Launched September 2016 and organised by LCS Sports Camps the Medway Schools Cup (MSC) will be a multi-sport competition designed to give the opportunity for children to try a range of different sports in a competitive environment. The majority of events will take place on Saturday mornings between 9am and Noon.

The series has been running for over 10 years now and was previously run as the Medway Touch Schools Cup and the LCS Schools Cup.

We do not receive any external funding to run these events and therefore look to cover all costs from the schools taking part. Once a school has submitted an entry form for an event this cannot be withdrawn and settlement of the entrance fee is immediately unless the school has other credit terms agreed with LCS.

The completion is open to all schools in Medway and will include Year 3/4 and Year 5/6 competitions all in mixed format. Special events for infants (Year R-2) have also been arranged


2017-2018 Schedule of Events

Saturday 30th September 2017 Tag Rugby 7's (Outdoor)  - Fort Pitt Grammar School Mixed Year 3/4 &Year 5/6

Schools taking part Brompton Westbrook, Bryony & St Andrew's

RESULTS

Winners Year 3/4 Bryony Winners Year 5/6 St Andrew's


Saturday 14th October 2017 Cross Country (Outdoor) - Fort Pitt Grammar School Infants & Juniors

Schools taking part St Andrew's, Gordon Federation, Phoenix Academy, Wouldham & Bryony

RESULTS

Winners St Andrew's, Runner Up Bryony, 3rd Phoenix & 4th Wouldham. Phoenix & St Andrew's were also awarded 10 additional fair play points


Saturday 11th November 2017 Ultimate Frisbee (Indoor) - Fort Pitt Grammar School Mixed Year 3/4 & Year 5/6

Schools taking part St Andrew's & Bryony

RESULTS

Winners Year 3/4 St Andrew's  Winners Year 5/6 Bryony both schools were also awarded 10 additional fair play points


Saturday 9th December 2017 Infants Superstars (Indoor) - Fort Pitt Grammar School Mixed Infants

Schools taking part St Andrew's & Bryony

RESULTS Winners St Andrew's


Saturday 13th January 2018 Kickball (Indoor) - Fort Pitt Grammar School Mixed Infants & Juniors

RESULTS


Saturday 3rd February 2018 Netball (Indoor) - Fort Pitt Grammar School Mixed Year 3/4 & Year 5/6

RESULTS


Saturday 17th March 2018 Yball (Outdoor) - Fort Pitt Grammar School Year Junior School Girls & Junior School Boys

RESULTS


Saturday 21st April 2018 Juniors Superstars (Indoors) - Fort Pitt Grammar school Mixed Juniors Year 3 through to Year 6

RESULTS


Saturday 12th May 2018 Softball (Outdoor) - Fort Pitt Grammar School Mixed Infants, Year 3/4 & Year 5/6

RESULTS


Saturday 9th June 2018 Touch Rugby (Outdoor) - Fort Pitt Grammar School School Mixed Year 3/4 & Year 5/6

RESULTS 


Saturday 7th July 2018 Flag American Football (Outdoor) Fort Pitt Grammar School Mixed Year 3/4 & Year 5/6

RESULTS 


Saturday 7th July Medway Schools Cup Presentations





POINTS SYSTEM

Points for each events will be awarded as follows

Cup Winner (1st) - 35 Points

Cup Runner Up (2nd) - 25 Points

Plate Winner (3rd) - 15 Points

Plate Runner Up (4th) - 12 Points

Bowl Winner (5th) - 8 Points

Bowl Runner Up (6th) - 5 points

No points will be awarded for teams finishing below 6th place

Match officials may award up to 10 fair play points per event for school teams, officials and supporters.  


POINTS TABLE 2017-2018

Points after four events - Updated 9th December 2017

St Andrew's, Rochester 225

Bryony, Rainham 170

Brompton Westbrook, Gillingham 40

Phoenix Academy, Chatham 25

Wouldham All Saints, Wouldham 10

Gordon, Strood 0


CODE OF CONDUCT

All players, school officials and spectators agree to respect and accept all LCS officials decisions during events and also respect other teams players, officials and spectators. If any issues need to be raised then this can take place via a school official during a break or at the end of a game. No discussions should take place during a game. All LCS officials decisions are final.

Any parties which are deemed to be in breach of the code will be initially warned and if the breach continues they will be asked to leave the venue, should they fail to do so the school they are associated with will be disqualified from the event and all future events. In the event of any breach the school associated with that person or persons will receive an automatic 10 series points deduction.

