2026 Registration is Open
Division A 300+ Employees
Division B 140+ Employees
Division C Fewer than 140 Employees
Companies will compete within their age group against competitors from all divisions. Teams participating in 2026 that are not in Division A are subject to a company count multiplier.
Each company may enter one Co-ed team in the 3-on-3 Basketball Tournament. Each team must have at least one female.
A team representative must check in at the event, no less than 15 minutes prior to their scheduled game time, and confirm enough participants to play. Team rosters will not be required, but only players who are registered for JMCC and who have signed the JMCC waiver will be eligible. Teams will randomly be checked for player eligibility. Make sure each participant has a photo ID available at game time in the event of a random check. Failure to show IDs at a random check will result in a forfeit, as well as any point penalties resulting from a forfeit.
Game Time is forfeit time. Players must be on the assigned court at game time, otherwise the game will be forfeited.
The tournament is double elimination.
Teams may have an unlimited number of participants for the tournament. A maximum of 6 players may be used per game. All the players used in the tournament must be legal players from the company’s participation list. Games may be started and completed with only two players, but not only one player, because of in-bounding restrictions.
No jewelry including body piercings unless authorized by the tournament director.
All Games will be to 11 points, win by 2 points, or 15 minutes, whichever comes first.
A coin flip will determine the first possession.
The ball will change possession after each basket. No "make-it" / "take-it".
The ball will be "taken back" on every change of possession. (A player’s foot must touch the 3-point line to be considered “back”). Failure to take it back will result in loss of possession and any points resulting from the possession.
The ball must be checked by an opposing player before it is put into play. The ball must be passed in to begin play, no violation (recheck). When in-bounding the ball, a minimum of 3 feet must be allowed by the defense for the offense to in-bound the ball, 5 second rule to inbound ball.
After all fouls, or balls out of bounds, the ball will be taken out at the top of the key, outside of the three point line.
Two points will be given when the shooter's feet are clearly, and completely, behind the three point line. Any shot(s) made inside the three point line will count as one point.
If a shot is taken from behind the three-point line, is missed, and the shooter is fouled, he/she will get two free throws. If a shot is taken from behind the three point line, is made, and the shooter is fouled, no free throws will be awarded. The basket counts as two points (per 3-on-3 rules), the foul is registered, and the ball changes possession.
If a game is ended at 15 minutes, the team in the lead will be declared the winner. If a game reaches this time limit in a tie, the teams will play sudden death overtime with the first team scoring declared the winner. Possession will be determined by a coin flip, and an additional one timeout per team will be allowed in the overtime.
No dunking is allowed in warm-ups. Dunking is allowed in official games only.
Players must have like-colored jerseys, for each player on the roster. A jump ball goes to the defense.
Each team is allowed two 30 second timeouts. The timeouts stop play but the clock continues to run. In the last minute of play, the clock will stop on all dead ball situations and after a made basket.
Before games, both teams will warm-up for 2 to 3 minutes or at the discretion of the game captain or referee. Game time is forfeit time.
Stalling (freezing the ball) is not allowed. An "unwritten" 30-second clock is in effect at all times, and may be enforced by court monitors at their discretion. Failure to attempt a shot (and "draw iron") in 30 seconds, after being warned by the referee, will result in a loss of possession.
The scorekeeper will count and record all team fouls on the score sheet. Any player fouled in the act of shooting, or after 5 team fouls (on the 6th and after) will be awarded one free throw. For the first five fouls, the ball is taken back by the fouled team, at the top of the key, to resume play. The ball will change possession after all free throws, whether the free throw was made or not. Nonshooting players will remain in the back court during free throw attempts.
If a player is fouled in the act of shooting and makes the basket, the basket counts and the ball changes possession. The foul is counted on the score sheet as a team foul. If the basket is missed, one free throw will be shot as explained above.
Flagrant or continuous misconduct may result in the dismissal of the offending player(s). If the referee rules a foul was intentional, the player fouled will shoot two free throws and retain possession. Two intentional fouls will result in automatic ejection from the game. Anyone involved in fighting, for any reason whatsoever, will be ejected from the tournament.
Any substitutions may be made after a basket, a foul shot, or any stoppage of play. "Trash talk" will not be allowed.
