


Olympic Games
-
Speed Walking
Rules: This is a relay race which consists of 4 laps around the track (1 lap per person). Each team will have 4 participants. Walkers must stay within the boundaries of the outlined course. The baton is passed to each runner and used throughout the race. Light contact is okay - but no pushing. Walkers are not allowed to run. Race walking differs from running in that it requires competitors to maintain contact with the ground at all times and requires the leading leg to be straightened as the foot makes contact with the ground. It must remain straightened until the leg passes under the body. Anyone who begins to run will be penalized by being required to stop walking for three seconds.
-
Medicine Ball Shotput
Rules: Each participant will throw twice, with the farthest of the two being the one used to declare the winner. Crossing the line during the throw will result in a penalty of a 6 inch deduction on the best throw.
-
Plunger Toss
Rules: Each participant will throw the plunger twice. Judges will mark where the plunger first touches down, not where it ends up. Crossing the line during the throw will result in a penalty of a 6-inch deduction on the best throw. Winners will be decided based upon the best of each team's two throws.
-
Equestrian Relay
Rules: Each team has 3 participants (equestrians). The first and third equestrians for each team will compete in the inflatable horse costume, while the second will compete using the stick horse. Each equestrian must each complete one full lap, jumping over the “fences” in his or her path. If a fence is knocked down, the equestrian must right it up and re-jump over it successfully before moving on. “Trotting” (skipping) only – no running. The winning team will be the one whose third equestrian crosses the finish line first.
-
Pop-a-Shot
Rules: Participants will go one at a time and use only the left basket of the Pop-A-Shot machine. The machine’s announcer will count down to start. Each round is 30 seconds long. Baskets are worth two points until the final 10 seconds when they are worth three points. If 30 points are reached, 15 bonus points will be given. If 60 points are reached, another 10 bonus points will be given. In the event of a tie for first at the end of the event, the tied participants will be contacted for a final round of shots. The highest score from the extra rounds will be declared the winner.
-
Synchronized Swimming
Rules: Each team must select a 45 second clip of any song they wish (submitted to the Olympic Committee two days in advance). The team will perform their act inside the Olympic “pool”. A panel of three judges will base their scores on creativity and technical expertise/difficulty (50/50).
-
Pickleball
Rules: Opponents gets 5 serves, then switches over. Semi Final will be up to 11 (Must Win by 2 clear points). Final will be up to 21 (Must win by two clear points) Opponents must not enter the (Kitchen area) also known as the “D” foot is allowed to be on the line. Must not step inside.
-
Fruit by the Foot
(Rules: Competitors start with the Fruit by the Foot in their mouths, letting the unrolled candy dangle out in front of then. When the whistle blows, competitors will race to get the entire roll-up in their mouth without using their hands. First one to finish, wins.
-
Hula Hoop Race
Rules: Each team forms a circle with all participants holding hands. A hula hoop is placed between the clasped hands of two participants for each team. The hula hoop must be passed from the first person, all around the circle and return back to its original place without any participant letting go of any hands. The team that does this the fastest, wins.
-
Axe Throwing
Rules: Each participant will be allowed to practice for up to one minute each before the start of the event, and will then be given three official throws of the axe. The team that gets closest to the bullseye wins (Note that the axe must stay stuck to the target to count
-
RipRider Relay
Rules: Each team has four participants. Only one participant on the RipRider at a time. One other team member can push the person on the RipRider up until the “push line.” After that, the person on the RipRider must use peddle power to go around the cone and back across the starting line before changing drivers. Participants must remain on the RipRider with all wheels on the ground. No carrying the RipRider (even if it breaks).