LCS officials reserve the right to inform the relevant local authorities of any incidents and as such will use audio and video capturing equipment to record events as evidence.


RULES - TAG RUGBY 7'S

- Played under the modified World Rugby 7's rules

- 7 players may be on the pitch at all times (minimum of 3 female players)

- Pitch size 70m x 40m

- All players must wear tag belts and tags, belts around the waist and tags at either side (not front or back)

- Play starts with one team kicking the ball from the centre at least 10m

- If a player is tagged with possession of the ball they must pass the ball immediately

- If the ball hits a player above their knee or is dropped forward then play will stop and a scrum (non contested) will be awarded to the non offending team

- If a player runs over the side line then a line out (non contested) will be awarded to the non offending team

- For scrums and lineouts a maximum of 4 players will be involved with the scrum half also taking the role of a hooker for a line out. All other players will be 7m behind the scrum/lineout until the ball is deemed to be out and in open play.

- A try is scored by a team grounding the ball, under control over the oppositions try line. A try is worth 5 points.

- Following a try the team which scores can add an additional 2 points by kicking the ball over the posts, the kick will taken no more than 20m out from the try line, in line with the area in which the ball was grounded for the try with the exception of the Year 3/4 comp who will not be kicking for additional points.

- Following a try play is restarted by the team that scores kicking the ball back to the non scoring team from the half way line.

- Match duration is 7 minutes per half

- Players may substitute on a rolling basis at any time as long as no team has more than 7 players on the pitch at one time.

- Penalties may be awarded for

Not remaining or getting on side following a player being tagged

Deliberately preventing a team from catching the ball by knocking it down or knocking it into touch

Unsporting conduct

Not retreating back 10m following a penalty

Tripping or grabbing a player

Removing the tag of a player who is not in possession of the ball

Not releasing the ball immediately if tagged

At a penalty the defending team must retreat 10m, the attacking team has the option to go for 3 points if they can kick the ball over the posts. If the non offending team decides to kick the ball into touch (sideline) they then get a line out from the point it went into touch.

- Players may kick the ball (below the knee) at any time during play

- Scrums may be awarded for

Forward passes

The ball being knocked forward

A players grounding the ball within their own try line

The ball not being kicked the full 10m at a restart


The game finishes when the ball goes out of play following the hooter.




RULES - CROSS COUNTRY

- Schools may enter up to 4 girls and 4 boys per age group

- Runners must stay on the designated course and will be disqualified if they cut out or avoid any part of the course. Course marshals will be placed throughout the course.

- Points are awarded for all finishers, 1 point for first 2 points for second etc and the school with the lowest points overall after all races will be the winners.

- If a participant fails to finish then they will be awarded he remaining points for that individual race.

- If a team fails to enter 4 runners per race they will also be award the highest points left/available in that race i.e if a school only enters 2 runners in a race they will still be scored on 4 runners.

- In the event of more than one school finishing with the same number of points then the school with the most overall wins will be designated the winners.

- If a runner is not at the start line at the designated start time then they will not be allowed to join in the race and runners may only run in one race.


RULES - ULTIMATE (FRISBEE)


  1. Ultimate is a non-contact team sport utilising a disc (Frisbee) and two end zones

  2. The aim of the game is for a player to pass the disc from player to player and eventually when close enough or an opportunity arises to pass the disc to a team member in the opposition’s end zone, if they catch the disc then the team’s scores a point.

  3. Each team starts in their designated end zone. The game starts with a “Pull” (throw) by one team with the opposition getting possession of the disc either where they catch the disc or where it lands the team who throws the disc cannot touch or pick up the disc until the opposition has had possession. No player can leave their end zone until the disc has been thrown this applies to the start of the game and restarts following a score.

  4. In general play the player with the disc cannot move, they can pivot on their landing foot and can pass the disc in any direction. Defending players much remain 1m away and cannot encroach within the 1m.  They can attempt to block or intercept the disc as soon as it leaves the players hand. The player with the disc has just 10 seconds to pass the disc. There is no limit on the number of passes a team can make before scoring.

  5. If a defending player accidently makes contact (either on their person or the disc) with an attacking player  they must move away and allow the non-offending player a free pass (i.e. that offending player cannot attempt to block the pass)

  6. If two players from both teams catch the disc at the same time then possession stays with the team who were in possession at the time of the pass if this happens in the end zone then a score can be awarded.

  7. If a team fails to pass the disc from player to player either because the disc is dropped or a defender blocks or intercepts the pass then possession is immediately turned over.

