ICARIA 2K25 ICFAI Radio Events Schedule.

Carrom

Venue, Date and Time will be notified soon.

Rules and Regulations

  1. Games can be played in sets (29).
  2. Strike to be chosen by coin toss.
  3. Red is of 5 points and there’s no red points after 23 points.
  4. Jump coins will be placed on the centre of the board.
  5. Only 1st 24 teams are allowed to participate.
  6. The matches will scheduled by committee.
  7. Only team matches are accepted, single players will not be allowed to participate in the tournament.
  8. On spot registration will not be accepted.
  9. The Carom tournament will be in Knockout method.
  10. The Teams should be present at the venue in time otherwise they will be considered as walkover.
  11. Each Team members should borrow their Id card (University issued).
  12. Penalty Rules:-
    a) Unwanted touching of coins by hand or along with the striker results in a penalty of 1 coin.
    b) Pocketing of stricker, if only striker then 1 coin penalty and strike over but if 1 coin + striker then two coin penalty + strike remains.
    c) If a single coin remains of both teams then one can’t touch the other's coin directly, if so 1 coin penalty will be applied.
    d) There is no NIL. The one who does the NIL will lose the match and the opponent will gain all the points/ coins remaining on the board (if red is on the board, it will also be counted).
    e) There is no rule as the 1st fine is no-fine. The first pocketed coin will be penalised.
    f) If there are no coins on the board and the player pockets the striker by mistake then a penalty coin will be held due.

*The judge shall be the last person to take the final decision, in case of any exception occurring during the game.

For further query, contact - Mrinmoy Bhowmik (+918837213866), Amardwip Debbarma (+918787536851)

Chinese Checker

Venue, Date and Time will be notified soon.

Rules and Regulations

  1. The way you divide up the board ultimately depends on the number of people playing:
    a) 2 players: Use 1 pair of opposing triangles.
    b) 3 players: Use every other triangle on the board.
    c) 4 players: Use 2 pairs of opposing triangles.
    d) 6 players: Use all 6 triangles.
  2. Rotate game-play clockwise, starting with the youngest player.
  3. Take your turn by moving 1 peg to an adjacent space.
  4. Hop over a nearby peg if it’s blocking your path.
  5. Just make sure that you’re jumping in a straight line (rather than hopping at an angle), and that you’re only jumping over a single peg.
  6. Multiple hops are allowed in a single turn, as long as both of these requirements are met.
  7. It’s against the rules to jump over a “block” of 2 pegs.
  8. You can't move your pegs back into play once they’ve entered the final triangle.
  9. Special Exception: Does your opponent refuse to move one of their starting pegs while you have 9 out of your 10 pegs in their final spots? No worries. According to modern Chinese Checker rules, simply swap your final piece with the adjacent obstructing piece to win the game. This is an optional rule, though, and needs to be decided on before the game starts.

*The judge shall be the last person to take the final decision, in case of any exception occurring during the game.

For further query, contact - Riya Debbarma (+918798831396), Abani Tripura (+917640880527)

Ludo

Venue, Date and Time will be notified soon.

Rules and Regulations

  1. Play a game of Ludo with 2, 3 or 4 players of any age.
  2. Each player rolls a die; the highest roller begins the game.
  3. Players alternate turns in a clockwise direction. To enter a token into play from its yard to its starting square, a player must roll a six.
  4. Players can draw a token from home every time they get a six unless home is empty or move a piece six times.
  5. The start box has two own tokens (is doubled). If the player has no tokens yet in play and rolls other than a six, the turn passes to the next player.
  6. Players must always move a token according to the die value rolled.
  7. Once players have one or more tokens in play, they select a token and move it forwards along the track the number of squares indicated by the die.
  8. If a token advances onto a spot occupied by opponent's token then the opposing token is returned back to its respective home point. This forces the opponent to roll another 6 to take it out of their home and move it again. If a token advances onto a spot occupied by a token of the same colour, then they create something that is called a "block". If an opposing token lands on the same spot as the block, the advancing token is returned back to its respective home point.
  9. If the player cannot draw a token from home, rolling a six earns the player an additional or "bonus" roll in that turn.
  10. If the bonus roll results in a six again, the player earns again an additional bonus roll. If the third roll is also a six, the player may not move and the turn immediately passes to the next player.
  11. A player's home column squares are always safe, since no opponent may enter them. In the home column, a player cannot jump over; after one rotation is completed, the player must enter the home and roll the exact number needed to get each token onto the home triangle.
  12. Star will consider as safe zone.

