:

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.

  1. Gender-Based Exemptions:

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.

  1. Any person who works, resides, attends school, church or a social/sporting activity (sailing, soccer, etc) in Greenwich or Northwood.
  2. The immediate family (siblings, parents and grandparents of any person in 1).
  3. Any member of LCC Social Club and the member’s immediate family.
  4. Boyfriends, girlfriends and partners of any person in 1-3, but not the families of boyfriends, etc.
  5. Any previous participant in the Games, regardless of their present residence or workplace.
  6. Any resident of Lane Cove who has a special affinity with Greenwich.

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

A white sheet with black text

AI-generated content may be incorrect.

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.


GVG Event Summaries

Event 01 – Golf                                          Organised by:   Builders


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 
0416 387 449
 
Andrew Dunlop
0416 644 098

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

Nick Tindall
0414 912 221

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
0497 788 020

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.


Event 02 – Micro Games                        Organised by:           Anarchists

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
0405 822 798
Penny Williams

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
0420 350 475

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
0497 788 020


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

 


Event 03 – Canoe Relay                                Organised by:           Tribe

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
0412 351 182

Jenny Allen
0423 394 898

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
Test and position posts and buoys a week before the event.

Peter Reid
0417 206 797

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.
Check wristbands

Marshalls to stand in the water holding the stern (back end) of the canoe
Marshalls to ensure outgoing crew wait in the Crew Muster area until waved forward

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
0434 602 967

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
0497 788 020

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 1
st 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

  1. Photo of 2016 Bushranger canoes


A group of people in a canoe

AI-generated content may be incorrect.


  1. Diagram of Canoe race muster area

  1. Diagram of canoe race route


Event 04 – Slow Cycle Race                Organised by:           Engineers

Logistics

Number of participants

20 per team

Equipment by GVG OC

8 stop watches
Starter gun/whistle

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
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

Rachel Reynolds

0419 762 581

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

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


A close-up of a blueprint

AI-generated content may be incorrect.


Event 05 – Puzzler                        Organised by: Lynne Spencer, OC

Logistics

Number of participants

Open to all

Equipment by GVG OC

Go to OC Tent for Puzzler Materials
16 Jigsaw Puzzles

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
0434 602 967

OC Event Adjudicator

NA

OC Event Manager

GVG event management and adjudication

Alex Crossing
0497 788 020


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.


Event 06 – Goanna Egg Throw                        Organised by:   Heroes

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)
Starter gun/whistle

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
0497 788 020

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

A close-up of a map

AI-generated content may be incorrect.


Event 07 – Caber Toss                Organised by:           Commerce

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
Tom 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
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 

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


Event 08 – Basketball Shoot Out                        Organised by:           Natives

Logistics

Number of participants

24 per team

Equipment by GVG OC

2 basketball hoops
2 basketballs + spare

2 coloured sashes
2 clicker counters
chalk, tape measure
1 stop watch
starter gun/whistle

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
0403 221 616

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
0434 602 967

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
0497 788 020

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


Event 09 –  Scrabble                                Organised by:  Engineers

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
Score sheet, tally sheet, blutac, calculator,
Bell (timer), stop watch/mobile phone

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 
0418 165 063

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
0497 788 020

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.


Event 10 – Cornhole                                  Organised by:   Anarchists

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
1 Tally board and marker pen
1 timer (or own mobile)
Starter gun/ whistle

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
0405 822 798
Penny Williams

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
0429 525 550

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
0434 602 967

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
0497 788 020

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.

A board with red and blue objects on the ground

AI-generated content may be incorrect.

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  


Event 11 – Captain Ball                        Organised by:    Builders

Logistics

Number of participants

34 per team

Equipment by GVG OC

16 netballs

16 sashes

8 stop watches
Cordon fence
Starter gun/whistle

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 
0416 387 449
 
Andrew Dunlop
0416 644 098

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
0497 788 020

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

Event 12 – Hobby Horse Relay                Organised by:           Anarchists

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
Starter gun/whistle

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
0405 822 798
Penny Williams
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 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
0497 788 020

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.

