ROBO GEAR


  

RULES AND REGULATIONS:-

Problem Statement:-

Each team has to build a manually controlled mechanical BOT capable for racing

About teams

1. The maximum number of participants allowed in a team is 5 and minimum number of participants is 2 2. A team may consist of students from same colleges. 3. A participant cannot be in two teams in the same event.

General Rules

1. Any action against fair play will lead to immediate disqualification. 2. The decision of the coordinators will be final & binding. 3. Rules may be modified after the commencement of the event. 4. The bots can be powered on-board as well as off-board. 5. In case of off-board power supply the wires must be kept slacked all the time. 6. Team members will not be allowed to touch any part of arena, only organizer are allowed to handle the arena in any situation, the team will be disqualified whose member found touching arena. 7. Damaging the arena will lead to disqualification. 8. In case of any difficulty that arises during the event, the Auxesis team members will give the final decision.

BOT Specification

 Dimensions should be of 25cm x 25cm x 25cm (your machine may be smaller than this)  Maximum weight of a BOT should not be more than 2kg.  Maximum supply voltages allo modification is allowed after the bots registration.  Robot cannot be made using readymade Lego kits, or any ready-made mechanism.

Game Rules

 It will be racing between two car.  There will be 2 rounds – prelims and finals.  -time taken in seconds)*2.  The BOT will have to begin from the starting point and make its way towards the finishing line overcoming all the obstacles on its way.  Rotor will rotate anticlockwise.  The maximum time allowed will be 5 minutes.  Each check post will certain points and the time as well carry points.

NOTE

1.Rules are subject to change if circumstances demands. 2.Co-ordinators decision will be final and all participants have to abide by it.

CO-ORDINATORS

1. SOHAM MONDAL (8961180942) 2. SAYIB HALDER (9804391171) 3. PIJUSH GOLUI (7550803365) 4. ANINDYA RAKSHIT (8981374870) 5. NILADRI BOSE (9477671391) 6. RAHUL KUMAR GUPTA (9681615083

REGISTRATION FEES:700

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QUEENHUNTER

  
  

INTRODUCTION

Budge Budge Institute of Technology (BBIT) brings you the battle for the balls, where your bots will fight one on one with your opponent. This warzone will be just like our Carrom matches and the more balls you pocket the better is your chance to be the ROBO-CARROM King (Queen).

PROBLEM STATEMENT:-

Built a wired manual robot that not only roams the arena but also flicks OR drags hard to put the Carrom balls into one of four corner pocket.

GAME PLAN

Prelims:-  Two bots will start from Start Point of their respective side.  13 balls (Smiley balls) of Diameter 8cm will be kept at the center of the arena.  6 Balls (of one color) belong to one team.  Queen Ball can be attempted only if all the other 6 balls have been put into the pockets by each team.  Once the game began try to put as many balls in the pockets.  If the ball falls out of the arena then the team that made that flick will be penalized with 5 points.  Points will be awarded for each successful knock into pocket. And the points will be equal to the value of ball (put into the pocket).  If the total teams participating are found to be odd, an additional prelim round of time trial may be added depending on the situation by the coordinator Final:-  The board will be played twice during the final and total points will be calculated on basis of ball in pockets and the winner will be decided.  For the Queen ball , rule is the same.

SCORING:

Each ball = 20 points Queen ball = 50 points Flicking ball out of arena= - 5 points.

Game rules:

 Game will be played on Knock-out basis. The team losing the game will be out of the competition and winner of that round will wait for the next round. The number of rounds will depend upon the number of teams participating in the competition.  Each round will be of 5min and the team with higher score will be declared the winner of the round and will move to next round.  In case if teams have equal score within the allotted time then each team will be given 2 minute alone in the arena to score points. The one with higher score will be declared winner.  Final round will be of 10 minutes each.  If any of the team tries to hit the opponent’s bot intentionally then that team will be disqualified immediately.  New rules may be added and existing rules may be monitored as per the situation by the coordinator.

