m plan
TRANSCRIPT
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Marketing Plan
OnSPORTSVILL
A
Submitted by:
Anil Bafna
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Amruta Terdal
Yatindra Patel
Rakesh Hurllikoppi
Irfan Sheik
Executive Summery
We all love sports. It is a part of our curricular activities. So, especially for this summer,
we are coming up with a one-day sports event i.e an inter-college competition. The games
are known but still unknown, with lots of twists and fun we present you Sportsvilla.
There are 3 outdoor games and 1 indoor game. The first game we are coming up is Four
Square. It is similar to volleyball but still it is different. It is new game and I am sure
youll enjoy it.
Our next game is Dodge Ball. I am sure everyone would have played it in his childhood
time. But, it is slightly different with a twist. This game requires smartness, running and
good aim.
Scramble is an indoor event. It is very interesting game and filled with fun, knowledge
and smartness. It needs knowledge of new words.
Relay with Hurdles, this is very interesting game designed in a different way with
interesting hurdles. It is team-building game. It depicts team work.
There are trophies only for winners and participation certificate for all the participants.
These all events are connected with each other to win the general championship Trophy.
The college that wins most of the games wins the general championship. The games are
very interesting and involve lots of skills and urge to win.
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OBJECTIVE
The objective of this sports event is to test and improve the skills of students and to give
them a break from daily stress of studies and to have fun. To make students fit and healthy
and to take more interest in games. To make these games to be played even in international
level.
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ABOUT THE GAME
FOUR SQUARE
Number of players: 5-12
Length of Time: 20-60 minutes
Materials: Volleyball or similar.
#1 #2
#4 #3
Object of the game is to gain the #1 square and defend the position against the other three
attackers.
The area required by this play is 16' x 16' (approx 5m x 5m). We mark an 7-8 square on
the floor and then subdivide it into equal squares. One of the four squares is designated as
the #1 square. The remaining three squares are sequentially numbered in a clock wise
direction.
Four players begin the game, while others wait to take part. Each of the four players guards
his/her own square.
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Player in the #1 square always starts and serves the ball by bouncing it inside his/her
square and then hitting it with open palm into the square of any of the other players. The
ball will typically bounce once in the other players square and the player guarding the
square much direct it onto any other square of their choice. Soft tapping of the ball is
allowed.
The ball can bounce NO MORE THAN ONCE in the square before being knocked on.
A ball can also be deflected in midair before bouncing.
Play continues until either someone fails to pass the ball on or before it bounces more than
twice in their court/square.
Once out they leave the playing area go to the end of the waiting line. Remaining players
move round to occupy the missing square and a new player from the waiting line takes the
#4 position. That is if #2 was knocked out, #3 would move into the #2 position, #4 into the
now vacant #3 position and a new player into the #4 square.
A common strategy is to try to eliminate the players in squares in front of one so that one
can move closer to the #1 square. Players normally straddle the corners of their squares
and lean in, because if they are hit with the ball while standing in their squares they are out.
Other rules are as follows:
1. Hitting with a closed hand is not allowed, as the ball will travel at an unfair rate of
speed.
2. If the ball bounces on the outside line, the player who hit it there leaves the playing
area.
3. If the ball bounces between 2 squares, the other players and those waiting in line can
help decide whose square it was in.
4. If a person catches the ball, he is out.
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5. If a ball doesnt bounce in the square served to, and the defender doesnt return it, the
last person to touch the ball is out.
DODGE BALL
Members required: 5-10
Objective: To improve their aim and to see how they defend themselves or escape frombeing hit.
Players would form two teams. One team would form two lines facing each other. They
had playground balls for ammunition (two balls was the norm.) The other team would
scatter about between the lines of the first team. The first team would then throw balls at
team two. If a member of team two was hit below the shoulders, s/he was out and had to
stand aside. If a player on team two caught the ball in the air (not after a bounce), s/he
received a free life (ie-if s/he is hit again, s/he has used up a life and is not out.) A
player may not receive more than three lives. The fourth, fifth, etc. time a player catches
the ball, s/he may bring players who were out, back into the game by calling a name. If and
when all players of team two are out, the teamsswitch
places.
VARIATION: If a player on the opposite team catches a ball you threw before it bounced,
the thrower is out.
SCRAMBLE
INTRODUCTION
Scramble is a word game played on a 15x15, 19x19, or 21x21 board. The object is to formwords on the board using tiles in your hand that give you the most points.
