OVERALL GUIDELINES AND MECHANICS
1. This game is open to all bona fide students of MSU-MCBE who are
officially enrolled in the first semester of the academic year 2025-2026.
Faculties are also welcome to join.
2. The list of the names of the players must be given on Sunday, 12:00
PM, for a smooth start. Failure to do so will result in the team’s
disqualification.
3. Once the list of names is passed, switching participants is not allowed
unless a valid reason is presented.
4. During the recreational games, all players must wear proper sports
attire, and no accessories are allowed.
5. The teams will be required to be in the designated area 10 minutes
before the start of the game. Teams will receive a deduction according to
the instructions of each activity.
1
GUIDELINES AND MECHANICS IN AMAZING RACE
1. This game is open to all bona fide students of MSU-MCBE who are
officially enrolled in the first semester of the academic year 2025-
2026. Faculties are also welcome to join.
2. Every team will form three (3) groups consisting of 10 players (five
(5) males and five (5) females), and two (2) faculty members are
required to join the race.
3. The list of the names of the players must be given the day before
the activity for a smooth start. Failure to do so will result in the
team’s disqualification.
4. The teams will be required to be on the starting line at the
grandstand 10 minutes before the start of the activity. Failure to do
so will result in the inability of the team to start.
5. The Amazing Race will consist of four (4) stations from Bataraza
Grandstand to MSU-MCBE Campus. There will be specific activities in
each station, and teams are required to finish the tasks.
6. The facilitators of each station will reveal the mechanics of each
station. Everyone is required to complete the task to move on to the
next station.
7. The teams should move as one. If there are missing members on the
team and they are not tied together as they proceed from one
station to another, they will be on hold until their members are
complete and tied in the station they’re in.
8. The first team to complete all stations and get to the finish line wins
the race, and the rest will be placers.
2
STATION 1: CALL OF THE WILD
1. All 10 players in each group must be present before the activity
begins.
2. The facilitator will ask each group to draw one distinct animal sound
that they will use to identify one another.
3. Once decided, players will be blindfolded and scattered around the
grandstand. The blindfold must not be taken off during the game.
4. At the facilitator’s signal, players must call out their chosen animal
sound repeatedly to locate their groupmates.
5. When the group has successfully reunited, they must sit together
and signal the facilitator by raising their hands to receive a rope.
6. Using the rope, the group must tie themselves together. There is no
fixed method of tying, but the knot must be secure enough to hold
throughout the activity.
7. Failure to do so will result in the team’s inability to start the race.
8. If the group did not locate their groupmates within 10 minutes, the
facilitator will give them a cue to let them remove the blindfold and
find their groupmates.
9. After the task is done successfully, the team must receive a yarn
from the facilitators before proceeding to the next station.
SSG OFFICERS IN-CHARGE:
Aezel Marian V. Lucero
Kimberly Catherine A. Suarez
3
STATION 2: CRAWLING IN THE MUD UNDER THE ROPE
1. All 10 players must be tied together and complete before starting
the task.
2. Players must present the yarn indicating completion of the first
station before proceeding.
3. A rope is stretched at a certain height, a little high above the
ground.
4. All players must crawl under the rope while being tied together.
5. Players are allowed to touch the rope, but not intentionally. They can
pause or stand for rest, but they need to sit again to continue the
task.
6. All players’ heads must not be above the rope when crawling.
7. If any of the player’s rope comes off, the team shall start again and
wait until the rope is tied to continue crawling.
8. After the task is done successfully, the team must receive a yarn
from the facilitators before proceeding to the next station.
SSG OFFICERS IN-CHARGE:
Pearl V. Domine
Sitti Alisa J. Akib Morad
4
STATION 3: LUKSONG BAKA CHAIN
1. All 10 players must be tied together and complete before starting
the task.
2. Players must present the yarns indicating completion of the first two
stations before proceeding.
3. Tying can be wrist-to-wrist, ankle-to-ankle, or waist-to-waist
depending on player's comfort.
4. No player may remove or break the ties during and after the entire
game.