BOT SPECIFICATION:

 Bot should fit into a box 0f 30 cm x 30cm x 30 cm (Maximum) at the time of start (No tolerances are allowed.)  Robot cannot be made using readymade Lego kits, or any ready-made mechanism. But you can use readymade gear.  Team members will not be allowed to touch any part of arena, only organizer are allowed to handle the arena, the team will be disqualified whose member is found touching the arena.  You are not allowed to make any changes to your bot once the game has strted.  Participants are not allowed to keep anything inside arena other than the bot. Power supply must be outside of the arena.  Organizing team will not be responsible for any kind of damage to your bot. .  Organizers decision will be final and binding in case of any dispute.  Organizers reserve the right to change any of the above rules they deems to be fit.  Power socket of 220V AC will be supplied by organizer.

TEAM DETAILS:

 A maximum of 5 participants and a minimum of 2 can form a team.  Students from different batches and branches can be a part of same team  An individual cannot be the part of more than one team.

Co-ordinators

1. SUBHADEEP SAHA (8961019125) 2. ARPAN BHATTACHARYA (8100243301) 3. VIVEK PRASAD (8910028795) 4. AMIT SHAW (8910290656) 5. SHOVON DEV PAUL (8348742004)

REGISTRATION FEES:

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ROBOCLASH


  

Rules And Regulation

The world war is going to be repeated and this time with more madness. The ultimate power of machines will be on the track like never before. Bring your fighting bots to show your rage and anger against your opponents. Destroy them just by getting the complete hold of their grounds and become the savior of your land.

OBJECTIVE:-

Design a manually controlled combat robot which can topple wooden blocks mounted on a metal plate and immobilize opponent’s robot in a one on one fight.

GENERAL RULES

 Any action against fair play will lead to immediate disqualification.  The decision of the coordinators will be final & binding.  Rules may be modified after the commencement of the event.  The wires must be kept slacked all the time.  Team members will not be allowed to touch any part of arena, only organizer are allowed to handle the arena in any situation, the team will be disqualified whose member found touching arena.  Damaging the arena will lead to disqualification.  In case of any difficulty that arises during the event, the Auxesis team members will give the final decision.

ROBOT SPECIFICATION

 Dimension should be of 35cm x 35cm x 45cm (Your machine may be smaller than this)  Maximum weight of a BOT should not be more than 10kg.  Maximum battery supply allowed is 20volts. We will only provide 220v, 50 Hz supply.  No modification is allowed after the bots registration.

TEAM SPECIFICATION

 The maximum number of participants allowed in a team is 5 and minimum number of participants is 2.  A team may consist of students from same colleges.  A participant cannot be in two teams in the same event

GAME PLAY

 The game will consist of two rounds- attack and defend (a toss will decide which team attacks first and the other becomes the defend. The attacker here has to tumble over the blocks or throwing them out of the arena or throwing them in the pit in the centre of the arena.  The defender has to protect his blocks by resisting the attack.  Different buildings carry different points (from 20 to 100).  Each round will lasts for 5 mins.  If the attacker falls in the pit the round will be over and the standing points of the attacker will be noted , if the defender falls in the pit the round ends till the attacker destroys all the building or the time ends.  If any bot falls outside the arena, there will be a restart. A maximum of 3 restarts will be given each resulting in negative 100 points to the bot falling out.  A time out of 2 min will be given in case of the BOT having any problem further. Any further time allotted shall result in negative 20 points per minute. A maximum extra time of 5 minutes shall be allotted.

NOTE

THE ARENA DESIGN FOR FINALS MAY BE DIFFERENT FROM THE DESIGN OF PRELIMS. Rules are subject to change if circumstances demands. Co-ordinators decision will be final and all participants have to abide by it.

CO-ORDINATORS

1. UTSAB NANDY (8981249709) 2. SUBHAM BANERJEE (8334808925) 3. SOUVANIK DAS (9088426757) 4. SUMAN RANJAN GHANTA (8116374608)

REGISTRATION FEES:700

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NEED FOR SPEED

	
    

INTRODUCTION

You think you are fast? Think again. Race with the most exotic cars in the most amazing arenas. Take every corner at 300kmph as the city’s best racers come together in an exhibition of the sheer talent.

GENERAL RULES:

• Game Type: Circuit • No. of Laps: 2 for competitive , 3 for semi-final & final. • Courses: Courses will be given on the spot and will be selected from the list given below. • Participants are not allowed to use their own profiles , only the given profile can be used.

Race Mode Options

• Track Direction: Forward • LAPS: 2/3 • N20: On • Collision Detection: Off Performance Matching: Off

Disconnection:

If a disconnection is deemed to be unintentional by the referee, the match will be restarted. If any player does not agree to a match restart, that player will lose by default. In case the Internet doesn’t work properly then the decisions taken by the event managers and coordinator will be final.