All technical fouls will be awarded two free throws.
We are partnering with the ROCC again for this year's 5K. You will still register for the 5K as you would any other corporate challenge event. The race will begin on Joplin Street (behind) The ROCC located at 1402 S Main Joplin, MO at 7:00 AM on Saturday September 19, 2026.
The registration deadline is September 9th,
All corporate challenge participants are eligible for awards given by the ROCC as well as corporate challenge. Corporate challenge participants will not receive a ROCC 5K shirt but can purchase one at the discounted price of $8. Please email director@jmcorporatechallenge.com with your name, company, and shirt size by September 9th. Payment will be made when you pick up your packet. Shirts will be first come, first served, so don’t wait too long. Here is an example of this years shirt:
11:00 AM to 4 PM- Friday September 18th or
6:00 AM to 6:30 AM- Saturday September 19th
Each company can enter two male and two female participants in each of the following age categories: 19-40, 41-59, 60+.
Entrants will be placed in the appropriate age group according to their age as of December 31, 2026 and scored in the following age groups: 19-40, 41-59, 60+.
Participants will get course directions the day of the event. Please arrive 30 minutes early to ensure check-in. in.
The 5K distance is equivalent to 3.1 miles.
Run it or Walk it.
A map of the 5K course will be available at check-in and is below.
*We do not have a code for discounted registration; however, runners who would have qualified, except for the 2-person-per-category limit, may still register and run. We do need to know in advance who is competing for points.
The 5K will be held as a “meet”. Individuals will compete within their age group against all competitors.
The top four finishers in each age group, in the 5K will be awarded points toward your company’s 5K “Meet Points.”
After “Meet Points” are accumulated from all finishers in the 5K, company winners will be determined and points will be awarded to your overall JMCC total, as follows:
Medals and additional “medal points” will be awarded toward your overall JMCC Total for the top three finishers in each age group in the 5K. These medals and “medal points” will be awarded overall by age group. See the JMCC Point System for scoring.
The JMCC will award a participation point to each competitor in the 5K who completes the event.
Companies may enter a four-person team in each of the following competitions: Men's, Women's, and Coed. Coed teams will consist of 2 men and 2 women.
Team rosters are not required but registration must be done in IMLeagues. All other teams to report to assigned lanes. Company will enter bowler’s first and last names, assistance will be available.
Teams may be randomly checked for player eligibility. Make sure each participant has a photo ID available at game time in the event of a random check. Failure to show IDs at a random check will result in a forfeit, as well as any point penalties resulting from a forfeit.
If a bowler arrives after his/her team has begun the competition, they will be allowed to start bowling at the frame when they arrive. No bowlers may bowl missed frames due to late arrival
Participants will pay for shoe rental including tax, should center require, on the day of competition.
Coed rules are the same as Men's and Women's, bowling order does not matter. No handicapping allowed; all games rolled are scratch games.
Three game "sets" will constitute the total scores for team competition. The best three-game series, by an individual, will determine Individual Winners Please refer to the JMCC Point System for information on points for Bowling.
Each company may submit a 2 person team for each category of the tournament. The categories are 2 men, 2 women, and 1 male and 1 female.
Game time is forfeit time. Players must be at assigned boards at game time.
Tournament will follow the American Cornhole Association rules, https://www.playcornhole.org/pages/rules
This is a double elimination tournament with each match being one single game. Equipment will be provided.
Each company may enter one coed team in the Dodgeball Tournament. 6 players (3 men, 3 women) will be on the field.
• Each team consists of six players on the court at a time, with up to four substitutes.
• Substitutions must be made prior to the start of the game. No substitutions can be made
during a game, except in cases of injury
• Teams must wear similar clothing to distinguish you’re on the same team. (Themed
outfits encouraged!)
• Retrievers are individuals designated to retrieve balls that go out of play. Teams are
responsible for providing retrievers. Alternatively, players that are out of play can be used as retrievers. Retrievers may not enter the court at any time.
A team representative must check-in at an event no less than 15 minutes prior to their scheduled game time and confirm enough participants to play. Team rosters will not be required, but only players who are registered for JMCC and who have signed the JMCC waiver will be eligible. Teams will randomly be checked for player eligibility. Make sure each participant has a photo ID available at game time in the event of a random check. Failure to show IDs at a random check will result in a forfeit.
