Regulation

1. Objective

1.1. Popularizing the novuss among students at Riga Technical University (RTU).

1.2. Create athletic competition between participants and faculties.

1.3.  Popularizing a healthy lifestyle among the students.

1.4. Get additional points for the Rector Cup for faculties.

2. Time and place

2.1. The tournament will take place in the foyer of the Faculty of Energy and Electrical Engineering (EEF).

2.2. The tournament will begin on 26 March 2020, at 16:30. The registration will start from 16:00.

3. Organizers

3.1. RTU BIF SP and EEF SP.

4. Referees

4.1. The games will be refereed by the tournament’s main referees.

5. Participants

5.1. Students of RTU

5.2. The team consists of 1 (one) player

6. Application process

6.1 The participants must fill out the electronic application which is attached by the regulation.

6.2. The applications will be accepted by 24 March 2020.

7. Competition Rules

7.1. The teams compete in equal compositions 1 against 1.

7.2. The main judges are the determining decision-makers on compliance with the rules of play. Their decisions must not be challenged. The chief judge may be asked to explain the rules of the game.

7.3. The players must put their pieces on the table themselves. Then they position on the opposite side of the table and a player who has the right of first batting, places the puck in the border area of his side, hitting it with the cue, takes a shot on the pieces.

7.4. The dice shall be placed close to each other, close to the edge of the table, four on each side of the centreline.

7.5. “Dark area” - a bar along the rim on the side of the player bounded by the line of this border area, as well as an area inside the inner wall.

7.6. “Dark piece” - a piece that is in the dark area of this player and does not see a dark area delimiting line in its hole.

7.7. “Light piece” - a player's knuckle, which is on the table and not in the dark area.

7.8. “The hit is legal”

7.8.1. if the puck first touches its light piece;

7.8.2. if there are no “light pieces” and the puck touches the opposite border without touching any other pieces before it;

7.8.3. if the puck first touches the side border and then its own dice, which is in the inner circle;

7.9. The game consists of one set, the winner gets 2 (two) points, the loser 1 (one) point, if the team does not show up to the game, then they receive 0 (zero) points.

7.10. Before hitting, the player places the puck on his side borders anywhere bounded by the side and end lines of the zone so that these lines are not visible in the puck hole.

7.11. When placing the puck, no piece must be affected. When the movement starts, the puck must not touch any dice in its own bordering area. The wheel must not be placed on the side.

7.12. The fingers of the player's support arm must not touch the field, but only its border.

7.13. After a successful hit, when one or more pieces fall into the bag and no illegal moves have been committed, the player continues a series of moves.

7.14. If one piece jumps on the other as a result of a hit, they are placed next to each other without moving the other pieces. The jumped-up piece is placed on the side to which it tilted. If this is not possible, the dice shall be placed in the nearest free place. If the dice jumps on the puck, place it on the table instead of the puck. If a piece or puck hits an object outside the table in a jump, then lands back on the table, the piece or the puck is considered to have jumped across the border.

7.15. If, as a result of the hit, the puck or the dice jumps on the edge of the table and stays there, it is believed to have jumped over the border. Over the border, place your or your opponent's piece in the centre of the middle circle so that the centre intersection appears in the pit hole. If the centre is busy, place the dice on the middle circle cross line on the side where the dice has jumped over the border. Place the piece so that its outer edge is touched for the inner edge of the circle. If this point is occupied, the piece shall be placed at another point of contact between the cross line and the circle. If all those five points are occupied, the dice shall be placed on the cross line, in the middle between the dice in the centre and at the circle line, but first on the side where the dice has jumped over the border. If the dice jumps across the border at the corner of the side and end borders, and you cannot determine which side the dice has jumped over and the centre is busy, then place the dice at the centre circle line on the imaginary diagonal on the side where it has jumped over the border. If two or more pieces jump at the same time, the piece first hit by the puck shall be placed in the centre and the others, as mentioned above.

7.16. A player with a direct hit can hit all his pieces, and when the puck hits any one of them, it can then hit any of his opponent's pieces.

7.17. A player with a rebound can beat all his pieces.

7.18. It is prohibited to force the opponent's pieces into the “dark area” by a punishable blow. If this is done, it is placed to the previous position, without touching the rest of the moved pieces, the player gets a penalty.

7.19. It's forbidden to move the table out of place.

7.20. Set wins a player who first tracks all his dice in the bags.

7.21. If a player who has the right to the first hit, hits all eight pieces in the bags with the first series of hits, his batting series breaks down and the batting rights are given to an opponent. If an opponent hits all his pieces in the bags with the first series of hits, he plays over, changing the right of the sides of the table and the right of the first stroke.

7.22. If a player intentionally hesitates time (for example, in a simple situation, thinking very long about different variations of the beat, putting the puck on the table, changing its position more, long targets, etc.), the player is warned that he must strike immediately within five seconds. Otherwise, a player loses his batting rights and puts a penalty piece on it. For every subsequent time a player fails to comply with the 30-second time limit, he is thus punished until the end of the game. The time is taken from when a player takes a puck in his hand or is on the table at the player's side and nothing bothers preparing for a hit.

8. The order of the competition

8.1. The registration is from 16:00 until 16:20.

8.2. The opening of the competition is at 16:20.

8.3. The competition will initially take place in subgroups where the Playoff teams will be identified by points (depending on the number of teams entering Playoffs for the tournament).

8.4. Teams will be randomly divided into subgroups.

9. Awards

9.1. The first three place winners will be rewarded with diplomas and promotion awards.

10. Organizational questions

10.1. The organisers of the competition have the right to make changes to the rules, competition time, place, if necessary.

10.2. Everyone must be familiar with the rules of the competition which is organised by BIF SP and EEF SP and not knowing the rules does not liberate from regulation rules.