Wing Ding Rules
Teams
Each team of 13 players comprises players of approximately the following HK League standard:
- Div Premier
- Div 2, Premier Masters
- Div 3, Premier Ladies
- Div 4
- Div 5
- Div 6, Masters 2, Ladies 2
- Div 7
- Div 8, 9, Masters 3, Ladies 3
- Div 10, 11, Masters 4
- Div 12, Ladies 4 — plus social squash players, golfers, ten-pin bowlers, poker players, mahjong players and tennis players
- Juniors (under 14), Div 13
- Juniors Program (under 14) Intermediate / Div 14, rank 2–10
- Juniors Program (under 14) Beginner / Div 15, rank 3–10
Teams will be penalised if, in the opinion of the organisers, an unfair "ringer" has been brought in, or a player is playing too low.
Entry Fee
HK$5,300 per team (HK$500 per senior player Nos. 1–10, HK$100 per junior Nos. 11–13). All fees go to charity. Use the website credit card online option, or pay by cheque or cash on the day for team entry fees and/or donations.
Cheques should be issued to "SCMP CHARITIES LTD – OPERATION SANTA CLAUS" and sent to: Wing Ding Tournament, C/O Squash Section, Hong Kong Football Club, 3 Sports Road, Happy Valley, Hong Kong.
Format
All like numbers play each other. You play your corresponding number from each of the other teams, one after another, without a break. The winning team will have amassed the highest total number of points. If there's an odd number of teams, the player without an opponent does court sprints — one point per court run (back wall to front wall is one point, then front to back is another). The player must touch the wall with a hand.
Scoring
American scoring: you accumulate as many points over your session as possible. There are no games or sets and no limit to the number of points you can accumulate — so don't stop at 15, keep playing until you hear the horn blast.
Start
Check which court you're supposed to be on — there'll be a schedule on the back wall of the courts and on the notice board. A 4-minute warm-up period (2 minutes each side). A single blast on the horn/whistle starts play.
Change
Another single blast signals the end of a session and time to change court. Finish the rally you're playing, move immediately to your next court to play your second session (and so on for your third, fourth, etc. until you've played all opponents at your team level). You start 0–0 afresh with each opponent.
Kit / Outfit Scores
Wear a T-shirt/squash shirt of the correct colour for 10 bonus points. Add shorts and socks of the correct colour for another 10 bonus points (5 each). A further 10 points are available for extra effort — matching wristbands, laces, wigs, headbands, etc. An extra 10 points is given for kit that's difficult to play in. Maximum of 40 points.
Final Score
Your scores are added together, with bonus points for effort and kit, and put toward the team score.
How Long?
Each session lasts 3 minutes — 39 minutes total if there are 14 teams (13 × 3 minutes). Bear in mind it can take 30 seconds or more to reach your next court at changeovers. There are no breaks between sessions.
Court Changeovers
Teams need to co-ordinate and direct their team mates to the correct courts — team convenors have to lead the way here and help the team save valuable point-scoring opportunities. When the horn blasts, do NOT finish the rally — just stop and make your way to your next court. Leave the ball on court — do NOT take it with you (it spoils the afternoon for the next pair on that court). After each game, your team mates will (hopefully) direct you to the next court and provide you with a drink, emergency massage, etc.
Early Server
"The early bird catches the worm" — at the next court, the first player to arrive collects the ball and can serve before the opponent arrives.
Fouls
Normal rules apply to "strokes" and "lets" — do not argue with the referee, you're just losing time and points by doing so.
The End
The end of your last (13th) session is signalled by a double blast of the horn/whistle.
Marking
Every team has to share marking duties on a court allocated by the organisers. Convenors must allocate and ensure markers are at the court on time.
Injury
If a player is injured, another player from the team can be substituted immediately. The replacement must be a lower-ranked player — e.g. for No. 2's, only a 3 or lower can substitute.
The Winning Team
Will be the team that scored the highest number of points overall.
Questions?
Ask your team captain.