5. The first player crouches down (“becomes the baka”). The second
player will jump over the first crouching player.
6. After successfully jumping, the second player also crouches down in
front of the first player, forming a two-person "baka" chain.
7. The third player jumps over both crouching players. After the jump,
this player crouches in front of the second player, extending the
chain to three crouched players.
8. Each new player jumps over the entire line of crouching players.
This continues until all players have taken their turn jumping and
crouching.
9. If a tie breaks or is removed, the round ends and the entire group
must restart from the beginning.
10. The game will be completed successfully only if all players
jump and crouch without breaking any ties, and after that, the group
can proceed to the next station.
11. After the task is done successfully, the team must receive a
yarn from the facilitators before proceeding to the next station.
SSG OFFICERS IN-CHARGE:
Cherrvee B. Balingit
Fia Rian C. Loquinario
5
STATION 4: DUCK WALK CHALLENGE
1. Before proceeding to the fourth station, the group should have
completed the first three stations. They must present the colored
yarns that was given to them by each station to prove that they
have already finished those. Any group that fails to show theirs will
be disqualified.
2. The starting line of the fourth station will begin at Yael's Restaurant.
3. The 10 group members will perform the duck walk for five (5)
meters in a single line without breaking the tie with each other.
4. If the rope tie is broken, the team will go back to the starting line,
receive a new rope, and restart the challenge.
5. Each player must hold their ankles while duck walking. Letting go
means the team will be asked to restart.
6. The first player in line must keep duck walking until the last player
has crossed the finish line. Stopping, standing, or breaking
formation before then will force the team to redo the challenge.
7. Teams that successfully complete the duck walk challenge will
proceed to the final finish line.
8. The first team to cross the finish line must immediately chant their
team's yell to be officially declared the winner.
SSG OFFICERS IN-CHARGE:
Angel M. Nicer
Jessa Lei N. Lomahan
6
GUIDELINES AND MECHANICS IN COLOR FUN RUN
1. This game is open to all bona fide students of MSU-MCBE who are
officially enrolled in the first semester of the academic year 2025-
2026. Faculties are also welcome to join.
2. All participants will be required to be on the starting line at the
grandstand 10 minutes before the start of the game.
3. The Color Fun Run will have the route from Bataraza Grandstand to
MSU-MCBE Campus, the same with the route of the Amazing Race
participants.
4. The first participant to get to the finish line will receive a well-
earned point for their team.
7
GUIDELINES AND MECHANICS IN BANNER RAISING
1. This game is open to all bona fide students of MSU-MCBE who are
officially enrolled in the first semester of the academic year 2025-
2026.
2. Each team must have five (5) participants, consisting of two (2)
females and three (3) males, to compete.
3. Each team should include at least one (1) faculty member in this
activity.
4. The list of the names of the players must be given the day before
the activity for a smooth start. Failure to do so will result in the
team’s disqualification.
5. The teams will be required to be in the designated area 10 minutes
before the start of the game. Teams will receive a 3-point deduction
every 2 minutes they are late.
6. All players must wear proper sports attire, and no accessories are
allowed.
7. The race starts when the whistle is blown.
8. One sprinter from each team will run with the banner to the
designated end point. The remaining four teammates must wait at
this spot and are not permitted to begin setting up the poles until
their sprinter has arrived. Once the sprinter reaches the end point,
all five team members must work together to get the poles to stand
in their respective holes.
9. After attaching the provided rope onto the pole, the bamboo poles
must be well-placed and standing straight before raising the banner.
10. The team that first raises its banner (with the poles placed
well/not in a falling state) at the end of the pole shall be announced
as the winner.
Note: The fabric, rope, and bamboo pole for the banner of each team will
be provided by the SSG.
SSG OFFICERS IN-CHARGE:
Marc Jayson P. Rendan
Zyrel John M. Dolorfino
8
GUIDELINES AND MECHANICS IN TUG-OF-WAR
1. This game is open to all bona fide students of MSU-MCBE who are
officially enrolled in the first semester of the academic year 2025-
2026.