• Games will be 7 minutes long; or all players on one team are eliminated before 7
minutes mark.
• If time expires, the team with the most remaining players wins.
• In case of a tie, a 1 minute sudden death round will be played.
Beginning Play
• Play begins with all players positioned behind their team’s endline.
The Rush
• The Rush occurs at the beginning of each game or reset
• Upon the official’s signal, both teams rush to the center court and attempt to retrieve
as many balls as possible.
• A team may rush with as many or as few players as it wants but at least one person
from each team has to Rush.
• There is no limit to how many balls an individual player may retrieve.
• Players may not slide or dive head first into the neutral zone or they will be called out.
• Crossing the neutral zone will result in an “out”
• Players may not physically grab and pull another player across the neutral zone to
prevent them from returning to their side of the court
Putting a Ball in Play
• The player and the ball must go completely behind the attack line. During the Rush,
any ball retrieved from the neutral zone must be returned behind the attack line before
it may be thrown at an opponent. A ball that hasn’t crossed the attack line is
considered a dead ball, any hits or catches are voided plays.
• There are several ways to put a ball into play following a Rush:
• A player carries the ball across the attack line.
• A player passes the ball to a teammate who is behind or carries it across the attack
line.
Time Outs
• There are no team time outs except in the event of an injury.
Outs
A player is “out” if:
• They are hit by a live ball anywhere on the player’s body, clothing or uniform (before the
ball touches the ground or another player).
• If a player is hit by a live ball rebounding off another player or rebounding off a ball lying
on the court.
• A defender catches a live ball thrown by opponent.
• Re- entry: A player may return to the game if their team catches a ball. Players re-enter
in the order they were eliminated.
• Ball possession: Players must throw within 10 seconds of gaining possession.
Blocking:
• Players can defend themselves by blocking the ball in flight but must retain control over
the ball they are blocking with. A player dropping or losing possession of the blocking
ball is deemed “out”
Stalling: (The act of intentionally delaying the game.)
• If a referee determines that a player or team is stalling, at the referee’s discretion, the
player or the team will lose possession of all balls on their side.
• If both teams are stalling, a reset should occur.
Out of Bounds Rule:
• If any part of the player’s body touches the endlines or far neutral zone line, the player
shall be deemed “out”
• Momentum may carry a player out of bounds while making a catch. Providing control of
the ball was established prior to going out of bounds.
Each game will be played in a 10x10 tent with a maximum of 6 players per team. Companies may register multiple teams if time/space allows, but each operates independently, and one must be designated for points in advance.)
Games run for 25 minutes. Specific rules will be given at the time of play.
All equipment will be provided, but you are encouraged to bring your own controller and if playing Call of Duty, your own head phones. *COD competitors should bring their Activision ID and login information pre-tested and ready to go. Account recovery or forgotten passwords will significantly delay the tournament.
Esports tournament line up:
10:30 Mario Kart
11:10 Super Smash Bros.
11:50 Madden
12:45 COD 2v2 Gunfight
Each company may enter one team per game/title, unless it is a solo game then up to 2 people may represent a company.
A team representative must check-in no less than 15 minutes prior to their scheduled game time and confirm they have enough participants to play. Team rosters will not be required, but only players registered for JMCC and have signed the JMCC waiver will be eligible. Teams will randomly be checked for player eligibility. Make sure each participant has a photo ID available at game time in the event of a random check. Failure to show IDs at a random check will result in a forfeit, as well as any point penalties resulting from a forfeit.
Game Time is forfeit time. Players must be at their assigned stations at game time; otherwise, the game will be forfeited.
A company must have a minimum of 4 players for each team game but can have an unlimited number of substitute players. Players can only be substituted at the end of a game.
A player can compete in all games/titles offered assuming there are no time conflicts between other games and no other listed rules are broken in the process.
We will be playing in 2V2 private matchmaking using the CDL rules setting and only CDL maps are eligible to be chosen. Single elimination, best of five games on search and destroy. A coin flip will decide teams A and B, and the winner of the coin toss will be team A. Team A will be Kortac and will choose the map for games 1, 3, and 5. Team B will be Specgru and will choose the map for games 2 and 4.