A screenshot of a video game

AI-generated content may be incorrect.

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


Event 13 – Kubb                                Organised by:   Heroes

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
0434 602 967

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
0497 788 020

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.

A diagram of a game

AI-generated content may be incorrect.

Risks & Treatments

Action

When

Responsibility

Team supporters adequately separated from players

Prior to event

Event Leader

Event VenueA diagram of a group of people

AI-generated content may be incorrect.


Event 14 – Circle Ball                                Organised by:    Guardians

Logistics

Number of participants

27 per team

Equipment by GVG OC

8 netballs

8 sashes

8 armbands/ties
8 stop watches

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
0412 248 019

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
0434 602 967

OC Event Adjudicator/Referee

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
0497 788 020

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


Event 15 – Obstacle Relay                        Organised by:           Commerce

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)
8 hula hoops, 8 XXL team Tshirts

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.
4 pegs to secure tarpaulin

1 mud turning mark
8 skipping ropes approx 300cm
Starter gun/whistle

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
Tom 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
Hand out team XXL Tshirts

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
0497 788 020


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.
Competitors must go under limbo stick facing upwards with feet only on the ground. If unsuccessful after 3 attempts, No. 3 may crawl under the bar.

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
(in the lane)
Team member No. 6

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.
Once all 3 skippers have completed, pass Tshirt to No. 13.

Leg 8:

Triathlete


Team members No. 13 & 14

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

 A diagram of a running diagram

AI-generated content may be incorrect.


Event 16 – Revue                          Organised by:           Sarah Tilley

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.


Creative and inventive use of the word, in a witty, original way.

20

10
(+2 for both)

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


Event 17 – Swim Relay                    Organised by:           Anarchists

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
0405 822 798
Penny Williams

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
0434 602 967

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
0497 788 020

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


Event 18 – Paper Plane Throwing                 Organised by:          Guardians

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.
(First 5 mins checking wristbands, 5 mins for first competitors to get folding – allow 7 mins per throwing round for marshalling, throwing and measurements if needed.)

Setup Time

20 minutes overall.

  • 20 minutes to obtain tables, move and setup, lay out and masking tape out the throwing box
  • 5 mins to place paper, signs and paper weights etc.
  • Hammer in measuring peg
  • 10 mins to cordon off, obtain spikes, tape measure and position Marshals

Dismantle Time

15 minutes overall

  • Measure the longest, winning throw
  • Write down the names of the longest throws from each team
  • Pack up and move tables, ropes, return spikes etc.

GVG points scoring

Standard

Additional needs

Use main stage to throw from.
Ensure a clear space in front of the stage with no interference during this event. Needs to be cordoned off.

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
0434 602 967

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
0497 788 020

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
<5m

Yellow Zone
<10m

Blue Zone
<15m

Orange Zone
>20m

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

  • Announce event postponement or cancellation
  • Else if the event is still held, the 10 second throwing rule still applies, wind gusts or not

Before & during event

Event Leader and Event Manager

Rain

  • Ensure trestle tables are out of the rain
  • Ensure paper remains dry
  • Announce event postponement or cancellation.  

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

  • Ensure 2 metre set back is adhered to
  • Verbally remind competitors at the beginning of each round about throwing from within the lines and to be careful about the edge of the stage

Before & during the event

Event Leader
Stage Marshals

Event Setup


The following diagram indicates the setup for this event:

Event Venue


Event 19 – Gumboot Throw                Organised by: Engineers


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
0403 685 838

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
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 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
(red hats)
<8m

2 Point zone (yellow hats)
<14m

4 Point zone (blue hats)
<20m

6 Point zone (orange hats)
>20m

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

A diagram of a chart

AI-generated content may be incorrect.


Event 20 – Walking Relay                        Organised by:           Natives

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
0403 221 616

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
0403 221 616

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
0497 788 020

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


Event 21 – Micro Running Relay                        Organised by:           Guardians

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
0497 788 020


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


Event 22 – Running Relay                        Organised by:           Guardians

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
0497 788 020


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


Event 23 – Tennis Ball Throw                          Organised by:           Heroes

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
0497 788 020


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  

A diagram of a field

AI-generated content may be incorrect.