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Each tile has a letter, and every letter has a specific point value. There are also two blanktiles that you can use to represent whatever letter you wish. However, once you place ablank tile on the board, it must continue to represent the same letter you initially used it for.Blanks have no point value. A blank is shown on the board by the lower case letter that itrepresents.
There are bonus spaces on the board that give extra points when used. The spacerepresented by % will double the value of a letter placed on it, and the spaces with @ willtriple the value of the letter. If a space with * is used, the entire word score is doubled, andif a # is used, the entire word score is tripled. Additionally, on the 19x19 and 21x21 boards,there are quadruple letter (&) spaces and quadruple word ($) spaces available. Lettermultiplying spaces are calculated before word multiplying spaces. Once a multiplier spacehas been used, the multiplier will not count in subsequent turns that re-use the letter placedon it. A multiplier will only be used more than once if the space is used to form multiplewords within the same turn.
When you play a full rack (7 tiles in the 15x15 board, or 8 tiles in the 19x19 and 21x21boards) you will receive a 50 point bonus.
The game also keeps track of the point values of the letters you play, not including anybonus multipliers or multi-word uses. This score is called letterpoints and represents theactual point value of all the letters you have played.
Your score is shown as points/letterpoints on the game board. At the end of the game, asummary is given showing your points, letterpoints, and ratio. The higher the ratio, thebetter use you have made of bonus multipliers, multi-word uses, and existing letter use.
STARTING
Each player draws a tile to see who goes first. The player with the tile closest to A will gofirst; blanks are considered farthest from A. If two or more players share the same letterclosest to A, all players will redraw tiles.
The players will replace their tiles, and all tiles will be mixed. Each player will then begiven a full rack of tiles (7 with the 15x15 board and 8 with the 19x19 and 21x21 boards).
PLAY
Each player will place tiles on the board to form a word. The tiles must be placed so that atleast one existing letter on the board is used to form a new word along with the tiles youplace down. The only exception is the very first move, where the first player must place
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their word so that it covers the very center space, H8. The first word may be placedvertically or horizontally, as long as at least one of its letters covers H8.
After a word is placed on the board, tiles are drawn from the remaining tiles to give theplayer a full rack. When all remaining tiles have been used up, the player will be left with
only their remaining tiles.
The network version of Scramble will check all works created against a standard word-game dictionary. If a word does not appear in the dictionary, it is handled according towhich game mode is being used: strict, nostrict, or tournament.
ADJUDICATION AND CHALLENGES
In strict mode (the default), no invalid words are allowed, and the game will return a movewith invalid words as an error.
In nostrict mode, words that do not appear in the dictionary will be flagged as such, andanother player may choose to request an undo. If the player who just played realizes theymade a word in error, they may also request an undo. The game does not enforce that everyword created is in the dictionary, but all players are informed of the words that do notappear.
In tournament mode, the players are not told whether the words are in the dictionary ornot. Players may use the challenge command to check whether the word(s) just played
by his opponent are valid. The challenge command may only be used in tournamentmode.
When a challenge command is issued, all words made on the immediately preceedingturn are check against the dictionary. If all the words are in the dictionary, the challengefails. The challenger scores zero points for his turn, and his turn is over. If any of the wordsare not in the dictionary, the challenge succeeds. All tiles played on the preceeding turn areremoved from the board and placed back in the opponents rack, and no points are scoredfor any of those words. It is then the challengers turn to play a word. In keeping withtournament rules, you are not told which word(s) are invalid, only that at least one was notin the dictionary.
NOTE: Because a challenge may result in tiles being returned to a rack, in tournamentmode new tiles are not drawn until the beginning of your turn. This give your opponenttime to issue a challenge on their turn. Although this means you cannot use youropponents time to plan your move as well, this is not a serious hardship because of thelong time limits in email play.
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PLAYING BLANKS
If you have a blank tile and wish to play it, simply specifying the word in your move isusually sufficient. First all letters that you have in your hand are used, then blank(s) areused to fill any other letters that you have specified. However, sometimes you may wish tospecify the specific location that the blank will be used in your word. For example, if youhave two As and one blank, you might spell the word banana. First, your two As wouldbe used, then your blank would be used for the 3rd A. However, if you wish your blank tobe used for the first A, specify the word in your move as b-anana. If you wish the 2nd A tobe used by the blank, specify ban-ana. Notice that you do not replace the letter in yourword with a dash (-), but merely precede it with a dash.
You might also wish to play a blank instead of a letter you have. For example, if you havea Z, and want to make the word ZOO, but want to save your Z for a better scoring position,play zoo as your word, and your blank will be used as Z while keeping the Z you have forlater use.