We will play using the NACE Official rules for 4v4 Super Smash Bros Ultimate, which can be found on the following link on pages 15-17 under Gameplay Procedures:
https://drive.google.com/file/d/1murGyO9JeUkI1tL_nmiA_JrsNgiuF0-H/view
We will be playing five-minute quarters using the competitive and All-Madden settings. A coin flip will decide players A and B, and the winner of the coin toss will be player A. Player A will be home. In the case of both players wanting to be on the same team, player B will get the priority choice, and Player A will have to choose a different team. The tournament will be double elimination, and there will be a PlayStation and an Xbox bracket. The winner of each bracket will play each other in a best of three. Player A will get to decide whether game 1 will be played on their preferred console or if they will be the home team, subsequent games will be alternated based on their choice for game 1. The away team will receive priority choice of teams.
Each team will compete in a 4-race “VS. Competition” set.
Each team may enter up to two racers. However, only the highest-scoring racer’s results will count toward the team’s placement.
The in-game leaderboard will determine final standings based on total points across the 4 races.
Up to 4 teams can race at once. If more than 4 teams enter, multiple rounds will be run so every team has the chance to race 4 times.
If more than 4 teams enter, a two-stage bracket will also be introduced.
In this bracket, the teams will be divided as evenly as possible into heats using a random number generator.
Each heat will race 4 times, and then the top 1–2 teams from each heat will race in a final competition in order to eliminate any balancing issues that might arise from being separated in different heats.
After final standings are determined, the top three teams will earn meet points.
1st place = 10 points, 2nd place = 7 points, and 3rd place = 5 points and each representative in a game will receive 1 point for participating (substitute players only count if they played in a minimum of one game) for their companies total for the JMCC E-Sports Tournament.
The JMCC Pickleball Tournament will consist of Men’s Doubles, Women’s Doubles & Mixed Doubles. Women’s Doubles will be represented by 2 females; Men’s Doubles will be represented by 2 males; Mix Doubles will be represented by 1 woman & 1 man.
A player can compete in all games offered assuming there are no time conflicts between other games and no other listed rules are broken in the process.
Substitutions may be allowed between matches if necessary. Anyone playing on a team must be a legal player from the team’s participation list.
Each game is played to 11 and must be won by 2. A match will be best 2 of 3 games.
Each team member gets to serve until they lose the point, with one exception: The team that serves first only gets one serve.
The score is a series of three numbers: serving team score, receiving team score, server #1 or #2. (Example: 7-3-2 means serving team has 7 points, opposing team 3 points, second server about to serve.)
Participants must abide by the schedule provided on the JMCC website. Matches will not be rescheduled.
Game time is forfeit time; there is no grace period. Matches may begin prior to their scheduled time if all players involved are present, agree, and a court is available. Participants should check-in with the Tournament Desk as early as possible before their scheduled match.
NO FORFEITS, PLEASE - It is crucial that your entrant or a legal substitute be present at the event. Much time and effort goes into scheduling. Forfeits not only upset the scheduled event, but also take away from the spirit and competition of the games.
All Pickleball competitions will be double elimination. Losers of semifinal matches will play for third place.
Please wear shoes that do not mark or damage the courts.
Pickleball balls & paddles may be provided, or players can provide their own paddles.
Please refer to the JMCC Point System for information on points for Pickleball.
For the health and safety of all JMCC participants, staff, and volunteers, we ask anyone experiencing symptoms of illness to abstain from the event.
- Divisions: Men's League, Women's League
- Goal: Competitors will punt, pass, and kick a football. The total combined distance of all three attempts determines the winner.
Each company may enter 5 men and 5 women.
- Footballs: Appropriate size per division (Men: Official, Women: Intermediate/Youth optional)
- Measuring tape (marked in feet)
- Cones or markers
- Score sheets
- Each participant performs one attempt per skill:
1. Punt - Kick from hands
2. Pass - Throw from line
3. Kick - Placekick (like a kickoff)
- Participants complete all three skills before the next participant begins.
- Distance only: Measured in feet from the start line to where the ball first touches the ground.
- Each skill's distance is added together for a final score.
