GIANT JENGA TOURNAMENT
The rules governing this intramural sport activity derived from rules developed by to the UVM Intramural Sports Program. This rules sheet is not meant to be all-inclusive. Important policy information can be found in the Intramural Sports Handbook. All team managers and players are responsible for reading this document and understanding the rules, policies, and procedures prior to participating in this activity.
General/Eligibility
See the Intramural Sports Handbook for complete listing of eligibility requirements.
Intramural Team Participation
Individuals may only play on one (1) team. The league is open and has no gender restrictions.
UVM Identification
All players MUST present a UVM Cat Card to the IMS Supervisor prior to each game. Players who do not have their Cat Card will be subject to the terms of the Campus Recreation ID Policy.
Team Rosters
All participants must sign the online IMLeagues roster/waiver form in order to participate in Intramural Sports. It is the responsibility of the team captain to make sure that all players show up on the IMLeagues roster before the start of a game.
Players
Teams are comprised of two (2) players. Teams must have a minimum of one (1) player to start a match. In the event that a player becomes injured or has to leave the game (other than ejection) the game shall continue until it is deemed a farce by the IMS Supervisor.
Communication with Staff
Team captains are encouraged to speak with the supervisor or court monitors regarding rules or questions. If another player attempts to dispute, a warning may be issued. Subsequently, an unsportsmanlike conduct penalty may be called and a forfeiture may be ruled.
Equipment
All equipment is provided.
Participants shall furnish their own mask.
Duration of Game & Scoring
Game Length
A best of three games (first team to win two games) will determine the winner of the match. Matches are scheduled every 15 minutes.
Scoring
Games are played until the tower falls. The team that causes the tower to fall will receive a loss for that game.
Game Play
- A coin toss will precede the match, with the winner having the choice of picking which the order of play. The order will then shuffle for the 2nd and 3rd game (if necessary).
- The object is to strategically place your blocks so that your opponent causes the tower to fall.
- Teams should alternate players for each turn. For example, player A1 moves first, followed by player B1, then A2, then B2.
- Players may only use one hand at all times. A player may swap hands as long as two hands are never used.
- Penalty for two hands –another block must be taken, however, the opposing team chooses which block that teams removes.
- Only 1 block should be taken each turn. Blocks may be taken from any tower level other than the one below an incomplete level.
- The removed block should be placed at the topmost level of the tower.
- The next player’s turn begins after 10 seconds or whenever they touch the tower, whichever comes first.
- If a block is removed and not used, it must be replaced from where it was taken, unless doing so makes the tower fall.
- The game ends when a player’s move causes the tower to fall or a block to fall out of the tower (other than the one the player is moving).
Tiebreaker
If in the event the standings are tied, each team will be timed separately by the official to see who can build the tower the quickest. Time stops when the tower is determined to be satisfactorily built by the official.
Game Time is Forfeit Time!
All intramural events are tightly scheduled based on facility availability to allow for maximum participation, so keeping the games on schedule is very important. Please have your team at the field checked-in and ready to play at least ten (10) minutes before your scheduled game time. Game time is forfeit time! If one team is late/is not present, the team's captain that is present and has the minimum number of participants required ready to play will be given two options (once a decision is made it cannot be changed):
- Take the forfeit immediately
- Give the team five (5) minutes to show
- If the team still does not show, it will be a forfeit. If the team shows, the game must be played with only the remaining amount of time left.
Reserve Clause: the IMS Staff reserves the right to make time adjustments to accommodate scheduling conflicts
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