  8. Once a team scores they then pull from the end zone they scored in (end zones change after each score) this is to balance out any advantage a team may have  due conditions such as reflective sunlight or winds.

The team at the end of the allotted time with the most points wins


RULES - KICKBALL

Events will be played under the adapted WAKA rules 

- Teams may be made up of up to 10 players with 9 players on the field at any time (minimum of 4 girls). Once teams have designated their kicking order for their 9 players they must stick to this order for the duration of the event.

- The kicking team will in turn (girl/boy) attempt to kick the ball and advance to the next base without being hit by the ball or the ball reaching that base before they get there. If the ball is caught cleanly by a fielder then they are out. If they are hit by the ball then they are out or if the ball reaches the base before they get there then they are out.

- Innings end when 3 kickers are out or all 9 players have kicked the ball. At the end of an inning the kicking team will then becomes the fielding team and vice versa.

- Fielders cannot move until the ball has been kicked by a kicker, if they move or advance before the ball is kicked then the kicker gets an automatic free run to the next base. If a previous kicker is already on this base then they can also advance to the next base.

- Kickers may come off their basis at any time and return to their base unless the kicker behind them has already reached that base and cannot return to a previous base.

The fielding team must provide one pitcher who can deliver the ball over the home plate without excessive bounces. If the pitcher is deemed to be throwing "balls" (bad pitches) then the kickers will be allowed to advance to the next available base(s)

- Kickers must touch the bases as they run around the field

- Kickers must kick the ball within the field of play and not outside the foul ball line. If a kicker kicks the ball foul four time this will be deemed to be an out.

- Fielders must have their foot on a base and have control of the ball to catch a kicker out.

- To score a run a kicker must advance and touch all bases first, second, third and home plate without getting touched by the ball. Fielders may throw the ball at the kicker (below the head and above the waist) to catch the out or can "tag" them with the ball by running and touching the kicker with the ball in between bases.

- On a flyball (a kick caught cleanly by a fielder) kickers may return to their previous base as long as they were in contact with the base prior to the ball being kicked. If a kicker leaves the base before the ball was kicked then they will also be out.

The team with the most runs at the end of the allocated time or innings wins. 


RULES - SUPERSTARS

- Each school will be permitted to enter 3 girls and 3 boys from Reception through to Year 6 (Up to a maximum of 42 children per school)

- All children will take part in 6 events with points being awarded for each activity based on levels reached, the speed in which the children complete a task or the number of activities completed where the event is limited by time.

- Gold, Silver and Bronze medals will be awarded to the top three girls and boys in each age group. All remaining children will receive a medal for participating

- All points will be combined to determine the school with the highest number of points and therefore the overall winners

- Events will be 15m (infants) 20m (juniors) beep test, 20m Speed Test, Sit Ups (1 minute), Squat Thrusts (1 minute), Speed Stacking (1 minute) & Power Bounce (1 minute)


RULES - BASKETBALL

This event will be played under the Medway Mini Youth Games rules http://www.medway.gov.uk/pdf/Mini%20Youth%20Brochure%202016-aw.pdf

A summary of the rules is as follows

- The games is played with a maximum of five players on the court at all times, maximum number of male players is three

- Contact only allowed on the ball, any fouls will result in a free throw from the nearest side line

- The number of fouls is not recorded although should a player continually commit the same foul they may be asked to leave the court, the team may bring on a different player

- Scoring is as follows

1 point - For hitting the rim of the hoop

2 points - For the ball going through the hoop when shot from inside the D

3 points - For the ball going through the hoop when shot from outside the D

- The game starts with a ball being thrown up in the air between two opposing players, play is restarted following a score with a throw from the backline of the court by the non scoring team the scoring team should retreat to the half way line before they are allowed to contest the ball.

- Players are permitted half a step with the ball should they wish to continue running with the ball they must bounce it.


RULES - NETBALL

This event will be played under the Medway Mini Youth Games rules http://www.medway.gov.uk/pdf/Mini%20Youth%20Brochure%202016-aw.pdf


RULES - YBALL

- Teams consist of 9 players with a minimum of 4 girls on the field of play at all times

- Scoring boxes will be located 30m from each other

- A toss of a coin will decide which team starts with the Nerf

- The Nerf can be passed in any direction and if the Nerf is passed to a player in the scoring box and they catch it then that team is awarded a point. Play is then restarted by one of the defending players

- There is no limit on the number of passes

- A player in possession of the Nerf cannot move, they can pivot.