Skill Distance
Punt
Pass
Kick
Total Score
- Must start behind the line for each skill.
- Crossing the line before release/kick = 0 score for that skill.
- One attempt per skill (optional: allow two and take the best).
- Balls must land in-bounds (suggested: 20-yard wide lane). Out-of-bounds = 0.
1. Highest single skill distance
2. Second highest skill distance
3. Sudden-death re-do of one random skill
DATES / TIMES:
Weigh In: You must weigh in on the InBody system at Midwest Supplements. Weigh in as early as 8/17/26. To get the most benefit from the challenge we recommend you weigh in by 8/23/26.
Weigh Out: You must weigh out on the InBody system at Midwest Supplements between 10/5/26 and 10/11/26.
LOCATIONS:
Midwest Supplements
732 S Rangeline Rd
Joplin MO 64801
(417) 901-0776
The InBody system quickly measures fat mass, muscle mass, and body water and it is noninvasive.
All challenge participants who complete the weigh-in and weigh-out will receive participation points for their company up to the maximum number allowed in their division.
The top four finishers in each group and category, will be awarded points.
See the JMCC point system for details.
For the Slim Down Challenge, weigh-outs must be completed by 12:00 am CST October 11, 2026. Failure to complete BOTH weigh-in and weigh-out will result in disqualification.
Participants who alter their height or age (beyond 1 year) in InBody during the challenge period will be disqualified.
All participants will be judged after the challenge is over, for the positive results they achieve, pounds of muscle gained and percent of body fat lost.
Gain muscle and lose body fat..you are in the running for both categories! Gain muscle and put on a little fat in the process…you still have a chance based on your muscle gained. Lose body fat and a little muscle went with it? You’re still in the game for body fat lost.
➢ Weighing in and out
You must do your initial weigh-in and final weigh-out on the same in-body analysis machine.
Midwest Supplements is Joplin's local stop for honest advice, top-shelf nutrition, and a crew that actually cares whether you hit your goals. Whatever your level — they've got you. They welcome ALL Joplin Metro Corporate Challenge participants to the use of their in-body analysis machine.
Before your initial weigh-in let the representative know you are with the Joplin Metro Corporate Challenge.
Midwestern will compile the results of all weighs in and weigh-outs completed at their location and submit them to the JMCC for judging.
Each company can enter 4 players in the TeeTime event. This event is co-ed and can be any mix of male or female. All players will play Points Game.
In this game players compete for points based on distance from the target. Players combine their scores FOR THREE games to determine the winner.
The maximum team size is 6 Players per team. (Companies may register multiple teams if space allows, but each operates independently, and one must be designated for points in advance.)
No Substitutions Mid-Game: The players who start each Round must be the same players who complete the final round.
Venue
The Rock Center is a small community center used by multiple organizations and members for meetings, private and community events.
BYOB: Participants are welcome to bring their own adult beverages.
Snacks: On-site snacks, water, and non-alcoholic drinks will be available for purchase, with all proceeds benefiting the Rock Center.
Each company may enter one coed team in the Volleyball Tournament. The tournament is 6 vs. 6 volleyball. Teams may have an unlimited number of participants for the tournament. A maximum of 12 players may be used per game. All the players used in the tournament must be legal players from the company’s participation list.
If a team is playing with 4 players, the server is considered back row and cannot block or attack in front of the 3-meter line.
A team representative must check-in at the event, no less than 15 minutes prior to their scheduled game time and confirm enough participants to play. Team rosters will not be required, but only players who are registered for JMCC and who have signed the JMCC waiver will be eligible. Teams will randomly be checked for player eligibility. Make sure each participant has a photo ID available at game time in the event of a random check. Failure to show IDs at a random check will result in a forfeit, as well as any point penalties resulting from a forfeit.
Scheduled game time is forfeit time. The tournament is single elimination; all matches will be the best two out of three games. Teams will be allowed a 10-minute grace period bracket play. If a team does not have enough players at game time, the first game is a forfeit, and the team has 10 minutes for players to arrive. If the team still does not have enough players after 10 minutes from game time, the match will be forfeited. All matches will be the best two out of three games. The first two games will be rally scoring to 25 points – win by 2 points – no point cap. If a deciding third game is needed it will be rally scoring to 15 points – win by 2 points – no point cap.
