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LAWS OF ATHLETICS.

1. ATTENDANTS.

NO WRITER ATTRIBUTED

No attendant shall accompany a competitor on the scratch or in the race.

2. STARTING SIGNALS.All races (except time handicaps) shall be started by report of pistol fired behind the competitors.

A miss fire shall be no start.

There shall be no recall after the pistol is fired.

Time handicaps shall be started by the word "Go!"

3. STARTING.When the starter receives a signal from the judges at the finish that everything is in readiness, he shall direct the competitors to get on their marks.

Any competitor starting before the signal shall be put back at discretion of the starter for the first two offences.

And for the third shall be disqualified. Entrance fee not returnable.

He shall be held to have started when any portion of his body touches the ground in front of his mark.

Positions count from the inside.

4. CHANGE OF COURSE.In all races a competitor may change towards the inside when he is two steps ahead of the man whose path he crosses.

5. FOULING.Any competitor shall be disqualified for wilfully jostling, running across, or in any way impeding another.

6. FINISH.A tape held by the judges shall be stretched across the track at the finish four feet above the ground. This tape must be breasted.

The men shall be placed in the order in which they cross the finish line.

7. WALKING.The judge shall caution for any unfair walking, and the third caution shall disqualify the offender.

On the last lap an unfair walker shall be disqualified without previous caution.

8. HURDLES.The hurdle race shall be 120 yards over ten hurdles, each 3 feet 6 inches high.

The first hurdle shall be placed 15 yards from the scratch, and there shall be ten yards between each hurdle.

9. RUNNING HIGH JUMP.The height of the bar at starting and at each successive elevation shall be determined by a majority of the qualified competitors. In case of a tie the Referee shall decide.

Three tries allowed at each height. Each competitor shall make one attempt in the order of his name on the programme; then those who have failed, if any, shall have a second trial in regular order, and those failing on this trial shall then take their final trial.

Displacing the bar and nothing else counts as a "try."

A competitor may omit his trials at any height, but if he fail at the next height he shall not be allowed to go back and try the height which he omitted.

10. RUNNING WIDE JUMP.The competitors shall have unlimited run, but must take off behind the scratch.

Stepping any part of the foot over the scratch in an attempt shall be "no jump," but shall count as "a try."

Each competitor allowed three trials, and the best three men have three more trials each.

Each competitor shall be credited with the best of all his jumps.

The measurement shall be from the scratch line in front of the jumper's feet to the nearest break of the ground made by any part of his person.

Neither of the competitors must fall within his distance either forward or backward, but land on his feet to count.

11. TUG OF WAR.In Tug of War, the following rules will be observed:-

1. The side creases to be twelve feet from the centre crease.

2. The mark on the rope to be over the centre crease when the word "Heave!" is given, and the team hauling that mark over the crease on its own side to be the winners.

3. No footing holes to be made before the start.

4. The contestants to wear socks, slippers, boots or shoes, without spikes.

5. The rope to be one and one-half inches in diameter.

6. Immediately before the contest the captains of all the contesting teams shall draw their numbers.

7. Not less than five minutes shall be allowed each team between heats.

8. Captains shall toss for choice of sides before each pull.

But if the same two teams pull more than once during the day, they shall change ends at each successive pull.

9. With two teams they shall pull best two in three.

With three teams 1 and 2 shall pull, then 2 and 3, and 3 and 1.

With four teams 1 and 2 shall pull, then 3 and 4, and the winners pull the final.

With five teams - first round, 1 and 2, 3 and 4, 5 has a bye; second round, winner of first heat pulls with 5, and the winner of this heat pulls the final with the winner of second heat of first round.

With six teams - first round, 1 and 2, 3 and 4, 5 and 6; second round, winner of first and second heats. Winner of this heat pulls the final with winner of third heat, first round.

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