Hi J2s,
Duration: 1500-1830 (3hr30mins)
Venue: NYJC
Timeline
Time | Activity | IC |
1500-1515 | Introduction by Sufern & Teachers | Su Fern |
1515-1545 | Ice Breakers | Veronica |
1545-1630 | Warm-up/ Core training & Horse Stance | Edison & Christabelle |
1630-1715 | 3.2km run | |
1715-1830 | Tribal War | Melvin |
1830-1845 | Debrief/ QnA | Edison & Christabelle, Su Fern |
Ice Breakers
For Icebreakers, we will play "Give me tempo, ready go" and 7-Up.
For the first game, it requires us to know everyone's name so we would be able to familiarize with each other.
The second game is an "energizer", a game to get us all high.
Core Training and Horse Stance
The usual thing ODAC usually does for PT. This is to let them have a feel of our usual training.
8 rounds around the track
We will not be seeing so much on their physical level because we are not sure if they would want to join us so we decided to do something less demanding, 2 more rounds than their usual 2.4. We hope to let the J1s feel our ODACian persevering and motivating spirit by pushing them to run more than their usual 2.4.
Tribal War
Gist of activity
ODACians will be divided into two groups. In each group, there will be three different roles to be played, namely Warrior, Mage and Tribe Chief. The objective of the whole game is to get the opponent group’s flag from their base, having both their own flag and their opponents’ by the end of a time limit of 50mins. In the process of getting the opponent group’s flag, groups can choose to secure checkpoints for upgrade. This upgrade allows the group to be stronger than the other, hence allowing easier access to the opponent group’s flag.
Game Description
Objective:
To have both flags at the end of the 50mins
Dividing into tribes:
1. Members will be divided into 2 groups (‘tribes’) of equal strength.
2. Members to be told that there are 2 bases (one for each tribe) and 3 checkpoints located around NYJC (Specifically along the road beside CCA and science block)
Choosing unit ratios within tribes; tying of harnesses
1. Each group can decide the number of Warriors and Mages they want to have. However, there has to be at least 8 Mage and 8 Warrior present.
2. Each group has to select a Tribe Chief.
3. Warriors, Mages and Tribe Chief can be differentiated by the tag their wearing.
4. The number of different types of unit tags will be given accordingly, as well as 1 Tribe Chief tag.
5. Harness is to be tied around the waist with masking tape.
6. The harness represents the ‘life’ of the member.
7. Once the harness around him/her is broken, he/she is considered ‘dead’ and can only be revive by Mages at their respective base. Only Mages and Tribe Chief are allowed revive themselves.
Description of Units
Ø Warriors
- Able to ‘kill’ opponent tribe members by breaking the harness around them (made from masking tape) with bare hands.
- Once the harness around the warrior is broken, he/she is considered ‘dead’ and can only be revive by Mages at their respective base.
Ø Mages
- Able to revive themselves, Warriors and Tribe Chief by tying harness around their waist at respective bases.
- Able to convert checkpoint into their own tribe’s (For further explanation please see below)
- Once the harness around the Mages is broken, he/she is considered ‘dead’ and can be revive at their respective base.
Ø Tribe Chief
- Leader of tribe
- Able to do what both Warriors and Mages can do.
- Midas’ touch upgrade available (For further explanation please see below)
- Once the harness around the Tribe Chief is broken, he/she is considered ‘dead’ and can be revive at their respective base. ALSO, all checkpoints that currently belong to the tribe are converted back to neutral upon tribe chief’s ‘death’.
Bases
1. Each base is a square marked out by 4 colored cones.
2. Each tribe will start out from their respective bases when the game commences.
3. It is the only place where tribe members can be revived by either Mages or Tribe Chief
4. At the start of the game, each base has 15 coloured cones. These are for the Mages to secure checkpoints.
5. A flag that represents their tribe will also be in the base at the start of the game.
Checkpoints
1. A checkpoint is a square marked out by 4 coloured cones
2. There are a total of 3 checkpoints located around NYJC
3. Mages can secure the checkpoints by rearranging their respective coloured cones in a V formation in the marked square. (Please refer to appendix)
4. However, 1 Mage can only carry 1 cone at any one time.
5. If a checkpoint happens to be already secured by another tribe, then a group of Mages will have to remove the opponent tribe’s cone one by one. Only then can their own tribe’s cones be arranged.
6. Removed cones must be placed right outside the checkpoint. Mages are not allowed to sabotage another tribe by deliberately moving the other tribe’s cone to another part of the college.
Upgrade (Midas’ Touch)
1. When all 3 checkpoints are secured by a tribe, a wristband (made from masking tape) will be given to their respective Tribe Chief.
2. This wristband represents the power of Midas’ Touch.
3. It means that the Tribe Chief will have the ability to ‘kill’ any opponent tribe members just by touching the opponent tribe members’ harnesses with the hand having the wristband. E.g when the Tribe Chief has the wristband on his left wrist, only his left wrist will have the power of Midas.
4. Upon touch, the opponent tribe members will be ‘killed’ and have to return to their base to be revived again by Mages.
5. However, when the Tribe Chief dies or when that tribe have less than 3 secured checkpoints, the wristband will no longer be in possession by the Tribe Chief and be returned to Melvin, Su Fern, or Veronica.
Battlefield
1. The playing area only includes the road besides CCA and science block, starting from container classrooms to security guard.
Game Preparation:
1. Before the game commence, 10min will be given to each tribe for tying of harness and to strategise.
2. In the mean time, tribe are to send 1 member to scout the land for the checkpoints.
Game starts:
1. Games only commences when the IC gives the signal.
2. Tribes will start out from their respective bases.
Game ends/Area cleaning:
1. Game will end 50min later
2. After that, members are to help clean the area used.
Rules & regulations
1. Members are to abide by the saying, “safety first”. If any member were injured and be deem unfit, he/she will be out of the game.
2. For environment purposes, once ‘dead’, members are to carry their broken harness back to respective bases to be thrown away when game ends.
3. To ensure fairness, any member who often do not abide to the game description will be penalise will a 15min cooldown period. He/she will not be able to participate during the cooldown period.
Duration: Total of 1 hr 15mins
- 10min Briefing
- 10min strategize/scouting
- 50min Gameplay
- 5min Area Cleaning
Logistics(estimated):
1. 10 rolls of masking tape
2. 12 green coloured cones
3. 19 red coloured cones
4. 19 yellow coloured cones
5. raffia string
6. tags (self-made)
Basketball courts
Checkpoint formation
Manpower allocation
Name | Area of Supervised | Remarks |
Su Fern | Area behind i-Space | 1. Inform IC when Checkpoints near area are secured by tribes 2. Oversee base at area behind i-space
|
Veronica | Container classroom area | 1. Inform IC when Checkpoint near area is secured by tribes 2. Oversee base at area near container classrooms |
Melvin | Overall | 1. Oversees game 2. Pass down instruction for the release/withdrawal of Midas’ wristband to tribes |
update-7:41 PM