Please ask that your participants have their ID with them at all JMCC events. For more information on use of illegal players, please see the JMCC Employee Eligibility Requirements.
Each team is required to provide a line judge for their volleyball games. This applies to both the round robin pool play and the single elimination tournament play. This line judge must be 18 years or older. The line judge does not need to meet the eligibility requirements of players. It is to your company’s advantage to provide a line judge who is knowledgeable about the game of volleyball. Please be sure that your company’s line judge is at each of your games. The line judges can be volunteers who receive participation points for the volunteering event.
If a team cannot provide a line judge, then it is the team’s responsibility to have one of their players serve as the line judge. A team can play with 5 players, using the 6th player as the line judge. Teams playing with 5 players, who cannot provide a line judge, must play with four players using the 5th player as their line judge. Teams playing with four players who cannot provide a line judge will forfeit unless a line judge can be found.
USA Volleyball rules will be followed with JMCC exceptions: a) uniforms or numbers will not be required; b) free substitution will be allowed (but serving order cannot be altered); c) jewelry may be worn providing it does not pose a playing hazard; d) no point cap.
https://usavolleyball.org/play/rules-of-volleyball/
If two teams tie for first place, head-to-head competition will determine seeding for single elimination tournament.
If two teams tie for second place, head-to-head competition will determine the team that will advance as the #2 seed to the single elimination tournament.
If three or four teams tie for first place, the total point spread in games involving tied teams will determine the #1 and #2 teams who will advance, seeded accordingly, to the single elimination tournament.
If teams tie for second place, the team with the highest total point spread in games involving tied teams will advance as the #2 seed to the single elimination tournament.
In the event of a two-way tie in point spread, head-to-head competition will break that two-way tie.
In the event of a three- or four-way tie in point spread, the next tiebreaker will be points allowed in all games. If there is still a tie, the last tiebreaker will be points scored in all games.
Your Company will be required to provide Volunteers for an event. The following table below includes the number of Volunteers required per Company by Division size:
DIVISION NUMBER OF VOLUNTEERS
Division Points
A 12
B 6
C 2
One point will be awarded for each Volunteer when they check-in and sign a Volunteer Waiver at their assigned event.
Volunteers are needed for the 5K and the Kick-off
Encourage your employees to get involved and be a Volunteer. Not only do Volunteers participate in earning points for their company, but they can cheer on the athletes, increase their knowledge of a sport, meet new people, and have fun. Please emphasize the importance of your volunteers fulfilling their commitment. One point will be deducted from your company total for each volunteer who does not show up for his or her assigned event, or who does not stay for the entire assigned time frame.
Volunteer Sign-up and Event Selection
Employees can sign-up to volunteer on behalf of their company just as they would for other events. See instructions to join a team.
VOLUNTEERS MUST BE 19 YEARS OF AGE AS OF DECEMBER 31, 2026.
The JMCC Walk is for participation only. No medals will be awarded, but each legal participant will receive one point for completing the mile course, with a maximum number of points allowed per company. Point maximums are as follows:
Place Points
Division Points
A 30
B 20
C 12
ONE company representative will check-in at the JMCC tent between 11:00 and 12:00pm to receive its company participation list. The company’s team members can begin their walk immediately after check-in. All participants must check-in with their company coordinator. The number of check-ins (from legal participants; those on a company’s participation list) collected on-site will determine the number of points scored by each company, not to exceed the maximum allowed.
All participants must start and finish the walk at the designated locations. Distance of the Walk is approximately one mile.
All employees or family members are welcome to join you for the walk. NO PETS ALLOWED.
Each company is allowed to enter one coed team, consisting of three people (two men and one woman, or one man and two women, not 3 men or 3 women) in the Weightlifting competition. If your company is unable to field a three-person team, individual participants may still compete for individual medals and points.
Each individual participant must check-in before start time otherwise you will not be able to compete.
Judges will notify participants after each lift if it was a successful or unsuccessful lift. (Unsuccessful lifts are those that don’t touch the chest, tilt when they attempt to lift the bar, feet come off the ground, back comes off the bench). If all 3 lifts are unsuccessful you will be disqualified and not get any points (participation points included).