2. Every team must only have 10 participants to take part in the game.
(5 males and 5 females)
3. Each team should include at least one (1) faculty member in this
activity.
4. The list of the names of the players must be given the day before
the activity for a smooth start. Failure to do so will result in the
team’s disqualification.
5. The teams will be required to be on campus 10 minutes before the
start of the game. Teams will receive a 3-point deduction every
minute they are late. Teams with an incomplete number of players
will be disqualified.
6. All participants should wear sports attire, and no accessories are
allowed.
7. On the rope, there are three tag flags (one in the middle and two
others on each side at one (1) meter that will serve as the starting
point of each team.) On the ground, there’s a control line above
which the central (middle) flag is placed.
8. The game is single elimination: 1st place receives 30 points, 2nd
place 20 points, 3rd place (determined by a match between semi-
final losers) 10 points, and 4th place 5 points. The game order will
be determined by drawing lots.
9. The teams will line up on their respective ends of the rope.
10. All players must be standing on their feet during a match. No
anchoring the rope on any body parts. No sitting or lying down. All
pulling must be done with hands.
11. Players should not wrap the rope around any part of their
body.
12. Players should not shake the rope during a match, or they will
be disqualified. A match begins when the teams have grabbed the
rope, the game master centers the middle flag to control line, and
whistles.
13. The winner will be the team that pulled their opponent’s
starting flag across the control line. A match ends with the referee’s
whistle.
SSG OFFICERS IN-CHARGE:
Julius Churchill P. Aneron
9
GUIDELINES AND MECHANICS IN THREE-FOOT RACE
1. This game is open for all MSU-MCBE students. Each team will have
20 participants forming 10 pairs. The teams must have the required
number of participants 10 minutes before the game starts. If there
are incomplete members, the team will be disqualified.
2. The list of the names of the players must be given the day before
the activity for a smooth start. Failure to do so will result in the
team’s disqualification.
3. Each team should include at least one (1) faculty member in this
activity.
4. Two participants must be bound together at one leg. The right leg of
one person must be tied securely to the left leg of the other person.
The binding must remain in place until they reach the finish line
before untying the knot.
5. The participants must use the material provided for tying by the
officials; the use of rope, wire, or any other material is prohibited.
6. The race begins when a designated official gives a clear start signal.
When the designated "shared" foot of the pair crosses the finish
line, they can remove the tie, untangle it first, and then pass it to
the next pair.
7. After the tie is passed to the other pair, the finished pair must go to
the back. For the tying, the pair is the only one who can tie the knot;
the other participants must not help with tying.
8. In case of a tangled tie, the pair must untangle it first before passing
it to the next pair. The pair may not proceed without untangling it
first.
9. Participants are not allowed to use their hands to walk or crawl.
They may use their hands to help each other maintain balance.
10. Pairs must stay within their designated lane for the duration of
the race. Cutting into another team's lane or physically obstructing
an opponent is not allowed and will result in disqualification.
11. Participants are encouraged to communicate and work
together to establish a coordinated rhythm.
12. Spectators or non-participants are not allowed to physically
assist any team during the race.
13. If the binding comes undone, the team must go back to the
starting line and re-tie the knot, and only then can they continue the
race. They are not to move forward with their legs untied.
14. A team that crosses the starting line before the official signal
will be called back to the starting line for a restart. After two false
starts, the team will be disqualified.
15. Deliberate physical contact, such as pushing, shoving, or
tripping another team, will result in immediate disqualification.
16. The team that finishes the race must shout their chant, then
all members will sit, only then will their place be counted.
SSG OFFICERS IN-CHARGE:
10
Razma A. Abdullah
Jasmen M. Unda
11
GUIDELINES AND MECHANICS IN SACK RACE
1. This game is open to all bona fide students of MSU-MCBE who are
officially enrolled in the first semester of the academic year 2025-
2026
2. Every team must only have 10 participants (5 males and 5 females)
to participate in the game.
3. Each team should include at least one (1) faculty member in this
activity.