- There are no official boundry lines this includes behind the box however an unofficial lines will be marked out to mark where spectators may stand

- Players must stay on their feet, if a player goes to ground they must release the Nerf to the nearest opposition player

- If two players catch the Nerf at the same time it will be thrown up by an on field umpire for the players to contest

- If a Nerf falls on the ground it may be picked up by any player

- Defenders must stay a minimum of 1m away from a player in possession of the Nerf and cannot make contact with that player or the Nerf

 - Yball is a non contact sport, any contact will be penalised with a free throw (one free pass that the defender cannot block or intercept), if a players continues to make contact then they will be removed from the field of play for a minimum of 2 minutes

- If the player designated to be in the box steps out of the box or any other player steps into the box (unless changing over) then a penalty will be awarded to the non offending team from the half way mark. 


RULES - ARCHERY

- Schools may enter 2 female and 2 male participants per age group (Year 2-Year 6) up to a maximum of 20 children per school)

- Year 2 & 3 will be using the Geologic soft archery kit, Years 4/6 will be using the Geologic field archery kit

- The distance the archer stands away from the board will vary depend on the different ages

- Each child will be given 5 attempts using 3 arrows each turn.

- The score from each attempt will be combined to find the 1st, 2nd and 3rd places in each age group and all scores across all the age groups will be combined to run an overall winning school.

- The judges decisions will be final on the scores being awarded and with the soft archery kit the score will be given where the majority of the arrow tip had landed, the arrow may fall off but the score will still count if it sticks for at least 3 seconds. If an arrow bounces off the ground and then hits the board this will not count.


RULES - SOFTBALL

The event will be played under the Official British softball rules http://www.britishsoftball.org/uploads/_documents/Files/Rules/ISF_rules_2010.pdf

A summary of the rules is as follows

- Each team will have 9 fielders and 9 batters with a maximum number of five male participants

- Batters must come out in female/males/female/male etc formation

- Players may rotate their fielding positions after their innings but cannot rotate their batting order once it has been handed into the match officials

- NEW 2017-2018 Pitchers must pitch the ball under Fast Pitch rules apart from infants who will be hitting off of a batting tee

The ball must be pitched underarm

The ball must be delivered between the batters shoulder and knee over Home Plate

- Batters must release the bat once they have hit the ball into fair territory and the remaining batters must stay in the allocated batting box until they are called to bat.

- A maximum of two fielders are allowed within the diamond, all other fielders must remain outside until the ball has been stuck

- The batter will have three a maximum of strikes (misses) and a maximum of four foul balls (the ball it hit but goes into foul territory) to attempt to hit the ball and become a runner. If they fail to hit the ball into fair territory with the limited number of strikes/fouls this will be an Out

- Players must touch the plate they are running to without being tagged out (touched with the ball) or the fielders getting the ball to the plate before the runner gets there. If they fail to reach the plate or get tagged out then this will be an Out

- Where a batting team gets its third Out then that inning will cease.

- To score a Run (one point) a player must run to 1st,2nd,3rd and Home plate ensuring that they touch each base on their way around without being Out

- If a player leaves a base in an attempt to Steal then they cannot return to that base. Players may Steal at any time apart from when the Pitcher has the ball.

- The number of innings will depend on the amount of time available but each team will get the same amount of innings before the final score is recorded.

- If a player hits the ball and it's caught cleanly by a fielder then any players running are Out, unless they were in contact with the plate before the ball was struck if they did not attempt to Steal or advance before the ball was struck they are allowed to return to their base this is called a Fly Ball fielders can however attempt to get them out by throwing the ball to the base they are attempting to get back to.

- The team with the most runs after the allocated number of innings wins


RULES - TOUCH

The event will be played under the Official Federation of International Touch rules http://www.englandtouch.org.uk/wp-content/uploads/2016/07/FIT-Playing-Rules-4th-Edition-2013.pdf