Event 24 –  Trivia                                        Organised by:  Tribe

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:

  • 5 min warning
  • 3 min warning
  • 1 min warning

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
0413 789 529

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
0434 602 967

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
0497 788 020

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

A green plan of a stage

AI-generated content may be incorrect.


Event 25 – Football Skills                        Organised by:           Engineers

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
0434 602 967

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
0497 788 020

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:

  1. Pass the ball (using their feet) directly to the next participant
  2. Dribble the ball back to the next participant or
  3. Throw (using two handed overhead throwing technique) back to the next participant

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

Event 26 – Water Run                                Organised by:           Builders

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 
0416 387 449
 
Andrew Dunlop
0416 644 098

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
0434 602 967

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
0497 788 020

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

A close-up of a map

AI-generated content may be incorrect.


Event 27 – Medley Relay                        Organised by:           Commerce

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
32 identical leg ties

24 eggs
8 Spoons

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
Tom 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
0497 788 020

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.

A person holding a hula hoop

AI-generated content may be incorrect.

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


Event 28 – 3 Legged Relay                                Organised by:           Tribe

Logistics

Number of participants

40 per team (ie 20 pairs)

Equipment by GVG OC

160 leg-ties (must be identical)

8 relay batons
Starter gun/whistle

Equipment by teams:

Closed running shoes.
Mobile phones videoing finish if preferred

Third Party involvement (Hire, Licenses, etc.)

None

Event organisation

Event Leader plus 12 Marshals (to be selected from the team)
Ideally 16 if available

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.
Check leg ties are tied in uniform manner across all pairs.

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
0409 409 793

OC Event Manager

GVG event management and adjudication

Alex Crossing
0497 788 020

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


Event 29 – Micro Tug of War                        Organised by:           Builders

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 
0416 387 449
 
Andrew Dunlop
0416 644 098

Nick Tindall
0414 912 221

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
0434 602 967

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
0497 788 020

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


Event 30 – Tug of War                        Organised by:           Natives

Logistics

Number of participants

14 per team

Equipment by GVG OC

Two long thick ropes

Cordon fence

Handkerchief marker on the rope
Tape measure

Megaphone
Spray paint for grass
Starter gun/whistle

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
0403 221 616

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
0434 602 967

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
0497 788 020

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).  

A group of people pulling a rope

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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

Catering 

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)


Free Shuttle Bus 

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.


Appendix A: Incident Reporting Form                    Logo

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DETAILS OF INJURED REGISTERED PARTICIPANTLogo

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Surname:.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .

Given names: .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  


DOB:.  .  .  .  .  .  .  .  .  .  .  .  .  


Age: .  .  .  .  .  .  .  .  .  .  .  .  .  

Address: .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  


Phone Numbers:
M: .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .
H:.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .
W:.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .


Occupation:

.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .


DETAILS OF THE INCIDENT

Date of injury:  .  .  .  .  .  .  .  .  .  .  . .  .  .  .  .  .  .  .  .  .  .  Time of incident: .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  


Location: .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .Team: .  .  .  .  .  .  .  .  .  .  .  .  .

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:.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .   .  .  .  .  .  

Contact Phone No.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .

Email:  .  .  .  . .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .    

Treatment given/action taken:

Details of any referral for further treatment:



Reported by:   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  

Signed: .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  


Address:  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  

Date:  .  .  .  .  .  .  .  .  .  .  .  


Appendix B: Feedback Form                                  

ABOUT YOU Logo

Description automatically generated


Name (optional)

Surname:.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . Team: .  .  .  .  .  .  .  .  .  .  .  .  .

Given names: .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . . Age Band: .  .  .  .  .  .  .  .  .  .  .  


Email:.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . Phone: .  .  .  .  .  .  .  .  .  .  .  .  

Have you been in a previous GVG?  Yes  /  No  
(please circle)
Are you a  Competitor?  /  Spectator?
  (please circle)

 

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