11-26-2007, 11:45 AM
Table Tennis
Use your paddle to bounce the ball across the net into your opponent’s side, and win a point if they fail to return it or allow it to bounce twice. The first player to reach 11 points wins the round. Each player takes turns serving twice.
Aquatics - 100m Freestyle
Dive in on the start signal and swim two lengths of the pool in the fastest time to win. Don’t forget to breathe, or it will cost you valuable seconds in recovery time!
Fencing- Individual epée
Brandishing your epée, aim to touch your opponent anywhere on their body with the tip of the blade to score a point. Use your defence skills to prevent your opponent from doing the same. The first player to gain 15 points wins the round.
Gymnastics - Trampoline
Use the trampoline to propel yourself high into the air and perform complex spins and somersaults. Your performance is judged on how precisely you execute your moves. As you land, be sure to prepare yourself for the next set of moves with a good high jump.
Gymnastics - Vault
Run up to the springboard and vault across the horse, performing spins and somersaults in the air. A maximum of 10 points will be awarded, depending on your mid-air performance and the skill of your landing. The best of three attempts is recorded.
Athletics - 110m Hurdles
Kick off from the starting blocks and sprint towards the finish line as quickly as you can, leaping across the hurdles positioned along your path. You won’t be penalised for knocking hurdles down, but it will cost you valuable seconds each time.
Athletics - 400m Hurdles
Kick off from the starting blocks and complete a 400 metre race to the finish line, leaping across the hurdles positioned along your path. Be sure to save up your energy for the final sprint, or you may wear yourself out and lose your competitive edge.
Athletics - Triple Jump
Sprint down the runway towards the designated takeoff mark. Take a hop, step, and jump into the sand-filled pit. Start your first leap before the takeoff mark to avoid a foul. The best of three attempts will be recorded.
Athletics - Hammer Throw
Take the hammer in hand, spin on the spot to build up momentum, and release the hammer in the direction of the landing area before the countdown runs out. The further away it lands, the better your score. The best of three attempts is recorded.
Athletics - Long Jump
Sprint down the runway and jump before you reach the designated takeoff mark to avoid a foul. Try to jump as far as you can into the sand pit. The best of three attempts will be recorded.
Athletics - Pole Vault
Run down the runway and plant your pole in a box set in the ground to help you vault over the crossbar without knocking it off its supports. You can set your own starting height, but this is increased with each successful jump. As with the High Jump, your score will be determined after three successive failures.
Athletics - High Jump
Jog down the runway and leap over the crossbar, taking care not to knock it off its supports. You can set your own starting height, but this is increased with each successful jump. When you fail to clear the crossbar three times in succession, the last height you successfully cleared will be recorded as your score.
Use your paddle to bounce the ball across the net into your opponent’s side, and win a point if they fail to return it or allow it to bounce twice. The first player to reach 11 points wins the round. Each player takes turns serving twice.
Aquatics - 100m Freestyle
Dive in on the start signal and swim two lengths of the pool in the fastest time to win. Don’t forget to breathe, or it will cost you valuable seconds in recovery time!
Fencing- Individual epée
Brandishing your epée, aim to touch your opponent anywhere on their body with the tip of the blade to score a point. Use your defence skills to prevent your opponent from doing the same. The first player to gain 15 points wins the round.
Gymnastics - Trampoline
Use the trampoline to propel yourself high into the air and perform complex spins and somersaults. Your performance is judged on how precisely you execute your moves. As you land, be sure to prepare yourself for the next set of moves with a good high jump.
Gymnastics - Vault
Run up to the springboard and vault across the horse, performing spins and somersaults in the air. A maximum of 10 points will be awarded, depending on your mid-air performance and the skill of your landing. The best of three attempts is recorded.
Athletics - 110m Hurdles
Kick off from the starting blocks and sprint towards the finish line as quickly as you can, leaping across the hurdles positioned along your path. You won’t be penalised for knocking hurdles down, but it will cost you valuable seconds each time.
Athletics - 400m Hurdles
Kick off from the starting blocks and complete a 400 metre race to the finish line, leaping across the hurdles positioned along your path. Be sure to save up your energy for the final sprint, or you may wear yourself out and lose your competitive edge.
Athletics - Triple Jump
Sprint down the runway towards the designated takeoff mark. Take a hop, step, and jump into the sand-filled pit. Start your first leap before the takeoff mark to avoid a foul. The best of three attempts will be recorded.
Athletics - Hammer Throw
Take the hammer in hand, spin on the spot to build up momentum, and release the hammer in the direction of the landing area before the countdown runs out. The further away it lands, the better your score. The best of three attempts is recorded.
Athletics - Long Jump
Sprint down the runway and jump before you reach the designated takeoff mark to avoid a foul. Try to jump as far as you can into the sand pit. The best of three attempts will be recorded.
Athletics - Pole Vault
Run down the runway and plant your pole in a box set in the ground to help you vault over the crossbar without knocking it off its supports. You can set your own starting height, but this is increased with each successful jump. As with the High Jump, your score will be determined after three successive failures.
Athletics - High Jump
Jog down the runway and leap over the crossbar, taking care not to knock it off its supports. You can set your own starting height, but this is increased with each successful jump. When you fail to clear the crossbar three times in succession, the last height you successfully cleared will be recorded as your score.