*The judge shall be the last person to take the final decision, in case of any exception occurring during the game.

For further query, contact - Takhellambam Daniel Singh (+919362651344), H. Hurricane Singh (+91 8787489050)

Chess

Venue, Date and Time will be notified soon.

Rules and Regulations

TOUCH MOVE

  • The touch move rule applies to everyone – a player must make a move with the piece he/she has touched first.
  • When castling, the king shall be touched and moved first. Players will receive a warning for the first violation of this rule. Thereafter, if the rook is touched before the king, castling is not allowed and the rook must move (if legally possible).

CLOCKS

  • For using chess clocks, the time control will be announced at the beginning of the tournament.
  • Players must make their move and press the clock with the same hand. Clocks may not be picked up or moved during the game.

WON GAMES

  • A game is won:
    1) By checkmate; 2) If the opponent resigns;
    3) If the opponent runs out of time, provided the following conditions are met: To claim a win on time, a player must notify a tournament official and have mating material. Claiming a win on time is invalid after a checkmate or stalemate has been played, or after a player has resigned or agreed to a draw.

DRAWN GAMES

  • A game is drawn:
    1) By stalemate;
    2) By agreement of the players during the game;
    3) By three-fold repetition (see section below);
    4) By fifty move rule (see section below);
    5) If a player has insufficient mating material (lone K, only K+B, or only K+N) and the opponent runs out of time.

THREE-FOLD REPETITION

  • A player may claim a draw if an identical position has appeared on the chessboard at least three times. A game score or the witness of a tournament official is required if there is a disagreement about the claim.

OTHER RULES

  • A player may claim a draw if 50 moves of any player has been made without a capture and without a pawn move.

FIFTY MOVE RULE

  • Players are not required to write down their moves.
  • If a player has any questions concerning the rules, they may raise their hand and talk to a tournament official. In case of any dispute or claim, stop the clocks and summon a tournament official.
  • Only the two players in a game may make claims concerning their game. For example, players may not call touch move or indicate that time has expired in someone else’s game.
  • It is forbidden to distract or annoy the opponent in any way whatsoever. This includes talking and repeatedly offering a draw.
  • Good sportsmanship is expected of all players and will make the event a more enjoyable experience for everyone involved. Shaking hands with your opponent before and after a game is customary.

DISPUTES AND IRREGULARITIES

  • In case of a dispute, any violation of the rules or any irregularity (illegal move, illegal position), players should stop the clock and raise their hand to notify a tournament official immediately. Do not make another move or wait until after the game to make a claim. Once the game continues, most claims are invalid.

*The referee shall be the last person to take the final decision, in case of any exception occurring during the game.

For further query, contact - Takhellambam Daniel Singh (+919362651344), H. Hurricane Singh (+91 8787489050)

Graffiti

Venue, Date and Time will be notified soon.

Rules and Regulations

  1. The on-spot participation is open for all. There is no category.
  2. The Theme of the Grafitti is “say no to…”
  3. The artwork should be the original, creative and reflective of the chosen theme.
  4. Each participant will create the graffiti on a single art paper which shall be provided by the radio committee, all the other necessary items required are to be brought by the participants only.
  5. Time- 1 hour only
  6. The participants are not allowed to bring any helping hands or use any digital gadget during the competition.
  7. There shall not be any use of spray in the murals.

For further query, contact - Papiya Shome (+918837261042), Pranjit Saha (+918794968822)

Groufie

Venue, Date and Time will be notified soon.

Rules and Regulations

  1. Theme- Campus memories.
  2. Photo must be taken at ICFAI University campus.
  3. Photos should be clicked in group or should have more than 1 person.
  4. Winners will be selected as per highest likes.
  5. If anyone uses auto-liker he/she will be disqualified.
  6. DSLR pictures are not allowed.
  7. Use #icfairadio25
  8. Only ICFAI students/ staffs are allowed to take part in this competition.
  9. Photos must not be edited.
  10. Enable the timing and date (watermark) while taking the groufie.

For further query, contact - Papiya Shome (+918837261042)