4. The list of the names of the players must be given the day before
the activity for a smooth start. Failure to do so will result in the
team’s disqualification.
5. The teams will be required to be on campus 10 minutes before the
start of the game. Teams will receive a 3-point deduction every
minute they are late.
6. Teams with an incomplete number of players will be disqualified.
7. All participants should wear sports attire, and no accessories are
allowed.
8. In playing the game, each team will be provided with a sack.
9. The game facilitator will put a chair in front of the group at least 10
meters away from them. The chair will serve as their point of
reference.
10. The first person on each line will be the first participant in the
race. The participant will step inside the sack and jump out, holding
the sides of the sack with both hands.
11. When the "GO" signal is given, they hop towards the reference
point around the chair and hop back to their lines.
12. When they reach back to their line in the group, they will pass
the sack to the next player in line without them helping the next
player, and they will proceed at the back of the line and sit until all
participants are done playing.
13. The first team to successfully get all the participants around
the chair and back wins. Other teams will be ranked accordingly.
SSG OFFICERS IN-CHARGE:
Leila Bernadette V. Quisto
Samerah G. Omar
12
GUIDELINES AND MECHANICS IN BATO BOLA
1. This game is open to all bona fide students of MSU-MCBE who are
officially enrolled in the first semester of the academic year 2025-
2026.
2. The list of the names of the players must be given the day before
the activity for a smooth start. Failure to do so will result in the
team’s disqualification.
3. The teams will be required to be on campus 10 minutes before the
start of the game. Teams will receive a 3-point deduction every
minute they are late.
4. Teams with an incomplete number of players will be disqualified.
5. Two teams will play against each other with 20 players (10 males
and 10 females) each team.
6. Each team should include at least one (1) faculty member in this
activity.
7. On the offensive side, males and females are separated to each side
of the court to ensure both genders can have a chance to throw the
ball.
8. The primary goal of the game is for a team to eliminate all the
players of the opposing team by hitting them with a ball.
9. Positions will be decided by a coin toss to ensure fairness of the
game on whether who is the first Offensive Team and the Defensive
Team.
10. A player on the Defensive Team is "out" if any part of their
body or clothing is hit by the ball thrown by a player on the
Offensive Team.
11. Players must stay within the boundary lines. A player who
steps outside the court will be declared out.
12. A 10-minute timer is set at the start of the game. Points are
awarded to the Offensive Team for how many players they hit during
that round.
13. If the Offensive Team hits all players of the Defensive Team
before the timer ticks off, they are considered the winner of the
match.
14. Once the player is hit with the ball or catches it, it will
automatically take out the player.
15. In case of a tie wherein both teams take out all players of the
opposing team, the winning team is based on the timer on who got
to eliminate all players of the opposing team the shortest.
SSG OFFICERS IN-CHARGE:
Carl Joseph F. Gabion
Christine P. Pastera
13
14
GUIDELINES AND MECHANICS IN KADANG-KADANG NA BAO
(COCONUT SHELL STILTS)
1. This game is open to all bona fide students of MSU-MCBE who are
officially enrolled in the first semester of the academic year 2025–
2026.
2. Each team must only have 10 players (5 males and 5 females) to
participate in the game.
3. Each team should include at least one (1) faculty member in this
activity.
4. The list of the names of the players must be given the day before
the activity for a smooth start. Failure to do so will result in the
team’s disqualification.
5. The teams will be required to be on campus 10 minutes before the
start of the game. Teams will receive a 3-point deduction every
minute they are late.
6. Teams with an incomplete number of players will be disqualified.
7. All participants should wear sports attire, and no accessories are
allowed.
8. Each team will be provided with two pairs of coconut shell stilts
(bao) tied with ropes for use in the game. If both are broken, the
team will automatically lose.
9. The game facilitator will place a marker (chair) 10 meters away from
the starting line to serve as the point of reference.
10. The first person in each team's line will step onto the coconut
shell stilts, holding the ropes securely with both hands. If a coconut
shell breaks, they must return to the starting point.