PASSING
A player may pass if they are unable to make a word. Use the word pass as the move topass your turn without scoring any points.
RESIGNING
You may resign the game by sending your move as the word resign. If more than oneplayer is still playing after you resign, your tiles are put back into the pool for others todraw. If there is only one remaining player, you will give the value of the tiles in your rackto that player, and they will win the game. If their final score is higher than yours, they willwin by the difference of their score and your score. If your score is still higher, they willstill win (since you resigned), but they will not get credit for winning by any number ofpoints.
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UNDOING A MOVE
If you mistakenly place a word on the board, or if another player places a word that you
dont agree with, you may request an undo of the move. All others players are then giventhe chance to accept or reject the undo. If all players accept, the last move is undone. Torequest an undo, use it as your move text, for example:
scramble move 333 zzz aaa undo
GAME END
The game will end after all the tiles to draw from have been used up. At this point, if aplayer uses all their remaining tiles to form a word, the game ends immediately. Also, anyplayer left with tiles will have their scores deducted from his score, and the player whoused all their tiles will get those points.
If a complete round progresses and every player passes, and all the tiles have been dealtout, the game will end.
The player with the highest score wins. The amount of points of the win is determined bythe lowest score subtracted from the highest score.
If a tie exists between two or more players high scores, the player with the lowest letterpoint use will prevail is the winner. The player with the lower letter point use has madebetter use of their letters to get their high score, and therefore wins the tie.
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RELAY WITH HURDLES
There will be two teams containing 4 players each. Each player has to stand at different
places near there hurdles just as they stand in relay. There are flags attached at some
points. The first player has to cross his first hurdle that is pass from water and then
within a truck tyre hanging. There will be a flag on the tyre poll, he should grab it and pass
it to his other partner. He takes the flag n scrawls within the net and then there will
be a board with balloons attached to it. He must burst the balloons with dart as one flag
will be inside one of the balloons. Then he should grab that flag and pass it to the other
partner, hell run on the stones arranged in some order and then he should do 3 baskets on
the basketball ground, there will be flag attached to the basket poll, after he completes his 3
baskets, he should grab that flag and pass it to the his last partner, the last participantshould run 100 meters and reach the final point with the flag. The best time wins.
Rules:
The participant should not give his flag to the other participant; he should give
which he gets doing his task.
If the player falls from the stone steps he has to again start with the tone steps.
FACILITIES PROVIDED
First aid box
Breakfast and lunch
Juice, tea and biscuits
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Rest rooms/changing rooms
MARKETING STRATEGY
PLACE: STADIUM
SEGMENTING
We are segmenting all college students.
TARGETING
We are basically targeting BBA colleges of as to improve their skills and make them play
something new and give them a break from daily routine.
POSITIONING
We are positioning our event in peoples mind by disclosing our USP i.e
PROMOTIONAL ACTIVITIES
We are promoting our event by:-
Advertising on bill boards and posters.
Banners
Free t-shirts and caps sponsored by our sponsors.
Print ads
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BUDGET
Stadium 20000
Volley ball (4) 1500
Dodge ball(4) 400
Basket ball(3) 1500
Scramble set(3) 300
Chalk powder() 300
Basket pole 800
Water 500
Tyres(2) 100
Pole 800
Board 300
Balloons 200
Net 1000
Chairs-50 500
Breakfast and lunch 3000
Drinking water 1000
Juice 500
Tea() 400
Trophies(4 small, 1 big) 9000
Certificates(60) 1000
First Aid kit(2) 500
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Banners 2000
Billboards 300
Print ad 1000
Posters 700
Miscellaneous 400
TOTAL 48000
OPPORTUNITIES AND THREATS
Opportunity
1. To enhance their smartness and intellectual ability. Because of this they can be
given more importance and get state recognition.
2. It helps to remain fit and active.
3. It can become their regular sport, which they can play daily and improve their
skills.
4. Now a days students are given more theoretical exposure, this can bring up their
inner talents and increase their interest in sports.
Threats
1. There is great competition from other companies as they are also coming up with
sports event.
2. There are chances of unexpected happenings during our game i.e. delay in starting
of game, rain, etc.
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CONCLUSION
These events are really interesting and players will enjoy a lot, they can improve their
skills and be a better competitor to other teams. Its all round sports event- from brain to
physical games. All round its one day sports event with lots of twist and turns and lots of
fun and lots of sports.
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