A brief summary of the rules follows

  • - Play starts and restarts at the centre with a “tap”. This is performed by moving the ball on the ground with the foot, free from the hands, and then picking it up. Penalties are performed using the same procedure. On both a re-start and penalty the defending team must retreat at least 10 metres.
  • - Six players are allowed on the field at any one time, with up to eight substitutes off the field. Reserves can be continuously substituted at any time from one side of the field.
  • - A touchdown is scored by grounding the ball on, or behind, the try-line. One point is awarded for a touchdown.
  • - A touch is legitimate and minimal contact between a player in possession and a defending player. A touch includes contact on the ball, hair or clothing and may be made by a defending player or by the player in possession. The referee is the sole judge of the touch and has the discretion to overrule a claim (so play to the whistle!). An attacking player may affect the touch by deliberately touching the opposition.
  • - When touched, the player in possession must place the ball on the ground at the exact point of the touch. Play is re-started by stepping over the ball. It can be controlled with a hand or foot. This is known as a rollball. The ball may not roll more than a metre. A player may not perform a rollball unless touched.
  • - The player picking up the ball (the half) may run, but if touched a changeover occurs. The half may not score and a changeover (rollball) will be awarded if this occurs.
  • - After 6 touches with no score, possession changes. The attacking team begins play with a rollball.
  • - During a rollball, all defending players must retire to the onside line set by the referee (at least 5m). The defending team cannot move forward until play restarts, nor interfere with play whilst retreating. A restart occurs the moment the ball is tapped (for a tap) or the half touches the ball (for a roll ball). Players may not delay the game by deliberately delaying a roll ball.
  • - If the attacking player, when making a quick start, is touched by an offside defender, the referee may call for play to continue or give a penalty tap.If a team is repeatedly offside (more than two consecutive times) the referee will  award a Play On to the attacking side which will allow the attacking side to score this is to prevent repeat off sides by the defence to slow down the game to allow them to realign.
  • - When a rollball is taken within 5 metres of the scoreline the defending players must retreat with both feet to behind their scoreline before they can make the touch. If a player is touched in the touchdown zone before grounding the ball the touch counts and play is restarted on the 5-metre line.
  • - If the ball is dropped or if a player crosses the sideline before being touched, a change of possession if it is the 6th touch.
  • - A penalty is awarded for infringements including: forward pass, offside play, performing a roll ball over the mark, claiming a touch when none was made, using more than minimum force to make a touch, interfering with the roll ball and passing the ball once touched. When a penalty is awarded, the referee will give the mark where the Tap Ball must be taken and set the onside line for the defence (at least 10m).
  • - If the defending team unsuccessfully intercepts the ball or it is intentionally knocked down, the attacking team restarts their posession (‘six again’).
  • - No obstruction, excessive contact, verbal abuse or foul play will be tolerated – the referee is sole judge. A penalty will be awarded in such cases and players can be removed from the field. Serious or continual foul play of any nature will result in the player being sent off without a replacement.



  • RULES - FLAG AMERICAN FOOTBALL

    - Year 3/4 Onfield Teams will comprise of 7 players, Year 5/6 Onfield teams comprise of 11 players

    - Play commences with one team kicking the ball the receiving team has the opportunity to play the ball and may run with it, if it hits a receiving play then the receiving team commences with a 1st down from the position the player was struck.

    - Each team gets 4 attempts (4 downs) to advance 10m with the ball. If they fail to advance 10m then the ball is turned over.

    - If a team advances 5m on their first down then they only have 5m left to advance with their remaining three downs

    - If a receiver catches the ball then they may run and can continue to run until they are either tagged, run over the sideline or score a touchdown.

    - If a receiver (including the quarterback) catches the ball and then drops it, I can then be recovered by any player from either team.

    - If a receiver catches the ball and is then tagged play continues from that position, if that position is in front of the 10m position they were trying to achieve play still continues from the position of the tag with a new set of downs. All downs take place in the middle of the field in between the two goals.

    - To score a player must either run into the endzone with the ball or catch the ball cleanly in the touchdown zone

    - If a defending player catches the ball then this is a turnover and the player may run with the ball and attempt to score

    - The ball can be passed backwards as many times as team wish during a play but can only be passed forwards once on or behind the line of scrimmage if a player crosses this line they can no longer throw the ball forward and must run it.

    - If a quarterback is tagged by an opposing player before they can release the ball then play with continue from that position with the next down, if the quarterback runs backwards this means play will continue from that position and the team will lose ground.

    - Year 3/4 do not kick for an additional field goal following a touch down, Year 5/6 may attempt a field goal for one additional point or another set play for an additional 2 points but the ball must be caught in the endzone for the additional points to count.

    - If a receiver does not catch the ball cleanly or the quarter back fails to the ball from the snap then this will be deemed to be a fumble and play continues from the same position with the next down.

    - Teams may either attempt to run the ball or kick the ball on a 4th down and should a team decide to kick the ball then it's open to be picked up by any player from either team

    - Penalties will be awarded for

    Pass interference - deliberately pulling or tagging a receiver before they get the ball

    False start - players from either side advancing before the ball is snapped

    Offside - players lining up for a down in front of the ball

    Unsportsmanlike conduct - anything the umpire deems to be unfair or not necessary for a player to do or say