Courses

Heritage Heights, Diamond, Switchback, East Park, Omega, Dunwich Bay, Oil Refinery, Bay Bridge, Clubhouse.

EVENT RULES:

Competition :- All qualifying participants will compete in a “Circuit” mode in groups of 4. Qualifying :- The first 2 players to complete 2 laps of the circuit course and cross the finish line will advance to the next round. Semi-Finals :- All qualifying 8 participants will be divided in 2 groups of 4. They will compete in 3 races in “Circuit” mode. Top 2 participants from each group will advance to the finals. Qualifying :- The time clocked by each participant in each of the 3 races will be added and the 2 participants from each group having the least cumulative time will advance to the finals. Finals :- All qualifying participants will compete in a group of 4 in 5 races in “Circuit” mode. Winning :- Winner of a race is the first player to complete 3 laps of the circuit course and cross the finish line. Winning the tournament :- A player having the least cumulative time of all the 5 races will be the winner of the tournament. RULES MAY CHANGE AFTER THE COMMENCEMENT OF THE EVENTS CO-ORDINATORS DECISION WILL BE FINAL AND ALL PARTICIPANTS HAVE TO ABIDE BY IT.

Co-ordinators:<>/h2 1. ARPAN BHATTACHARYA (8100243301) 2. SANDIP DEY (9083797255) 3. MD. ZEESHAN ALI (8536882293) 4. ADIL KHAN (8697067170)

REGISTRATION FEES:100(solo)

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CLASH OF CLANS

  
  

RULES AND REGULATIONS

SINGLE WAR( 1 ON 1): 1. Townhall attack (same townhall). 2. Townhalls allowed are TH9,TH8,TH7. 3. There will be a qualifying round followed by quarters and semi’s leading to the final Note: Rounds may vary according to coordinator. 4. Winners of round will be decided according to stars and destruction. 5. In case of tie, winners will be decided according to the amount of time elapsed. 6. Follwing troops will not allowed. -level 5 and up golem -level 7 balloons -level 5 valkyrie -level 3 lavahound -level 5 and up dragon - Bowlers and miners. 7. There will be individual winners TH9,TH8,TH7 respectively. 8. Internet connection is sole responsibility of the players and coordinators will not be responsible if any breakdown occurs during the game. 9. Co-ordinators might change or add rules if situation arises. 10. Co-ordinators decision is final.

CLAN WAR

1. 10 VS 10 ( 3TH9,5TH8, 2TH7 ). 2. The members of a clan should arrive with members in a level 1 clan. 3. Maximum of two members with dual accounts are allowed (The two accounts can be of any townhalls). 4. Clan Castle troops donation should occur within the level 1 clan and not from outside. 5. All members must be eligible for war. 6. Point System:- Town hall level Points Attacking TH One Up Destruction % + ( 20 X No. Of Stars) + 60 Attacking Same TH Level Destruction % + ( 20 X No. Of Stars) Attacking TH One Down Destruction % + ( 20 X No. Of Stars) 7. Clan name should be same as that of the registered name. 8. All team members should be present before hand. 9. Internet connectivity is sole responsibility of the players and co-ordinators will not be responsible if breakdown occurs during ht e game. 10. Co-ordinators might change or add rules if situation arises. 11. Co-ordinators decision will be final. ***** KEEP CLASHING *****

Co-ordinators

1. ARINDAM CHOUDHURY. (7059416015) 2. ARIJIT DAS. (9239700107) 3. MOHIT OJHA. (8961502739)

REGISTRATION FEES:20(solo) & 200(team)

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CRIMINAL CASE

  
  

  

THE GAME:

An on campus crime investigation scene will be provided. Each team will be provided with identical sets of clues but the order may be different. The clues can be any unique piece of information that needs to be solved by using the collective brainpower of the team members. At each clue location, there are slips of paper–one for each team which will help you to solve the case. Find your team's clue and if the team correctly figures out the clue, your team will be led to the next location bringing the team one step closer to solving the case. After solving all the clues, the team with the earliest entry will be considered the champions!