11. At the signal “GO,” the participant will walk with the coconut
shell stilts toward the reference point, circle around it, and return to
the starting line.
12. When the first participant returns, they must pass the stilts to
the next teammate, who will repeat the same procedure until all 10
members have finished.
13. The first team to have all its members successfully walk
around the marker and return to the starting line will be declared
the winner. Other teams will be ranked accordingly.
SSG OFFICERS IN-CHARGE:
Julius L. Peno
Jasper Ian Mantal
15
GUIDELINES AND MECHANICS IN PATINTERO
1. This game is open to all bona fide students of MSU-MCBE who are
officially enrolled in the first semester of the academic year 2025–
2026.
2. The game will be played under two categories: Category 1 is for
girls, and Category 2 is for boys.
3. There will be four teams in each category: Gold, Maroon, Blue, and
Green.
4. Each team is composed of fifteen players, with ten runners and five
blockers or linemen. Any player can be played as a blocker or a
runner. Players may be exchanged or substituted provided that the
game has not yet started. Once the game begins, no player
substitutions or exchanges will be allowed.
5. Each team should include at least one (1) faculty member in this
activity.
6. All participants are required to wear sports attire and their
designated team color for proper identification. Failure to comply will
merit a penalty of one point deduction or possible disqualification.
7. Teams must be in the designated court five (5) minutes before the
start of the game. Groups with incomplete members will be
penalized with a point deduction or may not be allowed to play.
8. The runners will start at the starting line and attempt to cross the
playing field line by line until they reach the opposite end and
return. If a runner successfully returns to the starting point, they are
no longer allowed to enter the game again.
9. The blockers or linesmen will stay on their assigned lines and
attempt to tag the runners using their hands only, without pushing
or tripping.
o The blockers must always keep both feet on the line.
o Blockers must face the runner when attempting to tag. They
are not allowed to tag runners from behind, since all blockers
naturally face backward when the runner returns to base.
o The blockers are not allowed to cross their feet over the line.
o No crawling or any other form of unauthorized movement is
allowed.
o The horizontal linesmen may only move sideways along their
horizontal line.
o The main linesman will be positioned at the side and will start
the game, and can be positioned at the first line, last line, or
side.
o The main linesman is not allowed to jump into the adjacent
box.
o Stepping out of line, pushing, tripping, or using unnecessary
force will result in awarding points to the opposing team.
o Each line shall have an umpire assigned to monitor fair play
and ensure that rules are followed.
10. The playing field is divided into five boxes, and each line
crossed by the runner is equivalent to one point. A runner who
successfully reaches the opposite end and returns to the starting
16
line earns the maximum of twelve points, which is six points for
crossing forward and another six points for crossing back. The
counting of points is based on the person who reaches the highest
points, which is 12 points. If no runner successfully returns, the
score will be based on the highest line reached by any runner, and
the points of other runners will not be counted.
11. Each match shall last for five minutes per turn. If three
runners are tagged, regardless of the time consumed, all runners
are out. After both teams have taken turns as runners and blockers,
the team with the higher score will be declared the winner of that
round.
12. For Category 1 (girls' division), the selection of opponents will
be done by drawing lots. The winners of these matches will face
each other in the championship, while the losing teams will compete
for third place.
13. For Category 2 (boys' division), the selection of opponents will
be done by drawing lots. The winners of these matches will face
each other in the championship, while the losing teams will compete
for third place.
14. After all matches, the champion of each category will be
declared based on the final results.
15. Unsportsmanlike conduct such as fighting, disrespecting
referees, or cheating will result in disqualification. The decision of
the referees is final and irrevocable.
16. Any concerns or complaints must be raised immediately after
the game. The team filing the complaint must provide valid
evidence within five minutes. If no evidence is presented within this
time, the complaint will not be entertained and the referee's
decision will stand.
SSG OFFICERS IN-CHARGE:
Nathalie A. Aragon
Prince Reymark L. Rico
Nur-Ainnie H. Munni
Tadzmahal Abdullah Datu Gileh
17