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CONTRAPTIONS

1. MISSION
Make your own version of the classic Tom and Jerry tale! Help jerry escape toms traps as he runs through his course.

2. OUTLINE
2.1. There will be two balls or marbles, one representing tom and other jerry. 2.1.1. The balls (or marbles) have to be differentiated either on the basis of colour or size. 2.1.2. Minimum size of a ball (or marble) :3 cm in diameter. 2.1.3. In case of colour ,they should contrast each other for clear visibility (Example: black and white). 2.1.4. In case of size: 2.1.4.1. Jerry: A ball of size less than 6 cm and greater than 3 cm in diameter. 2.1.4.2. Tom: A ball of size greater than 7 cm in diameter(preferably the size of a tennis ball) 2.2. The ball representing Tom initiates/triggers traps to stop the other, while the other tries to escapes them. 2.3. A trap is any step that can potentially stop jerry had it continued on its course. A trap-escape combination is only valid if the escape is successful and the escape is triggered after the trap is set. 2.4. The trap should be triggered by Tom and escape should be triggered by Jerry. 2.5. In between 2 consecutive trap-escape sequences, a team is required to do a minimum of 2 tasks which can be performed by either Tom or Jerry. 2.6. Examples: Example of a trap: a road block that falls in the path of jerry , triggered by Tom. Example of an escape: a diversion taken by jerry just before the block. Examples for tasks: Bursting a balloon, raising a flag etc. 2.7. The contraption ends with either tom trapping jerry permanently or the other way around according to the teams choice.

3. RULES AND REGULATIONS


3.1. Teams are requested to bring four printed copies explaining their contraption in brief. 3.2. Maximum of 6 members in a team are allowed. 3.3. A workspace of 8ft x 8ft will be provided to each team. The entire contraption should fit inside this area. There is no vertical barrier. 3.4. A task, trap and escape should be triggered by the ball. 3.5. Each task can be done only once. No points will be awarded for similar tasks after the first time. 3.6. The contraption must be safe to the satisfaction of the judges and coordinators. 3.7. In case the trap/escape/task fails (i.e. a human intervention is required), points will be deducted as given in the scoring pattern and the team will be allowed to restart from any upcoming task/trap. 3.8. Only two Trials or Attempts are allowed. However, if a team takes the 2nd trial, then average of the 2 trials is considered. There is no restriction on the number of interventions. 3.9. Teams are requested to start their contraptions on time, otherwise they will be penalized. 3.10. Judges and the Coordinators decision shall be final and binding to all.

4. SCORING
4.1. Points will be awarded for successive trap escape sequences in arithmetic progression as +50, +60, +70... 4.2. In case of any one of the trap - escape sequence doesnt work, the scoring will restart from 50 again and continue in the same manner. 4.3. Points will be awarded for successive tasks in arithmetic progression as +10, +20, +30... 4.4. In case of a human intervention 15 points will be deducted and the scoring will restart from 10 again and continue in the same manner. 4.5. After each trap-escape sequence, the scoring for tasks resets from 10. 4.6. The team is advised to perform as many tasks and traps-escape sequences as possible in order to maximize their score. 4.7. The final trapping (by either tom or jerry) will be worth 50 points. 4.8. For any delay during the trails, teams will be penalized by reduction of points.

Problem Statement, Rules and Scoring may change and all changes shall be reflected in the Shaastra website. And hence, the teams are responsible for keeping themselves well informed about the event. Keep visiting the website www.shaastra.org for updates regarding the event. For any queries please mail contraption@shaastra.org with the subject as Query: <query-topic>

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