RULES AND REGULATIONS

1. Each team will consist of a minimum of 3 and a maximum of 4 members headed by a team captain chosen among the 4 members. 2. Members of the team should not get separated at any point and the team members should remain together throughout the game. 3. Teams will have to keep the clues with them until the game finish. 4. Never tamper with another team's clues. A violation of this rule would be penalized. 5. Do not search for clues in off-limit areas. If you move anything to search an area, put it back the way it was, before you leave. 6. To qualify, the team, in its entirety, must return to the specific location no later than the specified time as specified by the judges. 7. Use of mobile phone is strictly prohibited. 8. If anyone on the team cheats or breaks the rules, the whole team gets disqualified. 9. There is no appeal process. All decisions by the judges are final. No exceptions.

EVENT COORDINATOR:

1. SHREYANKA CHAKRAVARTY 2. ANKITA GANGULY 3. ARPAN BHATTACHARYA (8100243301) 4. UTSA DAS 5. DEBANJANA SARKAR 6. GAURAV ROY (8274844998)

REGISTRATION FEES:300(team)

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FIFA 11



  "In life, as in football, you won't go far unless you know where the goalposts are."
     - Arnold H. Glasow.
   The biggest religion in the world is not a religion. It's Football.
   The Beautiful Game does not just require skill, it requires tactical insight as well.
    Having lived in awe of the greats over the years, this is the opportunity to take your favorite team to glory.
    It may just be a game, but victory is all that matters.
    The time has arrived when tackles will be hard, shots will be saved, and blood will be shed,
     it's when the stalwarts rise and the weak fail, it's when AUXESIS 2K17 comes into phase,
     it's when friends become enemies and rivalry dawns. It's a virtual war which is
     awaiting to begin in a soccer field.
  

General Rules

 The tournament shall be conducted on knock -out basis.  Since this is a gaming event each participant has to play a head-to-head match against another participant. The games will be played in multiplayer (1 vs. 1) mode.  At first the participants will have to check the game controls and change the necessary according to their convenience.  The LAN connection will be set up by the event coordinators or volunteers and the participant can choose their teams and start the match. Game Settings:-  Custom Formations: Not allowed.  Custom Tactics: Allowed.  Custom Corners: Not allowed.  Half Length: 4 minutes.  Difficulty level: World Class (default in EASO).  Game Speed: Normal.  Multiplayer Camera: Any (unless a specific camera angle must be used for stage matches). If the players cannot agree on which camera angle to use, a referee shall decide it for them.  Injuries: Off.  Off sides: On.  Bookings: On.  Subs On Bench: 7.  Radar: 2D.  Time/Score Display: ON.  Player Status Bar: Player Names.  Home Auto Switching: 0/10.  Away Auto Switching: 0/10.  Volume Settings: Default  Graphics and other settings may only be setup through the menu. (Configuration file cannot be used). The allowed resolution is 800x600.  Keeper Level: World Class.  Manual Cross: ON.  Manual Through -ball: ON.  Controls can be changed before starting any match. No player should change the above mentioned settings after the commencement of the game.  Keyboards will be provided but the participants can bring their own game - pads if they wish.  All the participants will be given 2 minutes before the match to set their keyboard and game-pad controls.  If the connection is lost during a match at x minutes (say), then the match will be replayed up to (90-x+3) minutes only.  Score line of the previous match will be brought forward as initial score line for the next match.  A Red card or two consecutive Yellow cards will lead to suspension of the player from the subsequent matches. Controller Settings:-  Crosses: Manual.  Player auto -switching: Off.  Players are allowed to choose any controller settings they prefer apart from the Crosses and auto switching settings. Forbidden Moves:-  The players must kick -off with a backward pass at the beginning of each half and after every goal is scored.  The players are not allowed to shoot the ball directly onto the crossbar from a corner kick in order to get a chance for a header when the ball rebounds.  It is not allowed to score a goal from one's own half of the field.  It is forbidden to make a throw-in directly into the opponent’s penalty area. Should a player throw the ball directly into the opponents penalty area he shall be warned. Should he persist, he shall be disqualified from the tournament. Any goals resulting from a throw-in into the opponent’s penalty area will not be counted.  If a player is found to be intentionally delaying the game time by passing the ball around and clearly not attempting to score, he may be given a warning or lose by default at the referees discretion.  In any case, a goal scored due to the use of a "forbidden move" shall not be counted.  If a player changes his tactics, formation or line -up he has to kick the ball out of bounds after the changes so that his opponent is able to react.  If a player is found to be intentionally delaying the game time by passing the ball around and clearly not attempting to score, he may be given a warning or lose by default at the referee's discretion.  Prior to making any changes to one's team, the player that wants to make a change must be in possession of the ball and be in his own half before he pauses the game. In the last few minutes of the game it is not allowed to make any changes to one's team with the sole intent of delaying the match. Should this be the case, the player delaying the match will be warned by a referee and, should he persist after the warning, be attributed with a default loss of the match.  In any case, a goal scored due to the use of a "forbidden move" shall not be counted.  Should a player persist in playing with forbidden moves, he may be disqualified from the tournament.  All complaints shall be dealt with after the match has been completed.