The weightlifting event will be a bench press competition. Competitors will have 3 minutes to complete their lift from the time they are called to the bench.
Competition will consist of a maximum single rep, with each participant allowed three attempts.
✓ Head, shoulders, and glutes must remain in contact with the bench at all times.
✓ Touch and go
✓ No sinking; No heaving
✓ Pressing the Bar
✓ Once the press begins, the bar cannot go back down in any way. You must have an even lock out with both elbows locking out at the same time before racking the bar.
Competitors may go up or down in weight after each lift.
Use of personal equipment: participants may use a maximum 4-inch-wide belt (must be buckled or lever with no padding on the inside of the belt), wrist wraps, and knee sleeves. Please show belt to JMCC Judge for inspection. Participants may NOT use elbow wraps, elbow sleeves, knee wraps, sling shots, or bench shirts of any kind.
Equipment will be inspected by on site officials. Participants are allowed to use chalk but the participant is responsible for cleaning up the area after their lift.
A competitor's captain or teammate is responsible for the lift-off of the racked attempt. Judges will be used to determine legal or illegal lifts and will signal to the competitor after each lift.
The Team’s three individual scores will be totaled to determine the Team score. The top three teams in each division will receive medals, and the top eight teams in each division will be awarded points toward their company’s overall JMCC total.
Lifter is responsible for confirming that the correct weight is on the bar. Lifter is required to wear closed-toed shoes and a shirt while lifting. ONLY competitors are allowed within the lift/warm up area.
Please refer to the JMCC Point System for information on points.
Wiffleball is a simplified version of the game of baseball that is designed to be a miniature version of the game that is suitable to be played both indoor and outdoors, often in confined spaces.
Object of the Game
The object for each team in Wiffle Ball is to score more runs than their opponent, thus winning the game. The game of Wiffle Ball itself also has an overriding objective, and that is to be a miniature game of baseball that requires very little equipment and can be played in a wide variety of places safely and enjoyably.
Players & Equipment
The equipment needed for Wiffle Ball is minimal. At least one Wiffle Bat is required (although the game can be played with a broom handle or some other form of replacement) and a couple of Wiffle Balls (just in case one gets lost or broken).
Wiffle Ball requires a minimum of 6 players and a max of 10 players. With a full complement of 10 players, the fielding players can each be assigned a role or zone i.e. home run zone, triple zone, double zone, pitcher and catcher. Each player must remain in their zone during play.
Scoring
Scoring is done in Wiffle Ball by hitting the ball into a marked zone without it being intercepted by an opposition fielder. Hitting the ball into the single zone enables the player to advance one base, hitting into the double zone enables them to advance two bases, and a triple three bases. Hitting past the triple zone is a home run. Each player that completes the circuit and runs past the final base scores a run for the team.
Winning the Game
Once both teams have completed 6 innings, the team with the highest number of runs will be declared the winner. Should the number of runs be the same at the end of the game then the game is drawn. A tie game requires one more innings each, with the highest score being declared the winner.
Rules of Wiffle Ball
Wiffle Ball teams can number between 6 and 10 players
To decide who bats and who fields, a coin should be tossed or some other way of deciding should be done such as a game of Rock, Paper, Scissors.
Each batter faces three balls from the pitcher, and must attempt to hit the ball into one of the scoring zones.
Failure to hit the ball within these three pitches will result in the batter being out.
Unlike baseball, there is no stealing bases, and movement between bases can only be done on a scoring shot.
Hitting the ball into the single zone enables the player to advance one base, hitting into the double zone enables them to advance two bases, and a triple three bases. Hitting past the triple zone is a home run.
Every player who makes it round the bases scores a run for the team.
There are two ways to be out in Wiffle Ball. Being caught out or swinging and missing three times.
An innings is up once all the batters have had their turn or if three are ‘out’. It is then the opposition’s turn for their innings.
Each team shall have 6 innings between two teams. Games are limited to 55 minutes.
At the end of the game, the winner is the team with the most runs.
Participants can utilize the MSSU Beimdiek Recreation Center to help prepare for their events. They also have equipment that can be checked.
If your team is interested in opportunities to practice, please contact us at director@jmcorporatechallenge.com.