Disconnections

 Any connection loss between opponents due to system, network, PC, and/or power problems/issues.  Intentional disconnection: any connection loss between opponents due to a player's actions. Upon judgment by the referee, the offending player may be charged with a default loss. In case a disconnection occurs:  A referee will confirm the exact score to that point (even if the ball is about to cross the goal line, the goal shall not count), and restart the match.  A referee will inform the players on exactly how many minutes must still be played in order to complete the match.  If the connection is lost during a match at x minutes (say), then the match will be replayed up to (90-x+3) minutes only.  If the disconnection occurs after a corner kick was awarded to a player, the match will resume with a corner kick for that same player.  Any players sent off the field (red card) shall not return to the game when the match resumes.

Unfair play

 The use of any cheat program.  An intentional disconnection.  The use of any settings exceeding the standard and permitted settings.  Clearly allowing one's opponent to win a match.  Any "unnecessary chatting" during the match. "Unnecessary chatting" means any chatting other than the cases listed below:  Greeting messages between the players.  Repeat of "P" to request for a pause during a stage match.  A signal for the loss (i.e.: 'gg', 'GG', or any other message that the referee can use to decide the winner).  message that the referee can judge as not a part of the game.  If a referee decides that external conditions (Press, Team Leader, Player, Spectator, etc.) are giving or have given an unfair advantage to a player, the player may be given a warning or lose by default at the referee's sole discretion).  Non - sportsman like behavior or, in general, disruptive (e.g., shouting), inappropriate and/or unprofessional actions directed towards another player (even inside the game), the use of a program bug that is determined by the board of referees as being unfair.  Upon discovery of any player committing any violations regarded as unfair play, the offending player, at the sole discretion of the board of referees, may receive a warning, a forfeit loss or, in extreme cases, be disqualified from the tournament.

NOTE

Rules are subject to change if circumstances demands. Co-ordinators decision will be final and all participants have to abide by it.

Co-ordinators

1. SOUVIK SUR (7602237815) 2. PRITAM SARKAR (7278209324) 3. ABHISHEK CHETRI (9735932263)

REGISTRATION FEES:100(solo)

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COUNTER STRIKE 1.6




Rules & Regulations

Definitions

Offense: Terrorist Side. Defense Counter-Terrorist Side. Round: One 1 minute 45 second cycle on a map. Half: 15 rounds of play on a defending or offensive side. Half time: The period between halves in which teams swap sides. Match: First team to win 16 total rounds, or the single overtime round. Overtime: In the case of a 15-15 score at the end of regulation play, 3 overtime rounds will be played. The start money for each team will be set at $10,000 per player for overtime. Players should be of same college with valid college id or the team will be disqualified.

Game Format

Competition Method: 5 vs. 5 Players: 10 total (5 on each team) Rounds: 30 rounds for regulation play Max Rounds Format: 15 rounds as Offense, and 15 rounds as Defense per team until the victory condition is met Victory Condition: The first team to win 16 rounds in regulation or the team that wins the overtime period. Buy time: 15 seconds Start money: $800 for regulation play, $10,000 for overtime periods 3 Freeze time: 15 seconds C4 Timer: 35 seconds Map Pool:- de_dust2 de_inferno de_nuke de_train *The map pool may be changed prior to the tournament. Players will be informed of any such changes as soon as possible. Map Selection :- A coin toss will be executed, The winner of it will first eliminate one of the map in the above 4 maps, Then the opponent team will eliminate another one, Then winner will eliminate another one, So 3 maps eliminated now, The remaining map which is not eliminated by both the teams will be player.

Side Selection

By knife round At half time, teams will switch sides Half time will be a maximum of two minutes, at which point both teams must be ready. In the event of overtime, teams will switch sides and play an additional 6 rounds (3 on each side) with $10,000 start money; if the score is still tied, another overtime period will be played to determine the winner.

Violations:

1. Slient or unrechable bomb plants – The bomb must be audible and planted in a position that is accessible without a boost. 2. Flashbang exploits – No flashbang exploits will be allowed. 3. Use of any unapproved textures or models – Only default CS 1.6 models will be allowed. 4. Violation will lead to immediate disqualification. 5. Steel Series - Kana Mouse not allowed.

NOTE:

Rules are subject to change if circumstances demands. Co-ordinators decision will be final and all participants have to abide by it.

Co-ordinators:

1. SHIVAM KUMAR (8100606884) 2. DEEP NARAYAN GUPTA (8336010616) 3. AKASH KUMAR SHARMA (8116763622) 4. JISHU

REGISTRATION FEES:500(team)

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CLASHROYALE



  

RULES AND REGULATIONS

1) Firstly you have to register and provide the Gmail account name via which you will be playing the game. (NOTE: Gmail Account cannot be changed on the day of competition) 2) On the day of commencement of the event you are to reach the venue at the given time along with your own device and Internet packs. 3) There after you have to log in via your Gmail id provided by you previously during the registration. (NOTE: Use of any other account is prohibited) 4) A new clan will be opened and all the participants have to join that clan. 5) It will consist of three rounds.

KNOCK OUT STAGE:

 It will be a knockout round.  Two participants will be selected at random and a series of three matches will be played between them. The participant with more number of wins will advance and the other participant will be knocked out.  This process will continue until we have four players left.

SEMI FINALS:

 The final four players will play in this round.  The opponent will be selected at random and a series of five matches will be played between them. The participant with more wins advances to the finals.

FINALS:

 The final two players will play against each other.  A series of five matches will be played between them and the participants with more wins takes the ultimate prize ( prize money ) home.

NOTE

You are advised to leave your clan for a day informing your respective clan leaders . Rules are subject to change if circumstances demands. Co-ordinators decision will be final and all participants have to abide by it.

Co-ordinators:

1. SOHAM MONDAL (8961180942) 2. DIPANJAN CHATTOPADHYAY (9038375232) 3. SUBRATA SINGHA (7063215679)

REGISTRATION FEES:20(solo)

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QUIZ



  

Quiz Rules:

Number of rounds: 6 No. of members per group - 2

1. Screening Round:-

a. There will be 15 multiple choice questions, time allowed will be 10 minutes. b. This will be a written test. c. Each question will carry 1 point. d. Four teams will be selected after the Screening round.

2. Sports Round:

a. There will be 8 questions, time allowed to answer per question will be 15 seconds. b. Each question will carry 10 points, and passed questions will carry 5 points each. c. There will be 2 questions for each team.

3. Vigyan Round:-

a. There will be 12 questions, time allowed to answer per question will be 15 seconds. b. Each question will carry 10 points, and passed questions will carry 5 points each. c. There will be 3 questions for each team.

4. Audio Visual Round:

a. There will be 8 questions, time allowed to answer per questions will be 15 seconds. b. Each question will carry 10 points, and passed questions will carry 5 points each. c. There will be 2 questions for each team.

5. Who Am I?:

a. There will be 8 questions, time allowed to answer each questions will 15 seconds. b. Three clues will be provided for each question, 10 points for answering in 1st clue, 5 points for answering in 2nd clue, and 2 points for answering in the 3rd clue. c. There will be 2 questions for each team.

6. Rapid Fire Round:

a. There will be 10 questions per team and they will be provided 5 seconds for answering each question. b. Each questions will carry 5 points. c. No questions will be passed in this round.

NOTE:

Rules are subject to change if circumstances demands. Co-ordinators decision will be final and all participants have to abide by it. *For rounds 2, 3, 4 & 5, for each wrong answer, there will be a negative marking of 5 marks.

Co-ordinators:

1. ARPAN BHATTACHARYA (8100243301) 2. SHUBHAM KUMAR (7059275428) 3. ISAR AHMED KHAN (8388817271) 4. ALOK KUMAR SINGH (9903010901) 5. NILADRI BOSE (9477671391) 6. TRIPTI SHEYA

REGISTRATION FEES:200(team)

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